Virtual Object Movement Correction via Perpendicular Position Adjustment
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Solution Overview
Problem
Game apparatuses using acceleration sensors and gyro-sensors often fail to accurately recognize intended actions, leading to increased difficulty levels and reduced player motivation, as the detected motion does not align with the intended action, causing unintended actions in virtual three-dimensional spaces.
Innovation Solution
A computer-readable storage medium and information processing apparatus that calculates moving direction data from motion information, allowing the object to move in a direction perpendicular to the intended motion, thereby adjusting the game difficulty level without the player noticing the correction, using moving direction calculation and object moving means to correct the object's position based on input device attitudes and motion data.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If motion detection is used to control object movement in virtual space, then the game becomes more interactive and engaging, but the detected motion often does not align with the intended action, increasing game difficulty and reducing player motivation
Solution Approach 1:
The system continuously detects the input device's attitude changes via gyro-sensors and acceleration sensors, calculates the moving direction based on this feedback, and adjusts the object's movement accordingly. This closed-loop feedback mechanism ensures that the object's movement accurately reflects the player's intended actions, resolving the misalignment between detected motion and intended action.
Solution Approach 2:
The patent replaces traditional mechanical motion detection with sensor-based detection systems (gyro-sensors and acceleration sensors) that can precisely measure attitude changes and motion dynamics. This substitution enables more accurate detection of player intent and translates it reliably into object movement in the virtual space.
2Reliability
If the game accurately tracks intended actions, then player motivation is maintained, but the system becomes more complex requiring advanced sensors and processing
Solution Approach 1:
The input device integrates multiple sensor types (gyro-sensors and acceleration sensors) that serve multiple functions: detecting orientation, measuring motion dynamics, and determining moving direction. This multi-functionality allows the system to achieve high reliability in action recognition without proportionally increasing device complexity, as the same sensors handle multiple detection tasks.
Solution Approach 2:
The system changes the parameters being measured from simple position tracking to comprehensive attitude and motion detection. By utilizing gyro-sensors for angular velocity measurement and acceleration sensors for dynamic motion detection, the system achieves accurate action recognition through parameter changes rather than increasing structural complexity.
3Device complexity
If the object moves exactly as detected, then the system is simple to implement, but the gameplay becomes frustrating when detection errors occur
Solution Approach 1:
The system performs preliminary calculation of the moving direction based on detected attitude changes before executing the object's movement. By pre-calculating the intended direction from sensor data and using this information to guide object movement, the system ensures smooth and intuitive gameplay while maintaining relatively simple implementation.
Data Source
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AI summary
First, a moving direction of an input device is calculated based on motion information obtained from predetermined detectionmeans for detecting attitude or motion of the input device operated by a user. Then, the object in avirtual three-dimensional space is caused to move to a position which is obtained by hypothetically moving a position of the object based on the direction in which the input device has been moved and then by correcting the position of the object hypothetically moved, only in a direction perpendicular or substantially perpendicular to the direction in which the input device has been moved.