Stored Haptic Effect Playback for Low-Power Portable Interfaces
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Solution Overview
Problem
Existing haptic feedback systems in portable devices face challenges in efficiently generating a wide variety of haptic effects due to limited memory and processing power, requiring substantial resources and complicating the development of new devices with compatible hardware interfaces.
Innovation Solution
A haptic feedback system architecture that includes a controller, memory, and an actuator drive circuit, using pre-defined haptic effects stored in digitized stream envelopes, allowing for efficient playback and prioritization of effects across multiple applications, independent of hardware actuators, and supporting rapid prototyping and device development.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If haptic effects are generated in real-time on the device, then a wide variety of haptic effects can be produced, but substantial processing power is required and device development is complicated
Solution Approach 1:
Haptic effects are pre-computed and stored in a library of effect templates before the device runs. The effect generation system retrieves and plays back pre-defined haptic patterns rather than computing them in real-time, significantly reducing processing power requirements while maintaining effect variety
Solution Approach 2:
Instead of generating unique haptic effects from scratch, the system creates copies and variations of a limited set of template effects. Applications can modify parameters of stored templates to generate diverse haptic experiences without requiring substantial processing power for original effect creation
2Adaptability or versatility
If haptic effects are generated in real-time on the device, then a wide variety of haptic effects can be produced, but device development is complicated due to hardware interface compatibility requirements
Solution Approach 1:
The effect generation system is designed to be hardware-agnostic and application-agnostic, providing a universal interface that works across different device configurations and applications. The template-based approach allows the same effect library to serve multiple purposes and hardware interfaces without requiring custom development for each scenario
Solution Approach 2:
By pre-defining haptic effect templates and their parameters before device deployment, the system eliminates the need for complex runtime computations and hardware-specific adaptations during device development. Developers can select and configure pre-built templates rather than creating effects from scratch for each hardware configuration
3Adaptability or versatility
If multiple applications compete for haptic effect resources, then each application can have its own effects, but resource management becomes complex
Solution Approach 1:
The effect library is segmented into application-specific categories and effect types, allowing each application to access only its designated subset of effects. This segmentation simplifies resource management by preventing applications from competing for the same effects while maintaining the ability to provide diverse application-specific haptic feedback
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 efficient generation and playback of haptic effects, reducing processing power requirements and facilitating rapid development of new devices with flexible and compatible haptic feedback systems, enhancing user interface experiences in portable devices.
Implementation Method 1
a vibration actuator capable of generating vibrations on the handheld device
Data Source
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AI summary
A haptic feedback system that includes a controller, a memory coupled to the controller, an actuator drive circuit coupled to the controller, and an actuator coupled to the actuator drive circuit. The memory stores at least one haptic effect that is executed by the controller in order to create a haptic effect.