US20060211495A1 - Human-machine interactive virtual game control apparatus - Google Patents
Human-machine interactive virtual game control apparatus Download PDFInfo
- Publication number
- US20060211495A1 US20060211495A1 US11/082,811 US8281105A US2006211495A1 US 20060211495 A1 US20060211495 A1 US 20060211495A1 US 8281105 A US8281105 A US 8281105A US 2006211495 A1 US2006211495 A1 US 2006211495A1
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- Prior art keywords
- sensing
- game
- operator
- human
- control apparatus
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/218—Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1056—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving pressure sensitive buttons
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Definitions
- the present invention relates to a human-machine interactive virtual game control apparatus, and more particularly to a control apparatus that simulates images and sounds of real environment and that utilizes a three-dimensional detector to automatically detect the limbs movements of the operator for generating a corresponding command and interact with the virtual person in the virtual game. Accordingly, the virtual game with interactive human-machine movement is obtained so as to substitute for joystick, controller, mouse, or other input apparatus, thereby increasing pleasure and reality of the virtual game.
- the commonly seen game controller 10 as shown in FIG. 1 , comprises an arrow button 101 and several control buttons 102 for direction control and movement control.
- the present invention discloses a human-machine interactive virtual game control apparatus to meet the requirement for industrial usage.
- FIG. 1 is a structural diagram showing the outward appearance of the conventional game control apparatus.
- FIG. 2 is an elevational outward view showing that the present invention connects with the game machine.
- FIG. 3 is a block diagram showing the devices of the present invention.
- FIG. 4 is an enlarged view schematically showing the scope definitions of the photoelectric devices on the sensing lateral plates of the present invention.
- FIG. 5 is a schematic view showing the action of the sensing pedal of the present invention.
- FIG. 6 is a schematic view showing that the photoelectric devices of the present invention detect the kicking movement.
- FIG. 7 is a schematic view showing that the photoelectric devices of the present invention detect the fisting movement.
- FIG. 8 is a schematic view showing that the photoelectric devices of the present invention detect the jumping movement.
- FIG. 9 is a schematic view showing that two detectors are used in the present invention.
- a human-machine interactive virtual game control apparatus of the present invention comprises a detector 1 and a control box 2 .
- the detector 1 includes a horizontally mounted sensing pedal 11 and two vertically oppositely mounted sensing lateral plates 12 on both sides of the sensing pedal 11 .
- the control box 2 includes a program-loadable microprocessor unit (simply referred to as MPU) 21 and a communication interface 22 for connecting to a game machine 20 and showing game frames on a display device 40 , or a helmet mounted display may be further applied cooperatively for the purpose of display.
- the communication interface 22 may be an USB-interfaced jack, a game port, or PS/PS2 for use in different types of game machines 20 .
- the sensing pedal 11 includes four pressure-sensing devices 111 respectively on front, rear, left, and right sides corresponding to the center of the sensing pedal 11 .
- the triggered pressure-sensing device 111 When the operator 30 treads on the sensing pedal 11 , the triggered pressure-sensing device 111 output a corresponding digital signal with high potential H and the untriggered pressure-sensing devices 111 output their respective digital signal with low potential L.
- photoelectric devices 13 for detecting the movement tracks of objects are mounted on the upper end of the sensing lateral plates 12 .
- These photoelectric devices 13 can be divided into upper section detections 131 , 131 ′ and lower section detections 132 , 132 ′ for identifying the height value of the operator 30 to define the detection scope of every command, wherein the upper section detection 131 and the lower section detection 132 are set to be employed if the detection scope is higher than a predetermined value, and the upper section detection 131 ′ and the lower section detection 132 ′ are set to be employed if the detection scope is lower than the predetermined value.
- the upper section detections 131 , 131 ′ can be further subdivided into first detection sections 1311 , 1311 ′ and second detection sections 1312 , 1312 ′, and the lower section detections 132 , 132 ′ can be further subdivided into third detection sections 1321 , 1321 ′ and fourth detection sections 1322 , 1322 ′.
- the microprocessor unit 21 utilizes the photoelectric devices 13 to automatically scan the operator 30 , or the operator 30 inputs the height value manually to discriminate the detection sections.
- the photoelectric devices 13 of the upper section detection 131 may be utilized to receive the movement tracks of the hands of the operator 30 , thereby generating a corresponding operation command.
- the first detection section 1311 refers to a hacking command if the hand of the operator 30 moves from top to bottom
- the second detection section 1312 refers to a hooking command if the hand moves from bottom to top
- the photoelectric devices 13 of the lower section detection 132 are utilized to receive the movement tracks of the feet of the operator 30 for generating a corresponding operation command such as kicking or raising a leg. For the same reason, similar commands are outputted according to the above-mentioned detection method if the operator 30 is lower than the predetermined height value.
