Rolling Foot Controller for Immersive Game Input
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Solution Overview
Problem
Current video game control methods primarily rely on hand movements, failing to effectively engage other parts of the player's body, such as feet, which are often associated with game character movements, thereby limiting immersion and gameplay experience.
Innovation Solution
A rolling foot controller (RFC) that captures foot movements using sensors like accelerometers and gyroscopes, converting them into input signals to control game characters, allowing intuitive foot-based control without exhausting the player.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If hand-based control methods are used, then control precision is maintained, but player immersion and engagement are limited
Solution Approach 1:
The controller divides control functions between different body parts - hands operate the traditional controller while feet independently operate the RFC, allowing simultaneous control of different game parameters and enhancing overall engagement without compromising operational ease
Solution Approach 2:
The rolling foot controller acts as an intermediary device that translates foot movements into digital control signals, bridging the gap between natural foot-based physical movement and the digital game environment, thereby improving immersion while maintaining control precision
2Adaptability or versatility
If foot movements are used to control game characters, then immersion is enhanced, but control precision may be reduced
Solution Approach 1:
The patent replaces direct mechanical foot-to-controller contact with sensor-based detection systems (accelerometers, gyroscopes, pressure sensors) that accurately capture foot movement dynamics and convert them into precise digital control signals, maintaining measurement precision while enhancing immersion
Solution Approach 2:
The system changes the detection parameters by measuring multiple aspects of foot movement simultaneously (acceleration, rotation, pressure distribution) and translating these varied parameters into accurate control inputs, thereby maintaining precision across different movement types
3Ease of operation
If traditional hand controls are used, then ease of operation is maintained, but player exhaustion increases
Solution Approach 1:
By segmenting control tasks between hands and feet, the system distributes physical engagement across different muscle groups, reducing fatigue in any single body part and enabling sustained gameplay over longer durations while maintaining ease of operation for critical controls
Solution Approach 2:
The foot controller handles partial control functions (such as movement direction) while hands manage critical actions (shooting, menu navigation), creating a balanced division that reduces overall player exhaustion while maintaining full operational capability
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Enhances player immersion by linking virtual game environments more closely to real-world movements, providing a more engaging and intuitive control method that complements traditional hand controls.
Implementation Method 1
captures foot movements using sensors like accelerometers and gyroscopes
Implementation Method 2
captures foot movements using sensors like accelerometers and gyroscopes
Data Source
AI summary
Various devices for providing foot controlled computing device inputs are discussed herein. Some embodiments may include a rolling foot controller including a housing, one or more motion sensors disposed within the housing, and processing circuitry. The housing may include an upper portion configured to interface with one or more feet, and a lower portion configured to facilitate motion of the rolling foot controller when disposed on a ground surface. The processing circuitry may be configured to receive the motion data generated by the one or more motion sensors, and provide the motion data to a computing device, especially with regards to rotation in the pitch, yaw, and roll directions. The upper portion is generally of convex shape, curved about one or more axes, and the lower portion is generally convex as well, curved about two or more axes.


