Haptic Interface

- STELULU TECHNOLOGY INC.

Controllers for user interaction with gaming consoles have progressively become more complicated and requiring good manual dexterity of the users to obtain the benefit of todays high resolution, virtual gaming worlds. However, even advanced users of such handheld controllers struggle to implement the required keystroke sequences required in these gaming environments. For those with disabilities, restricted motion, fatigue etc these controllers presented a barrier to their use of such systems. In accordance with embodiments of the invention a controller pad is provided that allows a user to select “buttons”, indicate motion etc with hands, feet, chin, mouth-held pointer etc. In some embodiments of the invention the controller pad also provides force feedback to the user in response to the actions of the user and/or computing environment either to increase the users overall satisfaction or providing stimulus to indicate errors or input requests in other non-gaming computer applications.

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Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This patent application claims the benefit of U.S. Provisional Patent Applications 61/354,872 filed Jun. 15, 2010 entitled “Haptic Interface” and 61/429,786 filed Jan. 25, 2011 entitled “Haptic Interface.”

FIELD OF THE INVENTION

This invention relates to a haptic interface for computers and more specifically to providing an haptic interface operable by multiple body parts.

BACKGROUND OF THE INVENTION

Haptic technology or haptics refers to tactile technology that takes advantage of a user's sense of touch as well as in some instances applying forces, vibrations, and/or motions to the user through the haptic interface. This mechanical stimulation may be used to assist in the creation of virtual objects (objects existing only in a computer simulation), for control of such virtual objects, and for the enhancement of the remote control of machines and devices (teleoperators). Some haptic devices are capable of measuring bulk or reactive forces that are applied by the user as well as measuring the pressure or force exerted by the user to the interface. Today, Sony, Microsoft, and Nintendo dominate the market, in terms of gaming hardware, with their Playstation, Xbox and Wii gaming consoles.

Capable of displaying photo-realistic images, and acting as the center of our entertainment lifestyle with Internet connectivity etc these gaming consoles have changed the face of gaming away from the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of cinematic action.

However, whilst visual, audio, and computing technology advances have moved steadily towards real-world fidelity, human computer interaction (HCI) the methods by which users control the simulation have not received the same degree of attention. The development of game controllers stems from a number of key advances throughout the relatively short history of the games industry. That history can be divided into a series of generations, each of which lasts approximately 5 years as shown in FIG. 1. It would be evident to one of skill in the art that the history presented in FIG. 1 is non-exhaustive and is intended to demonstrate the evolution of haptic interfaces only and as such early systems such as Magnavox Odyssey, Coleco Telstar, Atari Pong for example have been omitted. A more complete history can be found at thegameconsole.com for the period 1970 through to 2006 (www.thegameconsole.com). These early systems employed simple rotary knobs and sliders for control. Each subsequent generation begins when a new series of hardware, typically more powerful than its predecessors, is released. Initially the evolution of haptic interfaces was a replacement of the rotary knob/slider controls with the button and joystick, both of which were featured on the Atari 2600 console for example, and suited the dynamics of simple games of the time, such as Pac-Man and Space Invaders, which were two-dimensional single-screen game worlds.

Due to a lack of control over content that appeared on their systems by hardware manufacturers in the late 1970s and early 1980s consumers began to tire of these inadequate games and turned instead to relatively inexpensive game-playing personal computers (PCs). Here consumers engaged the PC through the keyboard with specific keys allocated to particular functions although some typical combinations or groupings existed such as Z (move left), X (move down), C (move right), and S (move up) so that the consumer could rapidly move their character or other object with a single finger. Shortly thereafter Nintendo launched the Nintendo Entertainment System (NES) to address the fact that game interaction mechanisms were too complicated with the placement and number of buttons being awkward. The NES specifically sought to resolve these issues in that the number of buttons was significantly reduced to two main action buttons, and the joystick was replaced with a “D-pad” (directional pad), which allowed control using only small movements of their thumb. The approach worked, and Nintendo quickly dominated the market.

The next generations of consoles, led by the Sega Genesis and the Super Nintendo Entertainment System (SNES), did not result in any major interface innovations other than the introduction of shoulder buttons on the top edge of the SNES controller. However, ergonomics and comfort were now considered so that controllers with rounded casings superseded traditional square-cornered designs. Controller enhancements such as “turbo” were popularized at this time. The fifth generation of consoles was released in 1995 with Sega Saturn, Sony PlayStation, and Nintendo 64 (N64), heralding the arrival of the polygonal age as dedicated graphics hardware and compact discs provided both the speed and the space to make large three-dimensional worlds both financially and computationally feasible. However, to cope with the extra functionality required to play the new breed of games, the number of buttons was again increased. Existing controllers were designed to navigate two-dimensional spaces and were unsuitable for the challenges presented by the extra dimension. To remedy this, Nintendo integrated an “analog stick” for the N64, which provided unprecedented control in 3D worlds by allowing 360 degrees of control and varying the speed of navigation by varying the pressure applied to the stick.

Generally game consoles in the sixth and seventh generations, such as for the Microsoft Xbox, Sony PlayStation, and Nintendo GameCube, have all continued the “more is better” trend of controller design such that game controllers now have up to ten separate buttons, sometimes with confusing labels, and they have two different directional navigation “joysticks” that often must be managed in coordination with the buttons. These control schemes place barriers between the player and the game, which for the casual gamer means these controllers can be very intimidating. Now not only must these players learn the intricacies of the game, they also must achieve the dexterity required to use one of these controllers which places limits on the technical and amusement possibilities of current video games.

