US20090186698A1 - Game Controller - Google Patents
Game Controller Download PDFInfo
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- US20090186698A1 US20090186698A1 US12/302,662 US30266207A US2009186698A1 US 20090186698 A1 US20090186698 A1 US 20090186698A1 US 30266207 A US30266207 A US 30266207A US 2009186698 A1 US2009186698 A1 US 2009186698A1
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- United States
- Prior art keywords
- movement
- sensed
- directional input
- game object
- sensor
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- 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
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- 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
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- A63F13/02—
-
- 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
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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- 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
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- 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
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/002—Specific input/output arrangements not covered by G06F3/01 - G06F3/16
- G06F3/005—Input arrangements through a video camera
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0334—Foot operated pointing devices
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/038—Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
- G06F3/0383—Signal control means within the pointing device
-
- 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
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
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- 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
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- 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
- A63F2300/1012—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 biosensors worn by the player, e.g. for measuring heart beat, limb activity
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- 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
- A63F2300/105—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 using inertial sensors, e.g. accelerometers, gyroscopes
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- 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
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- 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
- A63F2300/1087—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 comprising photodetecting means, e.g. a camera
Definitions
- the present invention relates to a system and method for a user to control the movement of an object in a video game.
- a variety of game controllers are available to enable players to control computer games, arcade games, console games, and the like.
- a conventional computer keyboard may be used to control many games.
- a variety of joysticks are available to control game movements and actions.
- Some conventional game controllers include two joysticks to be manipulated by a player's thumbs in order to control game movements.
- the present invention seeks to provide an alternative game control system which provides various advantages over those of the prior art.
- a system for a user to control the movement of an object in a video game comprising: a direction sensor arranged to sense a directional input by the user; a movement sensor arranged to sense gross movement of the user; and a processor arranged to combine the sensed directional input and the sensed movement to provide an output signal for controlling the movement of the game object, the output signal being provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement.
- a user of a system according to the present invention is required to make gross large-scale movements of their body (such as stepping, walking, running, jumping, etc.) in order to fully control movement of the game object.
- the user exercises whilst playing the game.
- such a system can enable a more real gaming experience than prior art systems.
- a method for a user to control the movement of an object in a video game comprising the steps of: providing a direction sensor and a movement sensor; using the direction sensor to sense a directional input by a user; using the movement sensor to sense gross movement of the user; and combining the sensed directional input and the sensed movement to provide an output signal for controlling the movement of the game object, the output signal being provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement.
- FIG. 1 schematically illustrates a system according to a first embodiment of the present invention
- FIG. 2 schematically illustrates one embodiment of a movement sensor comprising two pressure pads.
- FIG. 1 schematically illustrates a system 10 for a user 12 to control the movement of an object in a video game according to a first embodiment of the present invention.
- the system 10 comprises a direction sensor 14 , a movement sensor 16 and a processor 18 .
- a games console 20 and a screen 22 are also shown.
- the direction sensor 14 is arranged to sense a directional input by the user 12 .
- the direction sensor 14 comprises a joystick.
- the directional input by the user 12 is performed by the user 12 moving the joystick in a particular direction in a manner known in the art.
- the direction sensor 14 may comprise a gamepad or a steering wheel.
- Other known direction sensor embodiments are also contemplated within the scope of the invention.
- the movement sensor 16 is arranged to sense gross movement of the user 12 .
- Gross movement of a user is intended to be distinguished from small-scale user movement. Examples of small-scale user movement include manipulations of gamepad controllers with a user's thumbs or normal movement of a joystick with a user's hand. Whereas, gross movement of a user includes stepping, walking, walking on the spot, jogging, jogging on the spot, running, running on the spot, skipping, skipping on the spot, jumping, dancing, kicking, etc.
- gross movement of the user generally involves movement of at least one of the user's entire limbs or movement of the user's torso.
- gross movement of the user is generally associated with aerobic exercise by the user.
- the processor 18 is arranged to combine the sensed directional input sensed and the sensed movement in order to provide an output signal for controlling the movement of the game object.
