HUMAN INTERFACE DEVICE
A human interface device with an inherent built-in feedback mechanism for use by a user to remotely interface with a computer-simulated environment is disclosed herein. The human interface device comprises at least one sensor configured to sense a condition within the action of the computer-simulated environment and also operable to generate a communication concerning the sensed condition. At least one micro-controller is positioned within the human interface device and configured to receive the communication concerning the sensed condition from the at least one sensor. The at least one micro-controller is further configured to generate communication in reaction to the communication from the sensor. At least one actuator is configured to receive the communication from the at least one micro-controller and provide a sensory experience in reaction to the communication.
This invention relates in general to human interaction with computer-simulated environments. More specifically, this invention relates to multimodal devices having an inherent built-in feedback mechanism that can be used to remotely interface human interaction with computer-simulated environments, such as generated by computer-based gaming and virtual reality systems.
Gaming and virtual reality systems allow a user or a number of users to interact with a computer-simulated environment. A typical system includes a computer that establishes the computer-simulated environment. The computer-simulated environment can be “virtual reality” or based on a real environment such as, for example, simulations for pilot or combat training. The computer-simulated environment can also be for gaming or based on an imagined environment such as, for example, imaginary interplanetary worlds. Most computer-simulated environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some computer-simulated environments established by computers include additional sensory experiences, such as sound through speakers or headphones or vibration through user input devices such as controllers. Users can typically interact with such computer-simulated environments through the use of standard input devices such as a keyboard and a mouse, or through multimodal devices such as, for example, controllers, wired gloves, joysticks or steering wheels.
SUMMARY OF THE INVENTIONAccording to this invention, there is provided a human interface device with an inherent built-in feedback mechanism for use by a user to remotely interface with a computer-simulated environment. The human interface device comprises at least one sensor configured to sense a condition within the action of the computer-simulated environment and also operable to generate a communication concerning the sensed condition. At least one micro-controller is positioned within the human interface device and configured to receive the communication concerning the sensed condition from the at least one sensor. The at least one micro-controller is further configured to generate communication in reaction to the communication from the sensor. At least one actuator is configured to receive the communication from the at least one micro-controller and provide a sensory experience in reaction to the communication.
According to this invention, there is also provided a method of providing a sensory experience to a user using the human interface device described above. The method comprises the steps of sensing a condition within the action of the gaming or virtual reality system established by the computer, generating a communication concerning the sensed condition, sending the communication to a human interface device for processing, generating a communication within the human interface device in reaction to the received communication, sending the human interface device communication to at least one actuator; and providing a sensory experience in reaction to the received human interface device communication.
For purposes of this patent application, the terms “gaming system” and “virtual reality system” will be used interchangeably and are defined to include any system, structure(s), or device(s) incorporating a technology which allows a user to interact with a computer-simulated environment.
Referring now to the drawings, there is illustrated in
As shown in
The HID 12 is an input device used to affect the gaming system 10 or govern the movement or actions of an entity within the computer-simulated game/environment. While the HID 12 is typically connected via wires to the host system 16, the HID 12 can also be operated in a wireless mode. As will be explained in more detail below, the HID 12 can comprise many different physical forms.
As shown in
The sensors 14 are configured to provide input of the status of game play or game conditions. The sensors 14 can sense a condition within the action of the gaming system in that the sensors 14 can sense some physical condition associated with the user, such as activity of the user, the physical condition of the user, or the physical environment in which the user is participating in the computer-simulated environment. For example, one example of a sensor 12 is an accelerometer, which can measure the magnitude, direction and force of movement of the user. Other types of sensors 14 can be used to provide input regarding user-initiated actions, such as pulling a trigger and movement of a virtual character. Still other sensors 14 can be used to provide input regarding other conditions, such as for example the heart rate of the user, the temperature and humidity of the gaming environment, and the mental consciousness of the user. While the plurality of sensors 14 illustrated in
The host system 16 typically includes, among other things, a host central processing unit (CPU) 22 and is configured to control the overall functions of the gaming system. Examples of overall system functions include loading of games software, start up, and shut down. The host CPU 22 typically processes input information from a variety of sources and controls the play of the gaming system.
In operation, the sensors 14 sense a condition potentially affecting the play of the gaming system 10 and generate a communication concerning the sensed condition. The sensors 14 can communicate with the micro-controller 18 positioned within the HID 12 or the host CPU 22. The micro-controller 18 can be configured to receive the communications generated by the individual sensors 14. The communication of the various sensors 14 with the micro-controller 18 is shown in
As further shown in
Referring now to
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The HID 42 shown in
Generally, the improved gaming system 40 varies from the traditional gaming system 10 shown in
Referring now to
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The sensor switch 171 is configured to enable or disable communication from the sensor 144 to the micro-controller 50. In the illustrated embodiment, the sensor switch 171 is an on/off rocker switch which is conventional in the art. However, the sensor switch 171 can be other suitable devices, such as for example, a slide switch, capable of enabling or disabling the communication from the sensor 144 to the micro-controller 50.
The mode switch 172 is configured to provide the firearm HID 146 with various modes of game play. The mode switch 172 includes settings for single shot, semi-automatic and full automatic firing rate. In operation, as each mode is selected, the sensor 144 and recoil mechanism 170 react accordingly. In other embodiments, the mode switch 172 can be configured to provide various modes of game play in accordance with the nature of the virtual reality scenario. For example, in a scenario in which the virtual reality game involves fishing, the HID 42 can be configured as a fishing pole and the mode switch 172 could be configured to provide the amount of bait used.