However, Nintendo shifted that trend in November 2006 when they released the Wii console that came with a handheld controller 5 buttons and a left-right-up-down controller but most importantly included sensors defining the orientation and position of the controller to be determined, thereby allowing the swing of an arm to replace the push of a joystick or multiple synchronous button presses. Such movement tracking attempts to remove the controller altogether as players use natural body movement to control the action on the screen as well as increasing the number of innovative game experiences and overall enjoyment by increasing the player's sense of presence in the virtual world. Subsequent variations have generated massive revenues for gaming manufacturers as consoles and games become tied together and consumers purchase multiple controllers. Sony's controller for the Playstation 3 features sensors that track rotational orientation and acceleration of the controller. This is along with 12 buttons and 2 “thumb” sticks.

However, all of these developments in controllers for these multiple generations of gaming consoles are geared to the user's hand, or more specifically fingers and thumbs, as the haptic interface. Accordingly there exists a requirement to provide haptic interfaces for those suffering disabilities or even limited range or flexibility of movement. In United States 1992 NHIS study nearly 19% of the United States non-institutionalized population had some form of disability. Of these 24.8 million people (9.9%) were registered with a disability (not severe) and 24.1 million (9.1%) were registered with severe disability. In respect of physical activity limitations approximately 75% of those with a disability had an activity limitation, which in the case of 11.5 million people meant they were unable to perform their major activity, 14.3 million people are limited in the kind or amount of major activity they can perform, and 11.9 million are limited in activities other than their major activity (which for 18-69 year old adults means working or keeping house). Overall according to the U.S. Census Bureau approximately 40% of those with disabilities have physical disabilities. As such of the 48.9 million identified in 1992 as having disabilities approximately 19.5 million had physical disabilities.

It would therefore be beneficial to provide a haptic interface that either allowed these individuals to access entertainment and other services on these gaming consoles or allowed them to access these services with the same degree of control exercised by those without disabilities. Such a haptic interface being a controller pad capable of operation by the user with their feet, hands, chin, elbow etc to provide the selection of functions within the environment within which they are engaging the gaming console.

It would also be beneficial to provide even able bodies users with a haptic interface to augment their accessibility/enjoyment of these entertainment and other services from these gaming consoles. Even able bodied, young users have trouble with multiple control entries required to perform the actions they would like, such as run-duck-throw grenade-roll in a combat gaming environment. Such simple actions instinctive to a person may require 4, 6, 8 keystrokes are entered by the user. Similarly, for adults when engaging environments presenting motion such as driving, sports etc it is an instinctive reaction to use their feet rather than their hands to perform actions such as brake, accelerate, shift gear etc. Accordingly it would be beneficial to provide such a controller pad allowing them to operate it with their feet, for example, either alone or in conjunction with a conventional gaming console.

It is, therefore, desirable to provide an interactive controller pad providing functionality to a user that allows them to engage in activities with a gaming console by augmenting or replacing functions accessible through the normal gaming controller. Such an interactive controller pad augmenting the experiences for able-bodied individuals but in individuals with physical disabilities affecting their hands, arms, motion control etc the controller pad may provide their first and only means of accessing these gaming systems. Whilst the discussions above and throughout the specification are primarily directed to gaming consoles and entertainment activities it would be evident to one skilled in the art that the controller pad can be employed with a wide variety of software and computer related interfaces to provide input for users.

SUMMARY OF THE INVENTION

It is an object of the present invention to obviate or mitigate at least one disadvantage of the prior art.

In accordance with an embodiment of the invention there is provided a method comprising providing a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device, providing a second unit for mounting onto the upper surface of the first unit through a pivot disposed between the first unit and second unit. The method further comprising providing at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold, and providing the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output.

In accordance with another embodiment of the invention there is provided a device comprising a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device, and a second unit for mounting onto the upper surface of the first unit through a pivot disposed between the first unit and second unit. The device further comprising at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold, and the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output.

In accordance with another embodiment of the invention there is provided a method comprising providing a controller comprising a base, a communications interface supporting communications to a remote device, and a top mounted to the base by a pivot, and providing data to the communications interface, the data varying in dependence upon motion of the top relative to the base in a predetermined direction.

Other aspects and features of the present invention will become apparent to those ordinarily skilled in the art upon review of the following description of specific embodiments of the invention in conjunction with the accompanying figures.

BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments of the present invention will now be described, by way of example only, with reference to the attached Figures, wherein:

FIG. 1 depicts a history of gaming controllers employed by the typical user to interface with a gaming console;

FIG. 2 depicts a Sony PS3 controller showing the complexity of current gaming consoles in conjunction with a keyboard attachment;

FIG. 3A depicts some specialized gaming controllers primarily targeted to particular games on the gaming console;

FIG. 3B depicts the Wii Fit Pad which represents a mid-point between standard gaming controllers and specialized gaming controllers;

FIG. 4A depicts a controller pad according to an embodiment of the invention;

FIG. 4B depicts a controller pad according to an embodiment of the invention;

FIG. 5 depicts a controller pad according to an embodiment of the invention with the addition of rotational motion detection;

FIG. 6A depicts a controller pad according to an embodiment of the invention with the addition of rotational and one-axis linear motion detection;

FIG. 6B depicts a controller pad according to an embodiment of the invention with two-axis linear and multi-axis rotational motion detection;

FIG. 7 depicts a controller pad according to an embodiment of the invention with the addition of a location sensor across the full controller pad upper surface;

FIG. 8 depicts a controller pad according to an embodiment of the invention with the addition of a location sensor across a portion of the controller pad upper surface;

FIG. 9 depicts some combinations of a controller pad according to embodiments of the invention interfacing to a gaming console; and

FIG. 10 presents an exemplary flow chart for a gaming console interacting with a controller pad according to an embodiment of the invention.

