Motor Vibration Model Construction for Game Haptics
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Solution Overview
Problem
Current haptics systems in electronic devices, particularly in games, require cumbersome customization of vibration effects for different game scenes and characters, leading to inefficiencies and poor portability of vibration models across different conditions and environments.
Innovation Solution
A method for constructing a motor vibration model that digitally processes condition combinations and corresponding vibration effects, establishing mathematical models for vibration type and amplitude to create a general model that can be adapted and ported across various game scenes and characters, using expressions like Y=AX+B for vibration type and L=c1k1+c2k2+c3k3+...+ciki+d for amplitude, allowing for consistent and diverse vibration forms.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If fixed vibration settings are used for different game scenes and characters, then the implementation is simple, but the adaptability and reusability are poor requiring re-customization for each scene
Solution Approach 1:
The patent segments the vibration model into multiple independent dimensions including vibration type, vibration amplitude, vibration frequency, and damping coefficient. Each dimension can be independently adjusted based on game scene conditions, allowing flexible adaptation without requiring complete re-customization. This segmentation enables partial reuse of vibration parameters across different scenes while maintaining adaptability.
Solution Approach 2:
The patent creates a universal vibration model framework that can be applied across multiple game scenes and characters through parameter adjustment rather than scene-specific customization. The model uses condition combinations (character attributes, equipment, environment) to dynamically determine vibration parameters, making the same model structure reusable for diverse scenarios including shooting games, racing games, and fighting games.
2Adaptability or versatility
If unique vibration customization is performed for each game scene and character condition, then the adaptability is high, but the work量和 time consumption increases significantly
Solution Approach 1:
The patent pre-establishes a comprehensive vibration model framework with defined dimensions (type, amplitude, frequency, damping) and parameter relationships before actual game development. This preliminary structure allows developers to quickly configure scene-specific vibrations by adjusting parameters rather than creating customizations from scratch, significantly reducing development time while maintaining high adaptability.
Solution Approach 2:
The patent enables rapid adaptation to different game scenes and characters by changing parameters within the unified vibration model rather than creating separate customizations. The model accepts condition inputs (character stats, equipment, environment) and automatically determines appropriate vibration parameters, reducing customization time from creating unique models for each scene to simply adjusting parameters in the existing framework.
3Device complexity
If simple vibration models are used, then the implementation is easy, but the diversity of vibration forms is limited
Solution Approach 1:
The patent implements a dynamic vibration model where parameters are not fixed but determined by game conditions. The model dynamically selects vibration type, amplitude, frequency, and damping based on character attributes, equipment, and environmental conditions. This dynamic approach maintains relative simplicity in the model structure while achieving diverse vibration forms through condition-based parameter determination.
Solution Approach 2:
The patent combines multiple vibration dimensions (type, amplitude, frequency, damping) into a composite vibration model that achieves diverse vibration forms through the combination of these elements. Rather than using complex individual models for each vibration type, the patent creates a unified composite model that generates diverse vibrations through the interaction of multiple simpler parameter dimensions.
Data Source
AI summary
A method for constructing a motor vibration model is provided. In this method, a first condition combination and a second condition combination in a game scene and vibration effects corresponding to the condition combinations are received, the vibration effects including a vibration type and a vibration amplitude. The first condition combination, the second condition combination and the corresponding vibration effects may be digitally processed, respectively. A vibration type model may be constructed according to the first condition combination and the vibration type that have been digitally processed, and a vibration amplitude model may be constructed according to the second condition combination and the vibration amplitude that have been digitally processed. The vibration type model and the vibration amplitude model jointly constitute the motor vibration model. A game-scene-based haptics implementation method, an electronic device and a computer-readable storage medium are also provided.