- the sensing lateral plates 12 further comprise photoelectric switches 14 on their bottoms to detect the jumping movement.
- the photoelectric switches 14 outputs a signal to allow the microprocessor unit 21 to issue a jumping command for controlling the jumping movement of the game person.
- the control box 2 holds the microprocessor 21 and the communication interface 22 and connects to the game machine 20 .
- the communication interface 22 may be an USB-interfaced jack, a game port, or PS/PS2 for use in different types of game machines.
- FIG. 4 through FIG. 5 wherein the operator 30 stands on the center of the sensing pedal 11 in advance and four pressure-sensing devices 111 are mounted respectively on the four sides of the sensing pedal 11 to perform detections in front, rear, left, and right directions. Every pressure-sensing device 111 can output a signal when the operator 30 treads on it. At least a pressure-sensing device 111 is triggered and the detection signal is compared with predetermined codes stored in the microprocessor unit 21 to identify the command that the operator 30 issues.
- the operator 30 is scanned by the photoelectric devices 13 to obtain the operator's height value automatically or this value is obtained by manual input before beginning the game so as to define the detection scopes of the operation commands of the hands and the feet.
- the operator 30 is higher than the predetermined height value.
- the fourth detection section 1322 of the lower section detection 132 will detect this movement to allow the microprocessor unit 21 to generate a kicking command, thereby allowing the game person to perform a corresponding kicking movement.
- the first detection section 1311 of the upper section detection 131 will detect this movement to allow the microprocessor unit 21 to generate a fisting command, thereby allowing the game person to perform a corresponding fisting movement.
- the photoelectric switches 14 are utilized to detect the jumping movement of the operator 30 . When the operator 30 jumps, the operator 30 does not block the photoelectric switches 14 to transform its state such that the microprocessor unit 21 is allowed to generate a jumping command.
- the human-machine interactive virtual game control apparatus of the present invention may further comprises at least two detectors 1 to enable at least two persons to use it at the same time, thereby enabling these two persons to fight each other with the game software at the same time to enhance its delight.
Abstract
A human-machine interactive virtual game control apparatus comprises a detector and a control box. The detector is composed of a sensing pedal and sensing lateral plates, wherein the sensing pedal comprises pressure-sensing devices to be trod on by the operator for detecting forward, backward, leftward, and rightward walking and running movements, and the photoelectric devices on the sensing lateral plates can detect the movement tracks of the operator's hands and feet and his jumping movement. Every detection signal is transmitted to the microprocessor unit mounted inside the control box to generate a corresponding signal, thereby controlling the corresponding virtual person in the game by means of a communication interface so as to substitute for the conventional arrow button of the conventional game controller or other apparatus. Accordingly, the operator is able to interact with the game to enhance the game's reality.
Description
- The present invention relates to a human-machine interactive virtual game control apparatus, and more particularly to a control apparatus that simulates images and sounds of real environment and that utilizes a three-dimensional detector to automatically detect the limbs movements of the operator for generating a corresponding command and interact with the virtual person in the virtual game. Accordingly, the virtual game with interactive human-machine movement is obtained so as to substitute for joystick, controller, mouse, or other input apparatus, thereby increasing pleasure and reality of the virtual game.
- The commonly seen
game controller 10, as shown inFIG. 1 , comprises anarrow button 101 andseveral control buttons 102 for direction control and movement control. - Besides, many conventional virtual games, for example, fishing, racing car, combat, etc, provide player with the feeling of virtual reality by use of stereo audio, gorgeous animated scenes, and fictitious story. The aforementioned game machine allows the player to merge himself into the game and to control the animated game person by use of the joystick or the controller. Accordingly, it is commonly seen that some people always press the controller excitedly in accordance with the content of the game. Besides, for the combat game, the player always must press several buttons to perform a unique skill so it is not easy to operate the game controller.
- In conclusion, the operator cannot operate the
game controller 10 nimbly, and the real two-way interaction is absent between the game and the operator. - In view of the drawbacks of the prior art, the present invention discloses a human-machine interactive virtual game control apparatus to meet the requirement for industrial usage.
- It is the main object of the present invention to provide a human-machine interactive virtual game control apparatus that utilizes the detector(s) to detect the movements of the operator and generate a corresponding operation command, thereby allowing the operator to control the virtual game person without operating the conventional game controller.
- It is another object of the present invention to provide a human-machine interactive virtual game control apparatus to enable the operator to merge himself with the game, thereby increasing the two-way interaction between the game and the operator.
