Relocatable Controllers Turning Arbitrary Objects Into 3D Game Inputs
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Solution Overview
Problem
Existing video game systems and electronic play environments neglect the interaction with arbitrary physical objects present in a player's surroundings, limiting the freedom and versatility of gameplay.
Innovation Solution
A play system comprising relocatable controller devices that can be attached to arbitrary physical objects in a 3D ambient space, detecting orientations, movements, and collisions to control virtual objects, sound effects, and mechanical effects on a display appliance, allowing interaction with unlimited types of physical objects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If video game systems use traditional handheld controllers or touchscreens, then the control interface is simple and focused on player interactivity, but the system cannot interact with arbitrary physical objects in the player's surroundings
Solution Approach 1:
The controller device is designed to attach to arbitrary physical objects of any type, shape, or size, transforming ordinary objects into interactive game controllers. This universal attachment capability allows a single controller design to work with unlimited types of physical objects, resolving the contradiction between versatility and complexity by making the controller adaptable to any object rather than requiring different controllers for different objects
Solution Approach 2:
The controller device acts as an intermediary between arbitrary physical objects and the video game system. It contains sensors that detect object properties and movements, then transmits this data to the video display appliance, enabling interaction without requiring direct integration between the game system and diverse physical objects, thus maintaining relatively simple system architecture while achieving high versatility
2Adaptability or versatility
If video game systems ignore arbitrary physical objects in the environment, then the system design remains simple and focused, but the gameplay freedom and storytelling versatility are limited
Solution Approach 1:
Arbitrary physical objects serve themselves as game controllers and props through their natural properties. The objects' inherent characteristics (shape, size, weight, material) are detected by the controller's sensors and directly translated into game interactions, eliminating the need for complex system processing to interpret object meanings and allowing rich storytelling to emerge naturally from object interactions
Solution Approach 2:
The system dynamically adapts to any physical object attached to the controller, adjusting game behavior based on real-time detection of object properties and movements. This dynamic adaptation enables unlimited storytelling possibilities without requiring pre-programmed responses for specific objects, resolving the contradiction between versatility and complexity through real-time flexibility rather than pre-defined complexity
3Adaptability or versatility
If controller devices are fixed in design, then manufacturing is simple and reliable, but the system cannot accommodate unlimited types of arbitrary physical objects
Solution Approach 1:
A single universal controller design with standardized attachment mechanisms and comprehensive sensors can accommodate unlimited types of arbitrary physical objects. This universal design simplifies manufacturing by producing one type of controller rather than multiple specialized controllers, while simultaneously achieving maximum object compatibility through the controller's ability to detect and respond to diverse object properties
Solution Approach 2:
The controller device detects changes in physical parameters (mass, shape, material composition, moment of inertia) of attached objects and adapts its interaction accordingly. This parameter-based adaptation allows a fixed-manufacturing controller design to achieve unlimited object compatibility, as the controller responds to objects based on their detected parameters rather than requiring pre-programmed knowledge of specific object types
Data Source
AI summary
Apparatuses, methods, and computer readable medium for play systems with controller devices configured to be arbitrarily relocatable and attached to or at least partially contained in arbitrary physical objects in a 3D ambient space—detecting orientations, locations, distances, movements, gesture movements, imaginary objects, and collisions of arbitrary physical objects, and responding accordingly—such as at least in part controlling one or more virtual objects, sound effects, and mechanical effects on a display appliance—based at least in part on the detected orientations, locations, distances, movements, gesture movements, imaginary objects, and collisions of arbitrary physical objects. Further, remote play systems in a computer network may use arbitrary physical objects with controller devices of display appliances. Whereby kids and adults around the world may interact together using ordinary and arbitrary physical objects, toys, and props from their 3D ambient spaces—for remote multiplayer, video gaming combined with physical play.