Referring again to
The transmitter/receiver 174 is configured to transmit and receive information to and from the host system 46. The transmitted and received information can include general communications CG, as shown in
The motion control 175 is an input device used to affect the gaming system 46 or govern the movement or actions of an entity within the computer-simulated game. As one example, the motion control 175 can be used to move an entity within the game forward, backward or sideways. In the illustrated embodiment, the motion control 175 is knob having 360° of available motion. However, the motion control 175 can be any mechanism or device suitable to govern the movement or actions of an entity within the computer-simulated game.
While not illustrated in
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While the illustrated embodiments of the human interface devices include a firearm, joystick, and steering wheel, it should be understood the human interface devices can represent any control mechanism, such as, for example, a fishing pole, a tennis racket, or a surf board suitable to affect the gaming system 10 or govern the movement or actions of an entity within the computer-simulated game.
One example of suitable internal components and the circuitry within the HID 42 are shown in
The HID 42 is activated through a switch, such as for example user switch 92a. Activating the HID 42 enables the micro-controller 50. The micro-controller 50 awaits a user event, a sensor event or sensor input. All sensor outputs 94 and inputs from user switches 92a and 92b interact directly with and only with the micro-controller 50.
After receiving input, the micro-controller 50 communicates with the host system 46. The communications from the micro-controller 50 to the host system 46 are transmitted via industry standard communication protocols and devices, such as for example the receiver 80 and the transmitter 82. The HID 42 does not require custom protocols, additional or special hardware, or custom or special drivers in addition to the standard protocols, hardware and drivers currently residing on the host system 46.
The micro-controller 50 can interpret certain sensor outputs 94 and certain inputs from user switches 92a and 92b as input that require user feedback through the feedback mechanism 48. In those situations, the micro-controller 50 enables the power supply 86 to supply power to the feedback mechanism 48. The micro-controller 50 further directs the feedback mechanism 48 to provide a level of feedback as limited according to the user setting 92a. As described above, the feedback mechanism 48 can apply the feedback to the user in any desired form. In one embodiment, the user input 92a can be channeled to the micro-controller 50, causing the micro-controller 50 to enable the variable signal generator 90. The signal generator 90 communicates a signal to a power amplifier which amplifies the signal so that the signal may vary the state of the feedback mechanism 48 accordingly. The user's settings 92a and 92b have an effect on the type of feedback the user receives. In one embodiment, the user can adjust the variable signal generator 90 through a user switch 92b to get a different form of signal wave and, accordingly, a different form of feedback. While the illustrated embodiment shown in
The improved HID 42 provides many benefits over a traditional HID 12. First, because the sensor information processing is performed within the HID 42 and communication with the host system 46 is not necessary for processing the sensor information, the HID 42 is compatible with any gaming or virtual reality system without software or hardware changes to the host system 46. For example, a common HID can be used with different host systems through adaptors. Second, because the HID 42 is independent of the host system 46, any number of HIDs 42 can be used simultaneously with the host system 46. Third, the HID 42 is customizable to communicate with various types of sensors and provide various types of sensory feedback. Fourth, the HID can have a wide variety of physical embodiments. Other advantages are also apparent from a reading of the specification and claims and from a study of the Figures.
It is also noted that a sensor can communicate directly with the feedback mechanism, bypassing the micro-controller. For example, a photo-sensor could trigger the feedback mechanism when the photo-sensor is exposed to light. Alternatively, a pressure sensor button can cause feedback to occur upon being pushed. In such an arrangement, the sensor and feedback mechanism can be connected by circuitry.
The principle and mode of operation of this invention have been described in its preferred embodiments. However, it should be noted that this invention may be practiced otherwise than as specifically illustrated and described without departing from its scope.
Claims
1. A human interface device for use by a user to interact with a computer-simulated environment comprising:
- at least one sensor configured to sense a condition within the computer-simulated environment and generate a first communication concerning the sensed condition;
- at least one micro-controller configured to receive the first communication concerning the sensed condition from the at least one sensor, the at least one micro-controller further configured to generate a second communication in reaction to the first communication from the sensor; and
- at least one actuator configured to receive the second communication from the at least one micro-controller and provide a sensory experience in reaction to the second communication, wherein the at least one micro-controller is operable to independently determine the response of the at least one actuator appropriate to the condition sensed by the at least one sensor.
2. The human interface device of claim 1 wherein the at least one actuator is configured to respond solely to sensor information processed by the at least one micro-controller.
3. A gaming system comprising:
- a host device having a central processing unit configured to control overall functions of the gaming system; and
- a human interface device for use by a user of the gaming system and comprising: at least one sensor configured to sense a condition within the gaming system and generate a first communication concerning the sensed condition; at least one micro-controller positioned within the human interface device and configured to receive the first communication concerning the sensed condition from the at least one sensor, the at least one micro-controller further configured to independently process the first communication and generate a second communication in reaction to the first communication from the sensor; and at least one actuator configured to receive the second communication from the at least one micro-controller and provide a sensory experience in reaction to the second communication.
4. The gaming system of claim 3 wherein the at least one controller does not require communication from the host system for operation.
5. The gaming system of claim 3 wherein the at least one controller does not communicate with the host system as to the processing of the first communication.
6. A method of operating a human interface device to remotely interface with a computer, the method comprising the steps of:
- sensing a condition within the action of a virtual reality system;
- generating a first communication concerning the sensed condition;
- sending the first communication to a human interface device for processing;
- generating a second communication solely within the human interface device in reaction to the received communication;
- sending the second communication to at least one actuator positioned with the human interface device; and
- providing a sensory experience with the at least one actuator in reaction to the received human interface device communication.
Type: Application
Filed: Dec 29, 2009
Publication Date: Jul 1, 2010
Inventors: HOUSSAM BARAKAT (Toledo, OH), Bradford R. Lilly (Toledo, OH), Krishna Shenai (Toledo, OH)
Application Number: 12/649,277
International Classification: A63F 9/24 (20060101);