-
FIG. 1 is a structural diagram showing the outward appearance of the conventional game control apparatus. -
FIG. 2 is an elevational outward view showing that the present invention connects with the game machine. -
FIG. 3 is a block diagram showing the devices of the present invention. -
FIG. 4 is an enlarged view schematically showing the scope definitions of the photoelectric devices on the sensing lateral plates of the present invention. -
FIG. 5 is a schematic view showing the action of the sensing pedal of the present invention. -
FIG. 6 is a schematic view showing that the photoelectric devices of the present invention detect the kicking movement. -
FIG. 7 is a schematic view showing that the photoelectric devices of the present invention detect the fisting movement. -
FIG. 8 is a schematic view showing that the photoelectric devices of the present invention detect the jumping movement. -
FIG. 9 is a schematic view showing that two detectors are used in the present invention. - The detailed structural feature and the preferred embodiment of the present invention will now be described in detail with reference to the accompanying drawings.
- Referring to
FIG. 2 throughFIG. 4 , a human-machine interactive virtual game control apparatus of the present invention comprises adetector 1 and acontrol box 2. Thedetector 1 includes a horizontally mountedsensing pedal 11 and two vertically oppositely mounted sensinglateral plates 12 on both sides of thesensing pedal 11. Thecontrol box 2 includes a program-loadable microprocessor unit (simply referred to as MPU) 21 and acommunication interface 22 for connecting to agame machine 20 and showing game frames on adisplay device 40, or a helmet mounted display may be further applied cooperatively for the purpose of display. Thecommunication interface 22 may be an USB-interfaced jack, a game port, or PS/PS2 for use in different types ofgame machines 20. - The
sensing pedal 11 includes four pressure-sensing devices 111 respectively on front, rear, left, and right sides corresponding to the center of thesensing pedal 11. When theoperator 30 treads on thesensing pedal 11, the triggered pressure-sensing device 111 output a corresponding digital signal with high potential H and the untriggered pressure-sensing devices 111 output their respective digital signal with low potential L. For example, the upward movement outputs “0001” and the downward movement outputs “0010”. These detection signals are compared with predetermined codes stored in themicroprocessor unit 21 to identify the commands that theoperator 30 issues for substituting for the conventional arrow button. Besides, it is capable of treading on the same pressure-sensing devices 111 successively, and the time interval between two detection signals is compared with the predetermined reference time stored in themicroprocessor unit 21, thereby generating an operation command to allow the game person to walk or run. - Several
photoelectric devices 13 for detecting the movement tracks of objects are mounted on the upper end of the sensinglateral plates 12. Thesephotoelectric devices 13 can be divided intoupper section detections lower section detections operator 30 to define the detection scope of every command, wherein theupper section detection 131 and thelower section detection 132 are set to be employed if the detection scope is higher than a predetermined value, and theupper section detection 131′ and thelower section detection 132′ are set to be employed if the detection scope is lower than the predetermined value. - Besides, the
upper section detections first detection sections second detection sections lower section detections third detection sections fourth detection sections microprocessor unit 21 utilizes thephotoelectric devices 13 to automatically scan theoperator 30, or theoperator 30 inputs the height value manually to discriminate the detection sections. When theoperator 30 is higher than the predetermined height value, thephotoelectric devices 13 of theupper section detection 131 may be utilized to receive the movement tracks of the hands of theoperator 30, thereby generating a corresponding operation command. In addition, it is possible to obtain further subdivided hand commands by means of thefirst detection section 1311 and thesecond detection section 1312. For example, thefirst detection section 1311 refers to a hacking command if the hand of theoperator 30 moves from top to bottom, or thesecond detection section 1312 refers to a hooking command if the hand moves from bottom to top. Moreover, thephotoelectric devices 13 of thelower section detection 132 are utilized to receive the movement tracks of the feet of theoperator 30 for generating a corresponding operation command such as kicking or raising a leg. For the same reason, similar commands are outputted according to the above-mentioned detection method if theoperator 30 is lower than the predetermined height value. - Furthermore, the sensing
lateral plates 12 further comprisephotoelectric switches 14 on their bottoms to detect the jumping movement. When theoperator 30 jumps and leaves the detection scope of thephotoelectric switches 14, thephotoelectric switches 14 outputs a signal to allow themicroprocessor unit 21 to issue a jumping command for controlling the jumping movement of the game person. - The
control box 2 holds themicroprocessor 21 and thecommunication interface 22 and connects to thegame machine 20. Thecommunication interface 22 may be an USB-interfaced jack, a game port, or PS/PS2 for use in different types of game machines. - In order to explain the performing method and the preferred embodiment of the present invention more explicitly, please further refer to
