Virtual Button Layout for Touch Screen Game Control

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Solution Overview

Problem

Hand-held game systems face challenges in providing an efficient input interface that emulates a dual pad on a touch screen, leading to user inconvenience due to overcrowding and difficulty in precise skill selection and targeting.

Innovation Solution

A game system and method that utilize virtual buttons displayed on a touch screen, allowing users to select skills and perform controls by determining the selection of virtual buttons and input events on different portions of the screen, enabling precise skill activation and targeting without overcrowding the interface.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple button interfaces are provided to emulate a dual pad on a touch screen, then the input interface functionality is improved, but the touch screen becomes crowded and the proportion occupied by input interfaces increases

Engineering Contradiction:
Improveinput interface functionalityVSAvoidtouch screen occupation area
Core Design Contradiction:
Adaptability or versatilityVSArea of stationary object

Solution Approach 1:

The virtual buttons are made dynamically adjustable in size and position. The system allows users to resize virtual buttons according to their preferences and reposition them freely on the touch screen, transforming the static interface into a dynamic one that adapts to user needs and screen space constraints.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The input interface is segmented into multiple independently controllable virtual buttons rather than a fixed unified control panel. Each virtual button can be individually sized, positioned, and configured, allowing the interface to be divided into functional segments that can be optimized separately for both functionality and space efficiency.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If multiple skill buttons are provided for precise skill selection, then the skill selection capability is improved, but the probability of inadvertent button pushing increases

Engineering Contradiction:
Improveskill selection precisionVSAvoidinadvertent button pushing
Core Design Contradiction:
Measurement precisionVSObject-affected harmful factors

Solution Approach 1:

The virtual buttons respond dynamically to user interaction patterns. The system detects whether a touch is intentional ( deliberate button press) or accidental (unintentional contact) and adjusts its response accordingly, reducing inadvertent activations while maintaining precise skill selection capability.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system introduces an intermediary detection mechanism between the physical touch and the skill activation. This intermediary layer analyzes touch characteristics (pressure, duration, position) to distinguish intentional from accidental inputs, preventing harmful inadvertent button pushes while allowing precise intentional selections.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If the dual pad interface is copied from a real joystick, then the familiar control layout is provided, but user convenience is reduced due to the need for complicated controls

Engineering Contradiction:
Improvecontrol layout familiarityVSAvoiduser convenience
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The virtual button system provides multi-functionality, allowing a single virtual button to serve multiple purposes depending on configuration and context. Users can configure virtual buttons to perform different functions (movement, skill activation, item selection) reducing the need for multiple separate controls and simplifying operation.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

Instead of copying the traditional joystick layout and requiring users to adapt to touch screen limitations, the system inverts the approach by allowing users to create custom virtual button layouts that better suit touch operation. This reverses the adaptation burden from user-to-interface to interface-to-user preferences.

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS10561933B2Game methods for controlling game using virtual buttons and systems for performing the same
Publication Date: 2020.02.18 LINE STUDIO CORP
  • US10561933B2 patent drawing
  • US10561933B2 patent drawing
  • US10561933B2 patent drawing

AI summary

Game methods for controlling a game using virtual buttons and/or systems for performing the same are provided. The game method includes determining, by a processor of the computer, whether a virtual button is selected by a user from among one or more virtual buttons displayed on a touch screen of the game system, controlling, by the processor, a game in progress according to an input event of the user, which is input through a second portion of the touch screen, the second portion being different from the first portion, and performing, by the processor, different controls according to the virtual buttons respectively selected by the user.