DETAILED DESCRIPTION

The present invention is directed to a controller pad for providing user input to a computer system. The controller pad allows a user to provide input to a computer system, for example personal computer or gaming console, without requiring either use of conventional keyboard/mouse interfaces or gaming consoles. Accordingly, the controller pad provides according to different embodiments simple “button” type emulation whilst in other embodiments “thumb stick” emulation as well as linear motion/acceleration/rotational motion detection.

Reference may be made below to specific elements, numbered in accordance with the attached figures. The discussion below should be taken to be exemplary in nature, and not as limiting of the scope of the present invention. The scope of the present invention is defined in the claims, and should not be considered as limited by the implementation details described below, which as one skilled in the art will appreciate, can be modified by replacing elements with equivalent functional elements.

Referring to FIG. 1 there is depicted a history of gaming controllers 100 as employed by the typical user to interface with a gaming console. It would be evident to one of skill in the art that the history presented in FIG. 1 is non-exhaustive and is intended to demonstrate the evolution of haptic interfaces only and as such early systems such as Magnavox Odyssey, Coleco Telstar, Atari Pong for example have been omitted. A more complete history can be found at thegameconsole.com for the period 1970 through to 2006 (www.thegameconsole.com). Accordingly, in 1975 there is shown the Atari 2600 controller 105 and which was followed by the Atari 5200 controller 110, Nintendo Entertainment System (NES) controller 115, and Sega Genesis/Megadrive controller 120 over the next decade or so. With the release of the Super NES controller 125 in 1990 the essential design of controllers was set for the next approximately 15 years. Evolution was evident in this time from the Playstation 1 controller 130, Nintendo 64 controller 135, Playstation 2 controller 140 and Xbox 360 controller 145. Finally shown are current controllers that include motion/acceleration such as the Nintendo Wii controller 155 which detects orientation and position. Also shown are the Nintendo Wii Nunchuk 160 that provides motion control through internal sensors as well as single “thumb stick” and 1 button control and the Nintendo PS3 controller 150 that detects rotational orientation and acceleration in addition to it's 12 buttons and 2 “thumb sticks”. Also shown is ThrustMaster controller 165, which is designed to emulate conventional controller with the Bluetooth wireless connectivity of the Wii platform.

Depicted in FIG. 2 is a Sony PS3 controller 210 showing the complexity of current gaming consoles. As shown Sony PS3 controller 210 has on the left hand side first through fourth buttons 211 through 214 respectively that typically represent motion in the up (forward), left, down (backward) and right directions respectively. On the right hand side are fifth to eighth buttons 217 through 220 respectively which have geometric symbols □, Δ, ◯, and X respectively. Also in the middle of the upper surface of the Sony PS3 controller 210 are “Select” button 215 and “Start” button 216 alongside right “thumb stick” 221 and right “thumb stick” 222 with a keyboard attachment. In second view 230 the Sony PS3 controller 210 is shown from the front wherein on the right hand side of the controller are first and second front buttons 231 and 232 respectively, and on the left hand side of the controller are first and second front buttons 233 and 234 respectively. However, even this is not enough as Sony offers the PS3 Wireless Keypad 240 as an add-on to the Sony PS3 controller 210 resulting in the PS3 controller assembly 250.

Now referring to FIG. 3A there is are depicted some specialized gaming controllers primarily targeted to particular games on the gaming console. Accordingly, there is shown the Thrustmaster Rally GT Force Feedback Pro Clutch Edition controller 310 that features a full-size sequential gearshift knob, twin wheel mounted sequential levers, twin wheel mounted progressive levers, force feedback and belt driven steering wheel, and three adjustable pedals. Also shown is the Capcom Steel Battalion controller 320 for the Xbox console that comprises dual joysticks, levers, dials and over 40 buttons to allow the user to feel they are in the cockpit of a virtual tank. The Peregrine Glove Shaped Video Game Controller 330 provides over 18 touch points and 3 activator pads to allow the user over 30 programmable actions.

Also shown are the WarBeast PS3 Wireless Guitar 340 which is a full size guitar compatible with the Sony Playstation 3 gaming console, Dance Dance Revolution mat 350 for players to use in combination with their gaming console and for which different versions are sold for Nintendo Wii, Sony Playstation 3, and Microsoft Xbox 360. Fishing controller 360 is a dedicated controller to simulate a fishing rod like the WarBeast guitar simulates a guitar. With some gaming consoles the same controller provided with the system is employed with a range of accessories, such as gaming accessories 370, wherein the controller fits within the handle of these accessories to simulate for example a tennis racket, baseball bat and golf club. It is evident from these that manufacturers have established different gaming controller formats, and whilst many are niche such as the Capcom Steel Battalion controller 320 and ThrustMaster Rally GT Force Feedback Pro Clutch Edition controller 310 others such as Dance Dance Revolution which has sold over 10 million copies. However, none are targeted at providing a flexible controller pad allowing the user to use them in multiple gaming environments nor to provide other routine functions within personal computers and gaming consoles such as mouse movement, keyboard emulation etc.