FIG. 4 throughFIG. 5 , wherein theoperator 30 stands on the center of thesensing pedal 11 in advance and four pressure-sensingdevices 111 are mounted respectively on the four sides of thesensing pedal 11 to perform detections in front, rear, left, and right directions. Every pressure-sensing device 111 can output a signal when theoperator 30 treads on it. At least a pressure-sensing device 111 is triggered and the detection signal is compared with predetermined codes stored in themicroprocessor unit 21 to identify the command that theoperator 30 issues. Because the height degree of theoperator 30 will affect the height judgment of thephotoelectric devices 13 mounted on the sensinglateral plates 12, theoperator 30 is scanned by thephotoelectric devices 13 to obtain the operator's height value automatically or this value is obtained by manual input before beginning the game so as to define the detection scopes of the operation commands of the hands and the feet. - As shown in
FIG. 6 , theoperator 30 is higher than the predetermined height value. When theoperator 40 kicks his leg, thefourth detection section 1322 of thelower section detection 132 will detect this movement to allow themicroprocessor unit 21 to generate a kicking command, thereby allowing the game person to perform a corresponding kicking movement. As shown inFIG. 7 , when theoperator 30 fists, thefirst detection section 1311 of theupper section detection 131 will detect this movement to allow themicroprocessor unit 21 to generate a fisting command, thereby allowing the game person to perform a corresponding fisting movement. As shown inFIG. 8 , thephotoelectric switches 14 are utilized to detect the jumping movement of theoperator 30. When theoperator 30 jumps, theoperator 30 does not block thephotoelectric switches 14 to transform its state such that themicroprocessor unit 21 is allowed to generate a jumping command. - Furthermore, as shown in
FIG. 9 , the human-machine interactive virtual game control apparatus of the present invention may further comprises at least twodetectors 1 to enable at least two persons to use it at the same time, thereby enabling these two persons to fight each other with the game software at the same time to enhance its delight. - With regard to the above-mentioned description, the details about how the microprocessor unit controls the detector and how the detector detects the limbs' movement and generates a corresponding game command are belonged to the scope of program and software writing, and the appended claims are not intended to cover that.
- While the preferred embodiment of the invention has been set forth for the purpose of disclosure, modifications of the disclosed embodiment of the invention as well as other embodiments thereof may occur to those skilled in the art. Accordingly, the appended claims are intended to cover all embodiments, which do not depart from the spirit and scope of the invention.
Claims (2)
1. A human-machine interactive virtual game control apparatus comprising at least a detector connected to a control box,
wherein said at least a detector comprises a horizontally mounted sensing pedal and two vertically oppositely mounted sensing lateral plates on both sides of said sensing pedal, four pressure-sensing devices for detecting the applied pressure being mounted on front, rear, left, and right sides of said sensing pedal respectively corresponding to a center portion of said sensing pedal, a plurality of photoelectric devices for detecting movement tracks of objects being mounted on an upper end of said sensing lateral plates, a plurality of photoelectric switches for detecting jumping movement being mounted on a bottom end of said sensing lateral plates; and
said control box comprises a microprocessor unit and a communication interface, thereby a signal is transmitted from said at least a detector to said microprocessor unit and compared by the software, and then transmitted to a game machine for controlling a game software through said communication interface by use of a signal wire.
2. The human-machine interactive virtual game control apparatus of claim 1 , further comprising two detectors for two-man operation.
Priority Applications (1)
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US11/082,811 US20060211495A1 (en) | 2005-03-18 | 2005-03-18 | Human-machine interactive virtual game control apparatus |
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US11/082,811 US20060211495A1 (en) | 2005-03-18 | 2005-03-18 | Human-machine interactive virtual game control apparatus |
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US20060211495A1 true US20060211495A1 (en) | 2006-09-21 |
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US11/082,811 Abandoned US20060211495A1 (en) | 2005-03-18 | 2005-03-18 | Human-machine interactive virtual game control apparatus |
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Cited By (6)
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WO2009062046A2 (en) * | 2007-11-07 | 2009-05-14 | Virtual Products, Llc | Locomotion interface device for involving bipedal movement in control over computer or video media |
US20090289892A1 (en) * | 2008-05-22 | 2009-11-26 | International Business Machines Corporation | Simulation of writing on game consoles through the use of motion-sensing technology |
US20090291759A1 (en) * | 2008-05-22 | 2009-11-26 | International Business Machines Corporation | Simulation of writing on game consoles through the use of motion-sensing technology |
WO2011019767A1 (en) * | 2009-08-10 | 2011-02-17 | Hindsight Manufacturing, Llc | Pedal simulator |
US20120034979A1 (en) * | 2008-12-16 | 2012-02-09 | Koninklijke Philips Electronics N.V. | Sound steps |
US20190377407A1 (en) * | 2018-06-07 | 2019-12-12 | Electronics And Telecommunications Research Institute | Vertical motion simulator and method of implementing virtual reality of vertical motion using the same |
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