Joystick chair

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Solution Overview

Problem

Current Virtual Reality (VR) input devices often cause user nausea, fatigue, and injury due to inadequate movement synchronization and complex setup, failing to provide a realistic and comfortable VR experience.

Innovation Solution

The Joystick Chair, a dual-position input device that allows users to control movements by shifting their body, eliminating the need for head-only turns and incorporating a microcontroller to process seat angle for 360-degree turns, separate control for sideways and back/forth movements, and ergonomic handle controls to reduce nausea and fatigue while ensuring safety and comfort.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If standard controller (gamepad) is used for movement control, then device complexity is low, but user safety deteriorates due to lack of body-head movement synchronization causing nausea and injury

Engineering Contradiction:
Improveuser safetyVSAvoiddevice complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent combines the chair structure with motion sensing capabilities, merging the support function with the input detection function. The chair becomes both a seating device and a motion control input device, eliminating the need for separate complex safety mechanisms while maintaining body-head movement synchronization

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system uses the user's own body movements and the chair's natural motion dynamics as the input source. The chair's motion sensors detect the user's leaning and positional changes automatically, requiring no additional active input devices from the user while ensuring safe synchronized movement

Inventive Principle:
Principle #25Self-service

2Ease of operation

If body movement is used for turning control, then ease of operation improves, but device complexity increases due to microcontroller and angle processing requirements

Engineering Contradiction:
Improveease of operationVSAvoiddevice complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces complex mechanical turning mechanisms with electronic angle sensing and microcontroller processing. Instead of mechanical gyroscopes or complex mechanical linkages, the system uses angle sensors and digital processing to achieve precise turn control, reducing mechanical complexity while improving operational ease

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system changes the control parameter from manual joystick manipulation to automatic detection of body lean angle. The microcontroller processes angle data to determine turn direction and magnitude, transforming the control interface from manual to automatic while simplifying user interaction

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If complex body position recognition systems are used, then measurement precision improves, but ease of operation deteriorates due to complex setup and space requirements

Engineering Contradiction:
Improvebody position detection precisionVSAvoidease of operation
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent extracts only the essential motion detection functionality from complex full-body tracking systems. Instead of using multiple cameras and sensors for complete body mapping, the system focuses solely on detecting chair angle and user lean position, achieving sufficient precision for VR control while dramatically simplifying setup and reducing space requirements

Inventive Principle:
Principle #2Taking out (Extraction)

4Ease of operation

If basic walking simulation is used, then device complexity is low, but user comfort deteriorates due to fatigue and lack of realistic movement sensation

Engineering Contradiction:
Improveuser comfortVSAvoiddevice complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent implements dynamic motion simulation that adapts to user movements in real-time. The system detects chair angle changes and translates them into corresponding virtual movement, creating a dynamic feedback loop that enhances realism. This dynamic approach improves comfort by providing authentic movement sensation while using relatively simple angle sensing and processing

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11160704B2Joystick chair
Publication Date: 2021.11.02 NEUROSYNC LAB LLC
  • US11160704B2 patent drawing
  • US11160704B2 patent drawing
  • US11160704B2 patent drawing

AI summary

Joystick chair is an input device for interaction between the user and computer. It enables the movement of the user in games. The invention is used by placing feet on the platform (3) and sitting or leaning on the seat (23). Command for turning is achieved by rotating the seat (23), either to the left or to the right. Command for forward movement is issued by pulling the left or right controller (36, 41) with fingers, while the command for backward movement is issued by pushing the left or right controller (36, 41) away by palms. Control handles for lateral movement (49, 56) are separated from the forward-back controls that are located on the controllers (36, 41). Other commands are achieved with buttons on the left and right controller and they are accessible with thumbs. The software allows the modifications of all available actions of the invention.