Motion Controller for Immersive Dance Game Input

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Dancing video games typically limit user interaction to pressing buttons, failing to provide a fully immersive experience by not utilizing realistic dance movements as gameplay mechanics.

Innovation Solution

A method and apparatus that employ a controller with accelerometers to track and interpret hand and arm movements, comparing them to expected dance movements and providing feedback through a display, allowing users to perform dance movements as inputs to enhance the gaming experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If button pressing interface is used for dancing video games, then device complexity is reduced and ease of operation is improved, but immersion and realism of dancing experience deteriorate

Engineering Contradiction:
Improveease of operationVSAvoidimmersion
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent replaces traditional mechanical button-pressing interfaces with motion sensing technology that detects and interprets actual body movements. The motion sensor captures kinematic data from the player's dancing movements, transforming physical dance actions into game inputs without requiring button presses, thereby enhancing immersion while maintaining ease of operation.

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

2Adaptability or versatility

If motion sensing technology is implemented to track body movements, then immersion and realism are improved, but device complexity and measurement precision requirements increase

Engineering Contradiction:
ImproveimmersionVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces a motion sensor as an intermediary device that bridges the player's physical movements and the game system. This intermediary captures motion data and translates it into game-controlling signals, allowing the system to interpret natural dance movements without requiring complex direct integration between the player and game mechanics.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If motion sensing technology is implemented to track body movements, then immersion and realism are improved, but system complexity and processing requirements increase

Engineering Contradiction:
ImproveimmersionVSAvoidmeasurement precision
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The patent employs motion sensors that capture comprehensive motion data exceeding the minimum requirements for basic game control. By measuring more motion parameters than strictly necessary and processing this excessive data, the system achieves high measurement precision and enables nuanced detection of dance movements, thereby enhancing immersion through accurate motion recognition.

Inventive Principle:
Principle #16Partial or excessive action

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 provides a more realistic and dynamic dancing experience by allowing users to interact with the game using natural dance movements, enhancing immersion and engagement.

Implementation Method 1

employ a controller with accelerometers to track and interpret hand and arm movements

Methodology Applied
Scientific EffectAccelerometer: Accelerometer

Data Source

PatentUS10695679B2Interactive video game method and system
Publication Date: 2020.06.30 DISNEY ENTERPRISES INC
  • US10695679B2 patent drawing
  • US10695679B2 patent drawing
  • US10695679B2 patent drawing

AI summary

One particular implementation of the present invention may take the form of a method and apparatus for providing various movements as input to a video game. The method and apparatus may detect the body movements of a video game player and interpret those movements as inputs to the video game. The video game may then compare the movements of the user to expected movements to determine if the correct movement was performed by the user. The video game may also display a video game environment that instructs and interacts with the user to perform several movements of the video game. In this manner, the method and apparatus may provide a move realistic and dynamic video game experience than previous video games that only allowed the player to press buttons as inputs to the game.