Rotational Correction Angle Calculation for Game Controllers
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Solution Overview
Problem
Existing game controllers with biaxial acceleration sensors only allow for tilting operations, limiting the gaming experience to conventional modes and failing to provide new bodily sensations, while controllers with swing movements cannot accommodate rotational operations effectively.
Innovation Solution
A game program and apparatus that utilize a triaxial acceleration sensor to detect rotations around an axis orthogonal to the sensor axes, converting these detections into a two-dimensional coordinate system to calculate angles and correction angles, enabling game processing based on rotational movements and providing a new sensory experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a biaxial acceleration sensor is arranged horizontally to detect inclination, then the controller can detect tilt direction, but it cannot provide rotational operation capability around an orthogonal axis
Solution Approach 1:
The patent transitions from detecting tilt in the horizontal plane (2D) to detecting rotation around a vertical axis by utilizing the third dimension (Z-axis) of the triaxial acceleration sensor. This dimensional extension enables the sensor to capture rotational movements that were previously undetectable with biaxial sensors arranged horizontally.
Solution Approach 2:
The triaxial acceleration sensor serves multiple functions: it can detect both traditional tilt operations (using X and Y axes) and new rotational operations (using Z axis in combination with other axes). This multi-functionality allows a single sensor to replace what would traditionally require separate sensing mechanisms for different operation types.
2Adaptability or versatility
If the acceleration sensor detects rotational movement, then new bodily sensation can be provided, but the calculation complexity increases due to angle correction requirements
Solution Approach 1:
The patent implements a feedback mechanism where the calculated angle from rotational detection is continuously corrected based on previous correction angles. The correction angle is computed by combining the current angle change with the previous correction, creating a cumulative feedback loop that refines the rotational measurement over time and compensates for drift or accumulation errors.
Solution Approach 2:
The system performs preliminary angle correction calculations by maintaining a running correction angle that is updated before each new game processing cycle. This preliminary correction prepares the data in advance, reducing the computational burden during real-time game operations and ensuring smooth rotational detection.
3Adaptability or versatility
If conventional tilt operation is used, then the controller is easy to operate, but it cannot provide unconventional amusement
Solution Approach 1:
The patent introduces dynamic rotational operations that allow players to rotate the controller around a vertical axis, adding a new degree of freedom to the traditionally static tilt operation. This dynamic extension transforms the control paradigm from simple directional tilting to rotational manipulation, enabling new gameplay mechanics while maintaining the natural motion-based interaction that players are already familiar with.
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
Enables unconventional gaming experiences by accurately reflecting rotational operations in game processing, allowing players to experience new bodily sensations through rotational gameplay.
Implementation Method 1
an acceleration sensor for detecting accelerations on at least two axes orthogonal to each other
Data Source
AI summary
A game apparatus includes a controller provided with an acceleration sensor for detecting accelerations on at least two axes orthogonal to each other. When playing a game, the controller is given a rotating operation so as to rotate around an axis orthogonal to the two axes. The accelerations on the two axes detected according to the rotating operation are converted into a point on a two-dimensional coordinate system. An angle of each converted point is calculated, and an angle change is also calculated. Based on the angle change corrected to change smoothly and a previous correction angle, a present correction angle is calculated. Game processing according to the correction angle is performed, and a game object is moved by an amount corresponding to the correction angle, for example.