Now referring to FIG. 3B there is shown the Nintendo Wii Balance Board 3000 which represents a mid-point between standard gaming controllers and specialized gaming controllers. The Wii Balance Board 3000 has four feet 3010 upon which it stands and presents a platform 3020 for the user to stand on within which are defined by slightly recessed areas first and second regions 3030 and 3040 respectively. The intention being that the user stand with their right foot within the first region 3030 and their left foot within the second region 3040. Orientation of the first and second regions 3030 and 3040 being made with respect to the power switch 3050. Whilst clearly not a standard controller such as Nintendo Wii controller 155 and the Nintendo PS3 controller 150 the Wii Balance Board 3000 forms the centre of multiple entertainment situations as multiple games and life products have been designed to work with it. These include but not limited to Wii Fit, Wii Fit Plus, Wii Ski and Snowboard, EA Sports Active, G1 Jockey, All Star Cheer Squad and Don King Boxing.

Further it is evident to one skilled in the art that the Wii Balance Board 3000 is designed for able bodied users with good balance. Operation of the Wii Balance Board 3000 is based upon determining the relative loading of the users weight onto the four load sensors contained within. Aspects of the Wii Balance Board 3000 in respect of calibration, measurement, centre of gravity, etc are contained within US 2009/0107207 entitled “Weight Applying Unit for Calibration and Weight Applying Method for Calibration”, US 2009/0093,305 entitled “Storage Medium Storing a Load Detecting Program and Load Detecting Apparatus”, and US 2009/0093315 entitled “Storage Medium Storing a Load Detection Program, Load Detecting Apparatus, and Load Detection Method.”

Referring to FIG. 4A there is depicted a controller pad 400 according to an embodiment of the invention in cross-section side elevation 400A and plan view 400B, wherein the top plate 410 has been removed for clarity. As shown in cross-section side elevation 400A, which is along section line X-X in plan view 400B, the controller pad 400 comprises a base 415, at the upper middle of which is pivot 430 and mounted thereupon is top plate 410. Within the base 415 are recess/spring combinations 425 wherein the upper portion of the spring engages the top plate 410 so that without any pressure applied the top plate returns to a default position relative to the base 415.

Also mounted within base 415 are lower button elements 440, which act in combination with upper button elements 420 within the top plate 410 to associate motion of the upper button element 420 with lower button element 440 as an action by the user. This may be by one of many interactions as would evident to one of skill in the art including physical contact, resistance variation, capacitance variation, inductance variation, proximity, Hall effect, etc. Referring to plan view 400B it can be seen that there are four recess/spring combinations 425, four lower button elements 440 disposed around the periphery of the base 415 with respect to the pivot 430. As such motion of the top plate 410 relative to the base 415 in the direction of each lower button element 440 results in the electrical decision and control circuit (not shown for clarity) identifying these motions as selection of one of the four “buttons” on the controller pad 400.

Now referring to FIG. 4B there is depicted a controller pad 4000 according to an embodiment of the invention in cross-section side elevation 400C and plan view 400D, wherein the top plate 4100 has been removed for clarity. As shown in cross-section side elevation 400C, which is along section line X-X in plan view 400D, the controller pad 4000 comprises a base 4150, at the upper middle of which is pivot 4300 and mounted thereupon is top plate 4100. Within the base 4150 are recess/spring combinations 4250 wherein the upper portion of the spring engages the top plate 4100 so that without any pressure applied the top plate returns to a default position relative to the base 4150.

Also mounted within base 4150 are lower button elements 4400, which act in combination with upper button elements 4200 within the top plate 4100 to associate motion of the upper button element 4200 with lower button element 4400 as an action by the user. This may be by one of many interactions as would evident to one of skill in the art including physical contact, resistance variation, capacitance variation, inductance variation, proximity, Hall effect, etc. Referring to plan view 400B it can be seen that there are eight recess/spring combinations 4250, eight lower button elements 440 disposed around the periphery of the base 4150 with respect to the pivot 4300. As such motion of the top plate 4100 relative to the base 4150 in the direction of each lower button element 4400 results in the electrical decision and control circuit (not shown for clarity) identifying these motions as selection of one of the eight “buttons” on the controller pad 4000. It would be evident to one of skill in the art that the number and location of the buttons may be varied according to the sensitivity, directional information etc that is desired to be extracted from the controller pad.

Referring to FIG. 5 there is depicted a controller pad 500 according to an embodiment of the invention with the addition of rotational motion detection. Controller pad 500 being shown as cross-section side elevation 500A and plan view 500B, wherein the top plate 550 has been removed for clarity. As shown in cross-section side elevation 500A, which is along section line X-X in plan view 500B, the controller pad 500 again comprises a base 515, at the upper middle of which is pivot 530 and mounted thereupon is top plate 550. Within the base 515 are recess/spring combinations 525 wherein the upper portion of the spring engages the top plate 550 so that without any pressure applied the top plate returns to a default position relative to the base 515. Also mounted within base 515 are lower button elements 540, which act in combination with upper button elements 520 within the top plate 550 to associate motion of the upper button element 520 with lower button element 540 as an action by the user. As shown in plan view 500B there are four recess/spring combinations 525, four lower button elements 540 disposed around the periphery of the base 515 with respect to the pivot 530. As such motion of the top plate 510 relative to the base 515 in the direction of each lower button element 540 results in the electrical decision and control circuit (not shown for clarity) identifying these motions as selection of one of the four “buttons” on the controller pad 400.