- game objects are a human or animal character, or a vehicle such as a racing car.
- the direction sensor 14 , the movement sensor 16 and the processor 18 are all provided in discrete, separate units.
- the direction sensor 14 and the movement sensor 16 could be provided in the same unit.
- the processor 18 could be provided in the same unit as either the direction sensor 14 , the movement sensor 16 , or both.
- the processor 18 could be provided as hardware or software within the games console 20 .
- link 24 between the direction sensor 14 and the processor 18 to enable the processor 18 to receive a signal which varies in dependence upon the sensed directional input.
- link 26 between the movement sensor 16 and the processor 18 to enable the processor 18 to receive a signal which varies in dependence upon the sensed movement.
- link between the processor 18 and the games console 20 to enable the games console 20 to receive the output signal of the processor 18 .
- the links 24 , 26 and 28 are illustrated schematically by dashed lines in FIG. 1 . Each of the links 24 , 26 and 28 may or may not be wireless.
- the output signal of the processor 18 is provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement.
- the games console 20 is arranged to receive the output signal of the processor 18 , and the screen 22 is arranged to display the video game graphics to the user 12 .
- Table 1 shows a preferred embodiment, in which the system is used to control the movement (forwards, backwards, left, right, etc.) of a game object in a typical video game.
- a single direction sensor e.g. a joystick or a steering wheel
- the game might be a football game or a driving game in which the game object is a footballer character or a racing car respectively.
- the game object faces in the same rotational direction as the translational direction of movement (i.e. the footballer faces in the same direction as he is running, or the car faces in the same direction as it is driving).
- the direction of the translational movement varies in dependence upon the sensed directional input. For example, when the user 12 is running on the spot and is also providing a directional input in a particular direction, the footballer character will run through the game environment (e.g. football pitch) in a direction associated with that particular direction.
- the game environment e.g. football pitch
- rotational movement of the game object when the sensed directional input is non-zero and the sensed movement is null.
- the direction of the rotational movement varies in dependence upon the sensed directional input. For example, when the user 12 is standing still and is also providing a directional input in a particular direction, the footballer character will turn to face in a direction associated with that particular direction.
- Table 1 illustrates an embodiment in which there is no movement of the game object when the sensed directional input is null even though the sensed movement is non-zero.
- a user 12 running on the spot and providing no directional input would be associated with the footballer character standing still.
- a user 12 running on the spot and providing no directional input might be associated with the footballer character also running on the spot.
- the user 12 in order to move the game object through the game environment, the user 12 must themselves make gross movements of their own body (such as running or walking on the spot). In this way, the user 12 exercises whilst playing the game. Furthermore, the gaming experience is more real since the game object's movements are more closely related to the user's movements.
- Table 2 shows an alternative preferred embodiment, in which the directional input comprises a rotational directional input and a translational directional input.
- a dual direction sensor e.g. a gamepad comprising two joysticks
- the game might be a shooting game in which the game object is a shooter character who moves through the game environment with the ability to face in a different direction (rotational direction) to the direction in which he is moving (translational direction).
- Such games are generally controlled using gamepads: one gamepad joystick (usually the left) is used to control a translational direction of movement of the character through the game environment, and the other gamepad joystick is used to control a rotational direction of movement of the character (e.g. a direction in which the character is facing/looking/shooting).
- one gamepad joystick usually the left
- the other gamepad joystick is used to control a rotational direction of movement of the character (e.g. a direction in which the character is facing/looking/shooting).
- rotational movement of the game object in Table 2 whenever there is a sensed rotational directional input.
- the direction of the rotational movement varies in dependence upon the sensed rotational directional input.
- the rotational movement of the game object may or may not be in combination with translational movement of the game object depending on the sensed translational directional input and the sensed movement.
- a speed of movement of the game object may also be controlled by a system according to the present invention (e.g. the system described in Table 1 or Table 2).
- the output signal of the processor 18 is provided such that a speed of movement of the game object varies in dependence upon a magnitude of the sensed directional input.
- a direction sensor 14 comprising a standard analogue joystick.
