Predictive Input Actuation for Video Game Systems

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Solution Overview

Problem

Existing video game systems rely on reactive feedback mechanisms that respond to user input, limiting the type and timing of feedback provided to the user.

Innovation Solution

A computer-implemented method that predicts future actuations of a user input device based on determined user movement, allowing for pre-emptive effects to be output before actual actuation, thereby enhancing interaction with video game systems.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If reactive feedback mechanisms are used in video game systems, then the system responds to user input, but noticeable delay occurs between actuation and output effect

Engineering Contradiction:
Improvefeedback responsivenessVSAvoiddelay between actuation and output
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary action by predicting future user actuation based on current movement data before the actual input occurs. The feedback effect is prepared and output in advance of the predicted actuation moment, eliminating the traditional reactive delay. This is achieved through analyzing user movement trajectories and timing to anticipate when an input will occur, then pre-generating the appropriate feedback response.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If traditional reactive feedback is provided, then the feedback type is limited to responses after actuation, but the timing and variety of feedback is restricted

Engineering Contradiction:
Improvefeedback timing optionsVSAvoidresponse timing flexibility
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system extends feedback timing versatility by implementing preliminary action - generating and outputting feedback effects before the actual user actuation occurs. By predicting when users will actuate inputs based on movement analysis, the system can provide feedback at optimal moments rather than being constrained to post-actuation timing only, thereby expanding temporal flexibility in feedback delivery.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies dynamics by making feedback timing adaptive rather than static. Instead of fixed reactive timing, the feedback moment dynamically adjusts based on predicted user behavior patterns. The system continuously analyzes movement data and modifies when feedback is delivered to match anticipated user actions, creating a dynamic timing system that adapts to individual user interaction styles.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250065232A1Method Of Interacting With A Video Game System
Publication Date: 2025.02.27 SONY COMP ENTERTAINMENT EURO LTD
  • US20250065232A1 patent drawing
  • US20250065232A1 patent drawing
  • US20250065232A1 patent drawing

AI summary

A computer-implemented method of interacting with a video game system comprising a user input device, the method comprising: determining movement of a user using a sensor; predicting a future actuation of the user input device based on the determined movement, wherein the actuation triggers a game event; outputting an effect based on the predicted actuation of the user input device. This provides accurate, pre-emptive effects and improves the interaction between a video game system and a user.