Virtual Object Movement Vibration Waveform Synthesis
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Solution Overview
Problem
Conventional techniques fail to effectively allow virtual object movement to be perceived through vibration, as they only differentiate between the occurrence or non-occurrence of vibration based on designated position without simulating movement.
Innovation Solution
An information processing system comprising an operation section, vibration section, movement calculation section, and waveform generation section, which calculates and generates vibration waveforms based on virtual object movements, including contact and collision states, to combine and output vibration signals, simulating realistic object interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If conventional vibration techniques are used that only differentiate between occurrence or non-occurrence of vibration based on designated position, then the system is simple to operate, but virtual object movement cannot be perceived realistically
Solution Approach 1:
The patent applies dynamics by making the vibration waveform dynamic rather than static. The vibration waveform is generated based on the movement state (speed, acceleration, rotation) of the virtual object, allowing the vibration characteristics to change dynamically as the virtual object moves, rolls, or collides. This enables realistic perception of virtual object movement while maintaining reasonable system complexity through software-based waveform generation.
Solution Approach 2:
The patent changes vibration parameters (amplitude, frequency, waveform shape) based on the movement state of the virtual object. When the virtual object moves at different speeds, experiences acceleration, or undergoes rotation, the vibration waveform parameters are adjusted accordingly. This parameter adaptation allows realistic movement perception without requiring complex hardware modifications.
2Measurement precision
If vibration waveforms are generated based on movement state including contact and collision, then realistic reproduction of object interactions is achieved, but calculation and processing complexity increases
Solution Approach 1:
The patent segments the vibration generation process into distinct components: movement-based vibration, contact-based vibration, and collision-based vibration. Each component is calculated separately based on specific movement states, and the resulting waveforms are combined. This segmentation allows complex interactions to be handled through modular calculation, reducing overall computational complexity while maintaining realism.
Solution Approach 2:
The patent performs preliminary calculation of vibration waveforms based on predicted movement states. By calculating vibration waveforms in advance based on the virtual object's movement trajectory and potential contact/collision points, the system reduces real-time calculation complexity while maintaining accurate representation of object interactions.
3Adaptability or versatility
If multiple vibration waveforms are combined to represent different movement states, then comprehensive perception of virtual object behavior is enabled, but signal processing complexity increases
Solution Approach 1:
The patent merges multiple vibration waveforms (movement waveform, contact waveform, collision waveform) into a single combined vibration signal. The waveform generation unit synthesizes these individual waveforms by adding their components, creating a unified vibration pattern that comprehensively represents the virtual object's behavior. This merging approach enables versatile movement perception while managing signal processing complexity through systematic waveform synthesis.
Data Source
AI summary
A movement calculation section calculates a movement of a virtual object according to an orientation and/or a motion, of a controller, calculated by an orientation/motion calculation section. A waveform generation section generates a vibration waveform based on a state, of a movement of the virtual object, obtained when the virtual object is in contact with another object, or comes into contact with another object. A waveform output section combines a plurality of vibration waveforms generated by the waveform generation section with each other, and outputs a signal representing a combined waveform obtained by the combination to a vibrator of the controller.


