Wearable Device Orientation Detection for Game Item Simulation
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Solution Overview
Problem
Current methods for simulating the movement and orientation of items in computer games require proprietary, non-realistic hand controls equipped with accelerometers and gyroscopes, limiting the number of games that can be played and increasing production costs.
Innovation Solution
A wearable electronic device, such as a smart watch or wristband, is used to detect the movement and orientation of an item, allowing the item to maintain its natural appearance and eliminating the need for proprietary controls, by retrieving item defining data and computing the representation of orientation and movement based on registered data from the wearable device.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If proprietary hand controls with accelerometers and gyroscopes are used, then movement and orientation detection is achieved, but device complexity and production costs increase
Solution Approach 1:
The detection function (accelerometer and gyroscope) is extracted from the item shell and placed in a separate wearable electronic device. The item shell retains only its natural appearance and basic communication capability, while the wearable device handles all sensing and computation, resolving the contradiction between detection capability and device complexity
Solution Approach 2:
A wearable electronic device acts as an intermediary between the user's natural item and the simulation system. This intermediary contains the orientation and movement detector, allowing natural items to be used without embedding complex sensors directly in them
2Measurement precision
If proprietary hand controls are used, then movement simulation is achieved, but adaptability to different games and items is limited
Solution Approach 1:
The wearable electronic device serves as a universal controller that can detect and simulate movements for multiple different items and games. By separating the detection function from item-specific shells, the system gains versatility while maintaining accurate movement simulation across various applications
Solution Approach 2:
The system uses item defining data stored in the item shell to dynamically adjust simulation parameters based on which item is being used. This allows the same wearable device to adapt to different games and items by changing computational parameters rather than requiring different hardware for each application
3Measurement precision
If accelerometers and gyroscopes are embedded in item shells, then orientation and movement detection is achieved, but manufacturing costs increase
Solution Approach 1:
The expensive sensors (accelerometer and gyroscope) are extracted from the item shell and placed in a reusable wearable electronic device. This reduces manufacturing costs for individual items while maintaining detection precision, as the expensive components are shared across multiple items through the wearable device
Solution Approach 2:
Instead of embedding sensors in each item shell, the system uses a wearable device that contains the sensors and creates a computational model (copy) of the item's movement. This allows multiple items to share the same physical sensors, reducing per-unit manufacturing costs while maintaining measurement precision
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This approach enables a wider range of games to be played without the need for proprietary controls, reduces production costs, and allows for cost-effective simulation of movement and orientation, while maintaining the item's natural appearance and utilizing the wearable device's orientation and movement detectors.
Implementation Method 1
An accelerometer and a gyroscope in the hand control are used for determining the motion and orientation of the item
Implementation Method 2
An accelerometer and a gyroscope in the hand control are used for determining the motion and orientation of the item
Data Source
AI summary
The present invention relates to a method for providing a representation of orientation and movement of an item being moved in space by a user of the item. The user is wearing a wearable electronic device being physically separate from the item. The item comprises an item memory storing item defining data and a device communication unit. The wearable electronic device comprises an item communication unit, adapted to receive data from the device communication unit, and an orientation and movement detector. The method comprises retrieving, at the wearable electronic device, item defining data from the item; registering, at the wearable electronic device, orientation and movement of the wearable electronic device during user movement of the item; and computing, at a first processor, the representation of orientation and movement of the item based on the item defining data and the registered orientation and movement of the wearable electronic device.