However, unlike controller pads 400 and 4000 presented above in respect of FIGS. 4A and 4B respectively the central portion of base 415 is not solid with the pivot 430 as the only feature. Rather there is a recess 560 centrally disposed within which there is a vertical rotation assembly 505 attached to which there is rotor 510. Additionally there are vertical stops 545 disposed with respect to the rotor 510 which restrict the rotation of the rotor. As such rotation of the top plate 550 relative to the base 515 causes a rotation with the vertical rotation assembly 505 that is converted to an electrical signal by the electrical decision and control circuit (not shown for clarity). It would be evident that as with the “buttons” different technologies may be used for the rotation sensor according to desired resolution, accuracy, speed etc. Solutions evident to one of skill in the art would include, but not be limited to, Hall effect, rotary optical encoders, rotary variable capacitors, and rotary potentiometers. It would be evident that the lower button elements 540 may be adjusted in dimensions so that irrespective of the rotation of the top plate 550 to the base 515 tilting of the top plate 550 results in the activation of the “buttons”.

Referring to FIG. 6A there is depicted a controller pad 600 according to an embodiment of the invention with the addition of rotational and single axis motion detection. Controller pad 600 being shown as cross-section side elevation 600A and plan view 600B, wherein the top plate 610 has been removed for clarity. As shown in cross-section side elevation 600A, which is along section line X-X in plan view 600B, the controller pad 600 again comprises a base 615, at the upper middle of which is pivot 630 and mounted thereupon is top plate 610. Within the base 615 are recess/spring combinations 625 and lower button elements 640 which act in combination with upper button elements 620 within the top plate 650 to associate motion of the upper button element 620 with lower button elements 640 as an action by the user. As shown in plan view 600B there are four recess/spring combinations 625 disposed around the periphery of the base 615. However, due to the combination of rotation and linear motion the lower button elements 640 are now larger than in previous designs to cover the range of locations of the upper button elements 620.

As with controller pad 500 the controller pad 600 has a recess 660 centrally disposed within it. Within this recess 600 are disposed are rotation and linear sensors. The rotation sensor comprises rotation assembly 605, rotor 610 and vertical stops 645 disposed with respect to the rotor 610. As such rotation of the top plate 650 relative to the base 615 causes a rotation with the vertical rotation assembly 605 that is converted to an electrical signal by the electrical decision and control circuit (not shown for clarity). However, now the rotation assembly 505 is mounted onto a first slide 650, and the vertical stops 645 are mounted onto second slides 655. As such motion of the user may push the top plate 610 in a linear motion along the axis of the first and second slides 650 and 655 respectively and at any linear position rotational motion of the user is detected through the rotation assembly 605 with motion limited by the vertical stops 645. It would be evident that the linear motion may be detected by different technologies for the linear motion sensor according to desired resolution, accuracy, speed etc. Solutions evident to one of skill in the art would include, but not be limited to, linear optical encoders, linear potentiometers and strain gauges.

Accordingly controller pad 600 provides for a user to provide rotational position information, allowing for example their character or point of view to be rotated within the virtual environment of a game, provide linear position information, allowing for forward and backward motion of their character, and selection of actions through selection of the “button” by tilting the top plate 610 relative to the base 615. It would be evident that the number of buttons and their locations may be varied according to the application or requirements of the user. The controller pad 600 may be considered as providing a joystick functionality wherein linear motion may provide acceleration/deceleration whilst rotational motion shifts the direction within which the acceleration/deceleration is applied within the entertainment environment.

Now referring to FIG. 6B this concept is expanded further with controller pad 6000 which is shown as end-elevation 6000A, plan 6000B, and side-elevation 6000C. Referring to end-elevation 6000A the controller pad 6000 is shown as comprising top plate 6100, base 6150 and pivot 6200. As discussed in the embodiments supra presented in respect of FIGS. 4A through 6A the pivot 6200 allows the top plate 6100 to pivot with respect to base 6150 as shown by first direction arrow 6040. Similarly referring to side-elevation 6000C the pivot 6200 allows for pivoting in the perpendicular plane also as shown by second direction arrow 6050. Controller pad 6000 extends the concept described supra in respect of FIG. 6A in that the pivot 6200 is mounted upon a rotation element, a first translation element, and a second translation element mounted perpendicular to the first translation element, these not being shown for clarity. As such the rotation element allows for rotation of the top plate 6150 as evidenced by third direction arrow 6030, the first translation element allows linear motion of the top plate relative to the base as evidenced by fourth direction arrow 6010, and the second translation element allows linear motion of the top plate relative to the base in a direction perpendicular to the first linear motion as evidenced by fifth direction arrow 6020.

Accordingly controller pad 6000 provides for detection of dual horizontal axis of user control as well as three axis of rotational, typically referred to as roll, pitch and yaw. In this manner the user may easily control an object within an entertainment environment in a realistic manner and allow themselves to perform other actions where the controller pad 6000 is employed in conjunction with another game controller. If additionally controller pad 6000 employed a pressure sensor within the assembly then pressure of the user against the top plate 6150 may additionally be employed to provide additional control information such as acceleration or vertical motion.

