Touchscreen Joystick Input Translation Layers

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current joystick controls on touchscreens provide crude and unrealistic movement simulations for game entities, particularly vehicles, as they do not accurately reflect the expected physics behavior, leading to instantaneous steering and lack of drifting effects.

Innovation Solution

Implementing a joystick with multiple areas and input translation layers that modify user input to simulate throttle and steering behaviors, allowing for varying maximum parameter values and non-linear responses based on input location and distance, thereby enhancing the realism of vehicle control in games.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a joystick area is provided on a touchscreen to control game entity parameters, then user input capability is improved, but control precision and movement accuracy deteriorate due to crude control over game entity movement

Engineering Contradiction:
Improveuser input capabilityVSAvoidcontrol precision
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The joystick area is divided into multiple zones (first area, second area, third area) with different control characteristics. Each zone corresponds to different movement parameters and provides differentiated control precision, allowing crude input to be transformed into precise control through spatial segmentation of the input area.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different areas of the joystick are assigned different control properties: the first area controls movement in a first direction with specific maximum magnitude, the second area controls movement in a second direction with different maximum magnitude, and the third area provides transitional control. This local differentiation of control quality enables precise parameter control while maintaining ease of operation.

Inventive Principle:
Principle #3Local quality

2Device complexity

If a joystick provides uniform control response across all areas, then device complexity is reduced, but realism and physics accuracy of game entity movement deteriorate

Engineering Contradiction:
Improvecontrol system simplicityVSAvoidphysics accuracy
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The control system implements area-specific response characteristics where each joystick area generates different parameter magnitudes and control behaviors. This local quality differentiation maintains realism and physics accuracy for different movement scenarios while keeping the overall device complexity manageable through software-based zone definition.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system changes control parameters (maximum magnitude, response curves, transition behaviors) based on the detected input area. By dynamically adjusting parameters according to location and movement distance, the system achieves realistic physics simulation without requiring complex hardware modifications.

Inventive Principle:
Principle #35Parameter changes

3Stability of the object's composition

If the joystick uses fixed maximum parameter values across all areas, then control consistency is improved, but adaptability to different movement scenarios deteriorates

Engineering Contradiction:
Improvecontrol consistencyVSAvoidmovement scenario adaptability
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The system assigns different maximum parameter values to different joystick areas based on their functional requirements. The first area may have higher maximum magnitude for rapid acceleration scenarios, while the second area has lower maximum magnitude for precision control scenarios, providing both consistency within each area and adaptability across different areas.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The control parameters are made dynamic rather than fixed. The maximum magnitude and response characteristics change based on the input area and movement distance, allowing the system to adapt to different movement scenarios while maintaining consistent behavior within each defined zone.

Inventive Principle:
Principle #15Dynamics

4Ease of operation

If the joystick responds linearly to all inputs, then ease of operation is improved, but realism and expected physics behavior deteriorate

Engineering Contradiction:
Improveinput responsivenessVSAvoidphysics behavior accuracy
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

Different areas of the joystick implement different response characteristics. Some areas may use linear response for direct control, while others use non-linear response curves to simulate realistic physics behaviors such as vehicle acceleration curves, friction, and drift effects, maintaining ease of operation through intuitive spatial mapping.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The response parameters are changed based on input characteristics including location and movement distance. The system applies different response curves, maximum magnitudes, and transition behaviors dynamically, enabling realistic physics simulation while preserving ease of operation through context-adaptive parameter adjustment.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12161935B2Computer device with joystick
Publication Date: 2024.12.10 KING COM
  • US12161935B2 patent drawing
  • US12161935B2 patent drawing
  • US12161935B2 patent drawing

AI summary

A user device has a touchscreen on which a joystick is displayed. The joystick has one or more input translation layers which modify the behaviour of the joystick to match the required game physics of a game entity.