- the system could also sense how far the joystick is moved in that particular direction.
- the sensed movement is non-zero (i.e. the player is walking on the spot)
- the joystick were only moved a small distance in a particular direction
- the game character might walk slowly in the game environment, whereas if the joystick were moved to its full extent in a particular direction, the game character might instead run in the game environment.
- the output signal of the processor 18 is provided such that a speed of movement of the game object varies in dependence upon a speed of the sensed movement. For example, assuming that the sensed directional input is non-zero, a user 12 walking on the spot might walk in the game environment, whereas a user 12 running on the spot might run in the game environment.
- the movement sensor 16 is arranged to sense discrete movement events.
- An example of such a movement sensor is a pedometer.
- the pedometer is worn by the user 12 to sense steps taken by the user 12 (i.e. in this embodiment, the discrete events are steps taken by the user 12 ).
- the output signal of the processor 18 is provided such that there is translational movement of the game object when both the sensed directional input is non-zero and a discrete movement event has been sensed by the movement sensor within a predetermined time period.
- the direction of the translational movement varies in dependence upon the sensed directional input.
- the pedometer embodiment with the predetermined time period T set at 1 second.
- T the time T is configurable to give different degrees of exercise for the user 12 .
- the movement sensor 16 may sense discrete movement events of the user 12 in order to simulate continuous movement of the game character.
- a pedometer could provide a unique common bond between everyday exercise and video game based exercise.
- a pedometer is typically utilised to enable users to monitor the number of steps taken per day, with the aim of the user reaching a target number of steps as part of their daily exercise routine. If a user only partially reached their daily steps target by wearing the pedometer as usual during the course of the day, the user could then play a video game using the system of the present invention until they attained the target number of steps.
- the movement sensor 16 may comprises a pedometer.
- the movement sensor 16 may comprise at least one pressure pad arranged to sense impacts on the at least one pressure pad by the user 12 .
- the at least one pressure pad may comprise a dancemat.
- a movement sensor 16 comprising at least one pressure pad is another example of a discrete movement event sensor.
- the movement sensor 16 may comprise a camera.
- the camera is intended to be directed towards the user so as to view gross movement of the user.
- the system may further comprise an action controlling means having an on state and an off state.
- the action controlling means is preferably integral with the direction sensor 14 .
- the action controlling means comprises an action sensor arranged to sense the state of the action controlling means.
- the movement sensor 16 is arranged to sense a plurality of predetermined movement events. The output signal is then provided such that the game object performs a predetermined action when the action sensor senses that the action controlling means is in the on state.
- the predetermined action corresponds to the predetermined movement events sensed by the movement sensor 16 .
- Examples of game actions are jumping, shooting, punching, kicking, ducking, becoming invisible, etc.
- the action controlling means may comprise a button located on the direction sensor 14 .
- the state of the button is “on”.
- the action controlling means may comprise a switch.
- the direction sensor is a standard gamepad having a joystick as the direction sensor 14 and a button as the action controlling means.
- the movement sensor 12 be two pressure pads, a left pressure pad 30 for the user's left foot 34 and a right pressure pad 32 for the user's right foot 36 as shown in FIG. 2 .
- An example set of predetermined movement events and the corresponding game actions is shown in Table 3.
- a game action when the button is depressed, a game action will occur corresponding to the sensed movement event. For example, if a user 12 is standing on the left pad 30 only when the button is depressed, then the game character will perform a left kick in the game environment.
- a movement event could be defined by a first activation of the left pad 30 , followed by a second activation of the left pad 30 , followed by an activation of the right pad 32 .
- a movement event could be defined by a first activation of the left pad 30 , followed by a second activation of the left pad 30 , followed by an activation of the right pad 32 .
- Such a sequence would be associated with a game-specific action.
Abstract
There is described a system for a user to control the movement of an object in a video game, comprising: a direction sensor arranged to sense a directional input by the user; a movement sensor arranged to sense gross movement of the user; and a processor arranged to combine the sensed directional input and the sensed movement to provide an output signal for controlling the movement of the game object, the output signal being provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement. A method for a user to control the movement of an object in a video game is also described.
