Toggled User-Input Control Device for Motion Tracking
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Solution Overview
Problem
Existing computing systems lack flexibility in user input modalities, as they typically require players to choose between conventional input mechanisms and motion-based inputs, leading to potential fatigue and limited interaction options during extended gameplay sessions.
Innovation Solution
A user-input control device that can be toggled between an attached and detached state, allowing seamless transition between conventional input mechanisms and motion-based inputs, with operation of the computing system controlled differently based on the device's state, using a machine-understandable model produced from depth video to interpret player interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional input mechanisms are used exclusively, then control precision is maintained, but user fatigue increases and interaction flexibility is reduced
Solution Approach 1:
The system dynamically switches between conventional input mechanisms and motion-based inputs based on detected player states. When fatigue is detected through sensors or analysis, the system automatically transitions to motion-based control, allowing the input modality to adapt in real-time to user needs rather than remaining static
Solution Approach 2:
The control device is designed to support multiple input modalities (conventional buttons/joysticks and motion-based gestures) within a single unified system. This multi-functionality allows the same device to provide both precision control through conventional mechanisms and natural interaction through motion tracking, eliminating the need for separate devices
2Adaptability or versatility
If motion-based inputs are used exclusively, then interaction naturalness is improved, but control precision and reliability decrease
Solution Approach 1:
The system dynamically adjusts the balance between motion-based and conventional input based on the game context and detected player state. During phases requiring high precision, conventional inputs are prioritized; during exploratory or narrative phases, motion-based inputs are enhanced, creating a dynamic hybrid control system
Solution Approach 2:
The system merges conventional input mechanisms and motion-based tracking into a unified control framework where both modalities can operate simultaneously or alternately. The fusion algorithm combines data from both sources to produce more reliable control signals than either modality could provide alone
3Ease of operation
If the system switches between different input modalities, then user fatigue is reduced, but system complexity increases
Solution Approach 1:
The system employs automated detection of player fatigue and context-aware decision-making algorithms that autonomously determine when to switch between input modalities. This self-service approach eliminates the need for manual mode switching by the user, reducing cognitive load while managing the complexity through intelligent automation
Solution Approach 2:
An intermediary control layer is introduced that sits between the physical inputs and the game logic, managing the complexity of multiple modalities. This intermediary handles the switching logic, signal fusion, and coordination between different input types, isolating the complexity from both the user and the core game engine
4Device complexity
If a single input modality is used, then system simplicity is maintained, but adaptability to different player needs is reduced
Solution Approach 1:
The control device is designed as a universal platform that incorporates both conventional input mechanisms (buttons, joysticks) and motion-tracking capabilities within a single unified system. This multi-functional design allows the device to adapt to different player needs and preferences without requiring separate specialized devices
Solution Approach 2:
The system implements dynamic adaptability where the active input modality changes based on detected player state, game context, and performance requirements. The control system transitions from a static single-modality approach to a dynamic multi-modality system that automatically adjusts to optimize both simplicity and versatility
Data Source
AI summary
On a computing system, a method includes receiving a depth video, producing a machine-understandable model of a player interacting with a user-input control device from the depth video, controlling operation of the computing system without influence of the machine-understandable model responsive to receiving a control signal from a user-input control device while the user-input control device is in an attached state, and controlling operation of the computing system with influence of the machine-understandable model responsive to receiving the control signal from the user-input control device while the user-input control device is in a detached state.


