Touch Panel Contact Position Control for Game Ball Dispatch
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Solution Overview
Problem
Conventional game systems require players to continuously operate directional command buttons to accurately place a moving object, such as a ball, in a desired position, which can be challenging due to timing limitations and distance discrepancies between the catcher and batter positions, leading to inaccuracies in the ball's trajectory.
Innovation Solution
A game program that enables players to set an expected pass display area between the dispatch and arrival positions of a moving object on a touch panel monitor, allowing for initiation, identification, and movement of a contact position within this area until the object is dispatched, ensuring accurate placement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the player continuously pushes directional command buttons to move the mitt position to the desired course position, then the ball can be placed in the desired position, but the operation becomes difficult due to timing limitations and distance discrepancies
Solution Approach 1:
The patent introduces an intermediary mechanism (the touch panel display area) between the player's input and the ball dispatch. Instead of directly controlling the ball's trajectory through complex button sequences, the player simply touches the desired destination on the display, and the system automatically calculates and executes the ball's path, eliminating the difficulty of timing and distance coordination
Solution Approach 2:
The patent replaces the mechanical control system (continuous button pushing to adjust mitt position) with a direct touch interface. The mechanical action of continuously adjusting the catcher's mitt position is substituted by a simple touch input on the display screen, which directly determines the ball's destination without requiring complex timing operations
2Manufacturing precision
If the player operates directional command buttons to indicate the ball's course, then the ball can be thrown to the desired position, but the operation is complex and time-consuming
Solution Approach 1:
The patent extracts the essential function of course indication from the complex directional button sequence and represents it directly on the touch panel display. The complex multi-button operation is reduced to a single touch action at the desired destination, extracting only the critical information (destination position) while eliminating unnecessary operational steps
Solution Approach 2:
Instead of controlling the ball's course by manipulating directional buttons to adjust the mitt position (conventional approach), the patent inverts the control mechanism by having the player directly touch the desired destination on the display (reverse approach). This inversion simplifies the control operation while maintaining trajectory accuracy
3Measurement precision
If the player must continuously push buttons within a limited time period, then the ball can be placed in the desired position, but the operation becomes challenging due to timing constraints
Solution Approach 1:
The patent applies preliminary action by pre-displaying the touch panel interface with the expected pass area marked before the ball is dispatched. The player can prepare their touch input in advance without time pressure, as the system waits for their touch command rather than requiring continuous button pushing within a limited time window. This eliminates timing anxiety while maintaining position accuracy
Data Source
AI summary
With a game implemented by the present game program, an expected pass display area of a ball will be displayed on a monitor between a dispatch position of the ball and a arrival position of the ball. When a dispatch operation of a pitcher character is initiated, the contact position of a command means in the expected pass display area will be identified if the command means is placed into contact with the expected pass display area. If the contact position is moved in the expected pass display area by the command means before a character has dispatched a moving object, the contact position after movement will be identified as the final contact position. When this occurs, a ball character will be dispatched from the pitcher character to the final contact position.