Now referring to FIG. 7 there is depicted a controller pad 700 according to an embodiment of the invention with rotational, “button”, and linear axis control selection mechanisms. Additionally controller pad 700 has a location sensor 720 disposed across the top plate 715. Controller pad 700 being shown as cross-section side elevation 700A and plan view 700B. The core of controller pad 700 being for example provided by controller 600 as depicted in FIG. 6 supra to provide the rotational, “button”, and linear axis control selection elements for the user. However, now the location sensor 720 disposed upon the top plate 715 provides additional information to the electrical decision and control circuit (not shown for clarity).

Location sensor 720 thereby provides different information to the electrical decision and control circuit when the users' foot (or other body part interacting with the controller pad) shifts position, for example between each of first to third locations 730 through 750 respectively. Hence, in addition to rotation (from the rotation sensor) and forward/backward movement (from the linear position sensor) movement of the users foot (for example) provides for side-stepping of their character in the virtual environment of the game they are playing or another function currently selected as being determined in dependence of this position information.

Now referring to FIG. 8 there is depicted a controller pad 800 according to an embodiment of the invention with rotational, “button”, and linear axis control selection mechanisms. Additionally controller pad 820 has a location sensor 820 disposed upon a predetermined portion of the top plate 815. Controller pad 800 being shown as cross-section side elevation 800A and plan view 800B. The core of controller pad 800 being for example provided by controller 600 as depicted in FIG. 6 supra to provide the rotational, “button”, and linear axis control selection elements for the user. However, now the location sensor 820 disposed upon the top plate 815 provides additional information to the electrical decision and control circuit (not shown for clarity).

Location sensor 820 thereby provides different information to the electrical decision and control circuit when the users' big toe for example (or other body part interacting with the controller pad) shifts position relative to the location sensor 820 and when placed in contact with the location sensor 820 provides a different signal to the electrical decision and control circuit. Hence, in addition to rotation (from the rotation sensor) and forward/backward movement (from the linear position sensor) movement of the users' big toe (for example) provides for side-stepping of their character in the virtual environment of the game they are playing or another function currently selected as being determined in dependence of this position information.

Now referring to FIG. 9 depicts some combinations of a controller pad 950 according to embodiments of the invention interfacing to a gaming console 910. Where the controller pad 950 supports a wireless interface as does the gaming console 910 then the two elements may communicate through a first wireless link 960. Alternatively the controller pad 950 may be wirelessly connected to a first controller 920 through a second wireless link 970A and therein through to the gaming console 910 via a third wireless link 970B between the gaming console 910 and the first controller 920. Alternatively the controller pad 950 may be connected to a second controller 930 through a first wired connection 980A and therein through to the gaming console 910 via a fourth wireless link 980B between the gaming console 910 and the second controller 930. Optionally controller pad 950 may be directly interfaced to the gaming console 910 through a second wired connection 990. It would also be apparent to one skilled in the art the either of the first or second controllers 920 and 930 respectively may also be connected to the gaming console by a wired connection rather than a wireless link. In this manner the gaming console 910 may interact with the controller pad 950 in dependence upon whether the controller pad is directly interfaced or intermediately interfaced.

It would be apparent to one skilled in the art that whilst the controller pad has been considered within FIG. 9 as having wired or wireless interfaces it may be implemented with both. In this embodiment a wired connection to a handheld controller or gaming console may override the detection of a wireless connection from the controller pad to either a handheld controller or gaming console. Alternatively, the wireless link may be set to take priority or the gamer be offered the option.

Within the embodiments presented supra in respect of FIGS. 4A through 9 the controller pad has been described as comprising the multiple sensors for the detection of the motion of the user and having springs that return the top plate back to a default position. However, it would be apparent that optionally the springs may be replaced or augmented with transducers that provide positive force to the top plate in response to gaming events or user activity. For example, when a character jumps and lands within the gaming environment then the transducers may provide a pulse to the top plate giving the user the sensation of their feet hitting the ground. Optionally these transducers may provide force to the top plate as well as providing the determination of the user's actions thereby combining multiple elements within single piece parts. In applications where the user is employing the controller pad alone, such as an individual with a disability, then the transducers may provide feedback for other events such as them swinging their sword and hitting an opponents weapon, body etc, providing an indication that an activity is not allowed, such as vibrating with an illegal selection of an option in a drop-down menu selection in a computer application, giving physical feedback of a spelling error requiring correction etc.

Within the embodiments the electrical decision and control circuit has been stated as present within the controller pad. The functions of the electrical decision and control circuit being to apply any required power to the sensor elements, e.g. “buttons”, rotation sensor, linear motion sensor, force transducers etc. Additionally the electrical decision and control circuit may receive the signals from these transducers and determine a position, rotation, action for communication to the handheld controller or gaming interface. Further the electrical decision and control circuit may contain communications interfaces such as for the wired interface or wireless interface. Optionally the electrical decision and control circuit may contain other elements such as microprocessors, visual indicators, etc. It would be apparent to one skilled in the art that the electrical decision and control circuit may be provided as a single circuit within the controller pad or as multiple distributed circuits within the controller pad, although optionally some elements such as decision determination may be provided within the handheld controller or gaming console to which the controller pad is interfaced.

