Smart Input Controller for Sensorimotor Assessment and Training

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Solution Overview

Problem

The eSports industry lacks effective metrics for assessing player performance and training methods to improve skills, leading to inefficient training and high burnout among players, despite the growing popularity and competitive nature of competitive gaming.

Innovation Solution

A computer-implemented method and system that monitors and assesses player input over time, determining game characteristics and performance metrics such as speed, accuracy, and reaction time, and dynamically adjusts game scenarios to train players, using a smart input controller to identify and compensate for systematic errors, thereby improving performance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional training methods are used in eSports, then players can train for extended periods, but training efficiency is low and burnout is high

Engineering Contradiction:
Improvetraining efficiencyVSAvoidtraining time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system continuously monitors player input and provides real-time performance feedback by comparing actual input to optimal input, enabling players to immediately understand and correct their mistakes, thereby improving training efficiency and reducing burnout

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system enables players to self-assess their performance by automatically analyzing their input patterns and comparing them against optimal patterns, allowing players to independently identify weaknesses and track improvement without external coaching intervention

Inventive Principle:
Principle #25Self-service

2Measurement precision

If comprehensive performance monitoring is implemented, then player ability assessment becomes accurate, but system complexity increases

Engineering Contradiction:
Improveperformance assessment accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system uses a single input controller that serves multiple functions: capturing player input, monitoring performance metrics, and providing feedback, thereby achieving comprehensive assessment without proportionally increasing system complexity

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system introduces a software intermediary that processes and analyzes input data, comparing player performance against stored optimal patterns to generate assessments, thereby managing complexity through algorithmic mediation rather than hardware complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

3Speed

If real-time input monitoring and analysis is performed, then performance feedback is immediate and useful, but computational resources are consumed

Engineering Contradiction:
Improvefeedback speedVSAvoidcomputational energy
Core Design Contradiction:
SpeedVSUse of energy by moving object

Solution Approach 1:

The system pre-stores optimal input patterns and performance benchmarks, allowing real-time comparison to proceed efficiently without requiring complex calculations during actual gameplay, thereby reducing computational energy consumption while maintaining fast feedback

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11980822B2Sensorimotor assessment and training
Publication Date: 2024.05.14 STATE SPACE LABS INC
  • US11980822B2 patent drawing
  • US11980822B2 patent drawing
  • US11980822B2 patent drawing

AI summary

Disclosed herein are system, method, and computer program product embodiments for assessing performance of a player of a game. An embodiment operates by monitoring for an input from the player of the game, receiving the input from the player of the game, and determining a characteristic of the game resulting from the input from the player. Based on the input from the player, a performance of the player is assessed. The performance of the player relating to one or more metrics of the game is monitored, and is assessed by comparing the input from the player during the period of time to an optimal input during the period of time in the game.