Motion Sensor Game Interaction for Non-Active Users
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Solution Overview
Problem
Existing video game and computer-based applications do not effectively engage non-active users, who cannot interact with the game or application beyond passive observation.
Innovation Solution
A system that uses sensors and tracking technology to detect the physical actions of non-active users, allowing the game or application to respond to their movements and actions, thereby integrating them into the gameplay or application experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional video game systems are used, then active users can play the game, but non-active users cannot interact with the game
Solution Approach 1:
The system enables multiple types of users (active players and non-active spectators) to interact with the game through different input methods. Sensors detect movements from any person in the play area, allowing both players and spectators to influence game events without requiring traditional controller input.
Solution Approach 2:
Motion sensors serve as intermediaries between physical movements and game input. The sensors capture movements from non-active users and translate them into game-affecting actions, bridging the gap between passive observation and active participation.
2Adaptability or versatility
If sensors and tracking technology are added to detect non-active users, then non-active users can influence the game, but device complexity increases
Solution Approach 1:
The system automatically detects and processes movements from non-active users without requiring manual configuration or intervention. The sensors continuously monitor the play area and the processor automatically interprets movements as game inputs, eliminating the need for complex setup procedures.
Solution Approach 2:
Traditional mechanical controllers are replaced with motion detection technology. Instead of requiring physical connection through controllers, the system uses sensors to detect body movements and translate them into digital signals for game control.
3Adaptability or versatility
If the system processes movement data from multiple users, then user engagement increases, but processing requirements and energy consumption increase
Solution Approach 1:
The system processes only the necessary movement data required for game interaction, rather than analyzing all possible movements. It focuses on detecting specific gesture patterns and movements that are relevant to game control, avoiding unnecessary processing of irrelevant motion data.
Data Source
AI summary
A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game.


