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

VSEngineering 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

Engineering Contradiction:
Improveuser interaction capabilityVSAvoidengagement for non-active users
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

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.

Inventive Principle:
Principle #6Universality (Multi-functionality)

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

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

Engineering Contradiction:
Improvenon-active user interactionVSAvoidsystem components
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #25Self-service

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.

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

3Adaptability or versatility

If the system processes movement data from multiple users, then user engagement increases, but processing requirements and energy consumption increase

Engineering Contradiction:
Improvemulti-user engagementVSAvoidprocessing energy
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

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.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9069381B2Interacting with a computer based application
Publication Date: 2015.06.30 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9069381B2 patent drawing
  • US9069381B2 patent drawing
  • US9069381B2 patent drawing

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.