Now referring to FIG. 10 there is presented an exemplary flow chart for a gaming console interacting with a controller pad according to an embodiment of the invention. The process begins at step 1005 wherein the gaming console is powered up and then in step 1010 the user selects the game they wish to play. In step 1015 the gaming console determines the controller hardware currently interfaced to the gaming console and determines in step 1020 whether the controller pad is present alone or in combination with another controller, e.g. a hand-held controller. If the controller pad is the only device present then the process moves to step 1025 and the controller pad function assignment A is loaded into the gaming console and the process moves to step 1040 for gaming to begin. If the control pad is not the only device present then the process moves to step 1030 wherein the controller pad function assignment B is loaded and then the process moves to step wherein the handheld controller function assignment 1 is loaded and the process moves to step 1040. From step 1040 the process during gaming, which executes simultaneously but is not shown for clarity the game moves to step 1045.

During gaming the gaming console monitors for trigger events that relate to either to a change of functions requested by the gamer or by the game itself. In process step 1045 the process determines whether a gamer requested change was initiated or not. If there was no gamer requested change then the process moves to step 1065 and gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was the only controller present then the process moves forward to step 1050A to determine what change the gamer requires and therein moves forward to step 1050B and loads controller pad assignment C before moving forward to step 1065 wherein gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was being used in conjunction with a handheld controller then the process moves forward to step 1055, loads controller pad assignment D, moves to step 1060, loads handheld controller function assignment 2, before moving forward to step 1065 wherein gaming continues.

From step 1065 the process moves forward to step 1070 to determine whether a change of function request was initiated by the game. If there was no game requested change then the process moves to step 1090 and gaming continues. If there was a game requested change and the gaming console had previously determined the controller pad was the only controller present then the process moves forward to step 1075 and loads controller pad assignment E before moving forward to step 1090 wherein gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was being used in conjunction with a handheld controller then the process moves forward to step 1080, loads controller pad assignment F, moves to step 1085, loads handheld controller function assignment 3, and moves forward to step 1090 wherein gaming continues. From step 1090 the process loops back to step 1045 to determine whether additional gamer or game triggered changes in function assignments are requested. It would evident to one skilled in the art that the exemplary flow chart is only part of an overall gaming flow chart and has been considerably simplified to focus on the controller function assignments only.

It would be evident to one skilled in the art that other process flows may be configured with other steps and decision points. These alternative process flows similarly result in the assignment of the “buttons” and other functions of the controller pad may be dynamically allocated by actions of the gamer (user) or in response to variations of the gaming environment. For example, a character walking results in the 4 “buttons” on a controller, i.e. controller pad 400 in FIG. 4A, providing forward, back, left step, right step when the character is within one environment, e.g. inside a building, and accelerate, brake, no action, no action when the character is within another environment, e.g. in a vehicle.

In the embodiments described above in respect of FIGS. 6, 7 and 8 the “buttons” are presented with the configuration as that of controller pad 400 in FIG. 4A. It would be apparent to one skilled in the art that the configurations presented in respect of controller pads 4000 and 500 of FIGS. 4B and 5 respectively may be employed in these or alternatively any configuration determined by the designer. Optionally different “buttons” may be implemented with different technologies within the same controller pad. It would also be apparent that whilst in the embodiments the controller pad has been presented with a base that has a flat top surface and the top plate is flat also that the design of the controller pad may be non-planar, e.g. domed, arched, sloping, etc. Additionally, the design of the controller pad may be other than the circular designs within the embodiments described supra in respect of FIGS. 4A through 10 including for example designs that are square, hand shaped, foot shaped, shaped like a the controller pads may be varied, for example a unit of dimensions 100 mm (4″

Within the embodiments described supra in respect of FIGS. 4A through 10 the applications of the controller pad have been described with respect of gaming environments and gaming consoles. However, it would be apparent to one skilled in the art that the controller pads may be employed within a wide variety of computer, console, and gaming based systems to provide an haptic interface for users. As discussed these controller pads may be employed in conjunction with conventional handheld controllers or they may be employed discretely. In discrete applications they may provide an interface for those with disabilities whom have previously not been able to enjoy the gaming and entertainment services of these systems. As such the controller pad may provide the functions of other interface devices such computer mouse, keyboard, tablet, etc to such users.

In the embodiments described supra in respect of FIGS. 4A through 10 the applications of the controller pad have been described in respect of influencing an aspect of a software application. Optionally, in some applications the control data/control signals from the controller pad may be adjusted prior to communication from the controller pad in dependence upon input data provided to the controller pad from the software application in execution upon a gaming console or other microprocessor based device. Additionally the embodiments have been presented with an emphasis on gaming consoles but it would be evident that the controller pad may be employed in multiple other microprocessor based application and systems without departing from the invention for applications including but not limited to control of robots, vehicular control, remote control surgery, etc.

Within the embodiments described supra in respect of FIGS. 4A through 10 the controller pad has been described as comprising a top plate that is pivotally attached to the base of the controller pad. It would be evident to one skilled in the art that alternatively the mounting between the top plate and base may be modified to be a non-pivotable mount. In this manner the degrees of freedom would be reduced but the controller pad may still be configured according to design implemented to provide rotational motion detection of the top plate, rotational and single-axis linear motion, and rotation and dual-axis linear motion. Optionally, third axis linear motion may be provided within the designs. Configuration of the “buttons” providing switch type functionality may still also be provided but now the available technologies would be for example contact or pressure activation.

