Two-Handed Controller Asymmetric Control for VR Limb Positioning
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Solution Overview
Problem
The development of games and game engines that rely on separate hand-held controllers is hindered by the lack of availability of these controllers across all platforms, particularly in conventional gaming environments, limiting the market reach of VR games designed for immersive interactions.
Innovation Solution
An entertainment system and input method utilizing a conventional two-handed controller, such as the DualShock 4, with asymmetric control assignment and adaptive input modes, allowing for independent control of virtual limbs in three dimensions within a virtual environment, enabling natural interaction without the need for separate controllers.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If separate hand-held controllers are used for each hand in VR systems, then immersive interaction capability is improved, but device availability and market compatibility deteriorate
Solution Approach 1:
The patent combines the functionality of two separate hand-held controllers into a single two-handed controller. The controller includes first and second controls in opposing halves, each capable of controlling a respective virtual limb in three-dimensional space. This merging maintains immersive VR interaction capabilities while eliminating the need for multiple controllers, thereby improving device availability and market compatibility.
Solution Approach 2:
The single two-handed controller is designed to perform multiple functions that traditionally required separate controllers. It can control multiple virtual limbs simultaneously, support both VR and conventional gaming modes, and provide comprehensive input capabilities through its multiple controls (joysticks, triggers, buttons) distributed across opposing halves. This multi-functionality allows one device to replace multiple specialized controllers.
2Adaptability or versatility
If a single two-handed controller is used for conventional platforms, then market compatibility is improved, but immersive interaction capability deteriorates
Solution Approach 1:
The controller implements dynamic control assignment where the function of controls can change based on the operational mode. In VR mode, the first and second controls in opposing halves can independently control respective virtual limbs in three-dimensional space. In conventional mode, the same controls can be assigned to traditional gaming functions. This dynamic adaptability allows the single controller to provide immersive VR interaction capabilities while maintaining compatibility with conventional gaming platforms.
Solution Approach 2:
The controller employs asymmetric control assignment where corresponding controls in opposing halves can have different functions depending on the mode. In VR mode, left and right controls independently map to left and right virtual limbs respectively. This asymmetric mapping enables natural hand-to-limb correspondence for immersive interaction, while the same physical layout maintains compatibility with conventional gaming configurations.
3Ease of operation
If separate controllers are required for VR games, then immersive gameplay is improved, but development complexity and release limitations worsen
Solution Approach 1:
The controller is designed as a universal input device that can operate in both VR and conventional gaming modes. The system includes a receiver that can interpret control input signals in different ways depending on the mode. This allows game developers to create a single game version that works on both VR and conventional platforms without needing to develop separate controller support, thereby reducing development complexity while maintaining immersive gameplay capabilities.
Solution Approach 2:
The control signal interpretation is dynamic and mode-dependent. The receiver can switch between interpreting controls as independent virtual limb controllers (VR mode) or as conventional game controls (conventional mode). This dynamic interpretation capability allows a single game binary to support both immersive VR experiences and traditional gaming, eliminating the need for separate development versions and simplifying the release process across different platforms.
Data Source
AI summary
An entertainment system includes a two-handed controller comprising corresponding controls in each of opposing halves of the controller, a first of the corresponding controls in each half providing input in at least two dimensions and a second of the corresponding controls in each half providing input in at least one dimension; and an entertainment device comprising a receiver adapted to receive control input signals from the two-handed controller, and adapted to operate in a first mode where the received control input signals from the controller are interpreted according to an asymmetric control assignment, and to operate in a second mode where control input signals from the first and second controls for a respective half of the controller are used to control the position of a respective virtual limb in three dimensions within a virtual environment provided by the entertainment device.


