Touch Interface Object Manipulation for Gaming Control
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Gaming on devices with touch-sensitive user interfaces is hindered by the reservation of space for virtual keyboards and controls, leading to a cumbersome experience due to blocked views and simplified mechanics, resulting in less enjoyable gameplay.
Innovation Solution
A processor-configured system that detects contacts on a touch-sensitive interface, determining movement thresholds to either move objects short distances or execute actions at longer distances, eliminating the need for on-screen controls and enhancing gameplay fluidity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If virtual keyboards and control buttons are added to the graphical user interface, then control functionality is improved, but the area available for displaying game elements is reduced
Solution Approach 1:
The patent extracts the control functionality from traditional button-based interfaces and integrates it directly into the game world through object manipulation. Players interact with game objects (characters, items, environments) directly rather than using separate control buttons, thereby eliminating the need for dedicated control areas while maintaining full control functionality.
Solution Approach 2:
Game objects serve multiple functions: they are both the target of interaction and the medium of control. For example, a character can be moved by dragging (positioning), attacked by tapping (action), and collected by lifting (pickup). This multi-functionality eliminates the need for separate control buttons for each action type.
2Adaptability or versatility
If multiple control buttons and virtual keyboards are placed on the interface, then control options are increased, but the graphical user interface becomes blocked from view
Solution Approach 1:
The patent removes traditional control buttons and virtual keyboards from the interface entirely, replacing them with direct manipulation of game objects. This extraction eliminates the visual blocking caused by control elements while preserving all control options through intuitive object-based interactions.
Solution Approach 2:
The patent transitions from a 2D button-based control paradigm to a 3D spatial interaction model where controls are embedded within the game world itself. Players use finger gestures in the physical space that map directly to in-game actions, adding a spatial dimension to control that eliminates the need for overlay buttons.
3Ease of operation
If simplified gaming mechanics are employed to accommodate touch interface limitations, then ease of operation is improved, but gaming challenge and enjoyment are reduced
Solution Approach 1:
The patent enables players to directly manipulate game objects using natural touch gestures, allowing them to perform complex actions themselves rather than relying on automated systems. Players can precisely control character movement, timing, and positioning through direct dragging and dropping, maintaining full agency and challenge while simplifying the interface.
Solution Approach 2:
The patent replaces traditional button-pressing mechanics with direct object manipulation mechanics. Instead of pressing virtual buttons to move characters, players literally drag the characters with their fingers. This substitution maintains operational simplicity while preserving gaming challenge through direct, intuitive control.
Data Source
AI summary
Disclosed is an apparatus including a touch sensitive user interface and a processor. The processor is configured to detect a first contact at a first position on the user interface, determine a movement of the first contact from the first position and if the movement is less than a predetermined movement threshold, when a release of the first contact is detected, move a first object on the user interface from an initial position on the user interface to an area at or near the first position. If the movement is greater than the predetermined movement threshold to identify a second position corresponding to an area near an end point of the movement and when the release of the first contact is detected, execute an action on the second position from the first object.