The above-described embodiments of the present invention are intended to be examples only. Alterations, modifications and variations may be effected to any of the described embodiments by those of skill in the art without departing from the scope of the invention, which is defined solely by the claims appended hereto.

Claims

1. A method comprising:

providing a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device;
providing a second unit for mounting onto the upper surface of the first unit through a pivot disposed between the first unit and second unit;
providing at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold; and
providing the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output.

2. A method according to claim 1 wherein,

the motion in a predetermined direction is at least one of a vertical displacement, a rotational displacement and a linear displacement of the second unit with respect to the first unit.

3. A method according to claim 1 further comprising;

providing a transducer of a plurality of transducers, each transducer coupled to the second unit and associated with a predetermined portion of the plurality of sensors, the transducer providing at least one of a force and a vibration to the second unit in dependence upon at least one of the outputs of the predetermined portion of the plurality of sensors, the control data, a first signal received from the communications interface, and a second signal from the circuit.

4. A method according to claim 3 wherein,

the first signal received from the communications interface is generated by at least one of the remote device and a microprocessor based device connected to the remote device, wherein the at least one of is executing a software application and the first signal is determined in dependence upon at least one of a status of the software application and the control data provided to the software application.

5. A method according to claim 1 wherein,

at least one of the first unit and second unit are dimensioned according to at least one of a predetermined portion of the human body, a prosthetic, and a pointer manipulable by a user.

6. A method according to claim 1 wherein,

the control data varies in dependence to an input received from the communications interface.

7. A device comprising:

a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device;
a second unit for mounting onto the upper surface of the first unit through a pivot disposed between the first unit and second unit;
at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold; and
the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output.

8. A device according to claim 7 wherein,

the motion in a predetermined direction is at least one of a vertical displacement, a rotational displacement and a linear displacement of the second unit with respect to the first unit.

9. A device according to claim 7 further comprising;

a transducer of a plurality of transducers, each transducer coupled to the second unit and associated with a predetermined portion of the plurality of sensors, the transducer providing at least one of a force and a vibration to the second unit in dependence upon at least one of the outputs of the predetermined portion of the plurality of sensors, the control data, a first signal received from the communications interface, and a second signal from the circuit.

10. A device according to claim 9 wherein,

the first signal received from the communications interface is generated by at least one of the remote device and a microprocessor based device connected to the remote device, wherein the at least one of is executing a software application and the first signal is determined in dependence upon at least one of a status of the software application and the control data provided to the software application.

11. A device according to claim 7 wherein,

at least one of the first unit and second unit are dimensioned according to at least one of a predetermined portion of the human body, a prosthetic, and a pointer manipulable by a user.

12. A device according to claim 7 wherein,

the control data varies in dependence to an input received from the communications interface.

13. A method comprising:

providing a controller comprising a base, a communications interface supporting communications to a remote device, and a top mounted to the base by a pivot;
providing data to the communications interface, the data varying in dependence upon motion of the top relative to the base in a predetermined direction.

14. A method according to claim 13 further comprising:

providing a mechanical motion of the top relative to the base in a second predetermined direction, the mechanical motion varying in dependence upon at least one of sensor data used to generate the data and input data received from the remote device, the remote device executing a software application having an aspect of it's execution varied in dependence of the data.

15. A device comprising:

a controller comprising a base, a communications interface supporting communications to a remote device, and a top mounted to the base by a pivot;
a circuit providing data to the communications interface, the data varying in dependence upon motion of the top relative to the base in a predetermined direction.

16. A device according to claim 15 further comprising:

a mechanical generator for providing a mechanical motion of the top relative to the base in a second predetermined direction, the mechanical motion varying in dependence upon at least one of sensor data used to generate the data and input data received from the remote device, the remote device executing a software application having an aspect of it's execution varied in dependence of the data.

17. A method comprising:

providing a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device;
providing a second unit for mounting onto the upper surface of the first unit through a mount;
providing at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold; and
providing the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output.

18. A method according to claim 17 wherein,

the motion in a predetermined direction is at least one of a vertical displacement, a rotational displacement and a linear displacement of the second unit with respect to the first unit.

19. A method according to claim 17 further comprising;

providing a transducer of a plurality of transducers, each transducer coupled to the second unit and associated with a predetermined portion of the plurality of sensors, the transducer providing at least one of a force and a vibration to the second unit in dependence upon at least one of the outputs of the predetermined portion of the plurality of sensors, the control data, a first signal received from the communications interface, and a second signal from the circuit.

20. A method according to claim 17 wherein,

at least one of the first unit and second unit are dimensioned according to at least one of a predetermined portion of the human body, a prosthetic, and a pointer manipulable by a user.
Patent History
Publication number: 20110306425
Type: Application
Filed: Jun 14, 2011
Publication Date: Dec 15, 2011
Applicant: STELULU TECHNOLOGY INC. (Montreal)
Inventors: Stephane Rivard (Montreal), Luc Levasseur (Montreal)
Application Number: 13/159,482
Classifications
Current U.S. Class: Hand Manipulated (e.g., Keyboard, Mouse, Touch Panel, Etc.) (463/37)
International Classification: A63F 9/24 (20060101);