Description
- The present invention relates to a system and method for a user to control the movement of an object in a video game.
- A variety of game controllers are available to enable players to control computer games, arcade games, console games, and the like. For example, a conventional computer keyboard may be used to control many games. Alternatively, a variety of joysticks are available to control game movements and actions. Some conventional game controllers include two joysticks to be manipulated by a player's thumbs in order to control game movements. There are also available more specific game controllers, such as steering wheel controllers for steering in driving games, and gun controllers for aiming and shooting in shooting games. All such game controllers may be provided with one or more buttons which may be pressed by the player to perform a specified action (e.g. shooting or jumping) within the game.
- The present invention seeks to provide an alternative game control system which provides various advantages over those of the prior art.
- According to a first aspect of the present invention, there is provided a system for a user to control the movement of an object in a video game, comprising: a direction sensor arranged to sense a directional input by the user; a movement sensor arranged to sense gross movement of the user; and a processor arranged to combine the sensed directional input and the sensed movement to provide an output signal for controlling the movement of the game object, the output signal being provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement.
- A user of a system according to the present invention is required to make gross large-scale movements of their body (such as stepping, walking, running, jumping, etc.) in order to fully control movement of the game object. Thus, the user exercises whilst playing the game. Furthermore, such a system can enable a more real gaming experience than prior art systems.
- According to a second aspect of the present invention, there is provided a method for a user to control the movement of an object in a video game, comprising the steps of: providing a direction sensor and a movement sensor; using the direction sensor to sense a directional input by a user; using the movement sensor to sense gross movement of the user; and combining the sensed directional input and the sensed movement to provide an output signal for controlling the movement of the game object, the output signal being provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement.
- Other preferred features of the present invention are set out in the appended claims.
- An embodiment of the present invention will now be described by way of example with reference to the accompanying drawings in which:
-
FIG. 1 schematically illustrates a system according to a first embodiment of the present invention; and -
FIG. 2 schematically illustrates one embodiment of a movement sensor comprising two pressure pads. -
FIG. 1 schematically illustrates asystem 10 for auser 12 to control the movement of an object in a video game according to a first embodiment of the present invention. Thesystem 10 comprises adirection sensor 14, amovement sensor 16 and aprocessor 18. Agames console 20 and ascreen 22 are also shown. - The
direction sensor 14 is arranged to sense a directional input by theuser 12. In one embodiment, thedirection sensor 14 comprises a joystick. Thus, the directional input by theuser 12 is performed by theuser 12 moving the joystick in a particular direction in a manner known in the art. Alternatively, thedirection sensor 14 may comprise a gamepad or a steering wheel. Other known direction sensor embodiments are also contemplated within the scope of the invention. - The
movement sensor 16 is arranged to sense gross movement of theuser 12. Gross movement of a user is intended to be distinguished from small-scale user movement. Examples of small-scale user movement include manipulations of gamepad controllers with a user's thumbs or normal movement of a joystick with a user's hand. Whereas, gross movement of a user includes stepping, walking, walking on the spot, jogging, jogging on the spot, running, running on the spot, skipping, skipping on the spot, jumping, dancing, kicking, etc. Thus, gross movement of the user generally involves movement of at least one of the user's entire limbs or movement of the user's torso. Furthermore, gross movement of the user is generally associated with aerobic exercise by the user. - The
processor 18 is arranged to combine the sensed directional input sensed and the sensed movement in order to provide an output signal for controlling the movement of the game object. Examples of game objects are a human or animal character, or a vehicle such as a racing car. - In the embodiment of
FIG. 1 , thedirection sensor 14, themovement sensor 16 and theprocessor 18 are all provided in discrete, separate units. Alternatively, thedirection sensor 14 and themovement sensor 16 could be provided in the same unit. Similarly, theprocessor 18 could be provided in the same unit as either thedirection sensor 14, themovement sensor 16, or both. Alternatively, theprocessor 18 could be provided as hardware or software within thegames console 20. - There is a
link 24 between thedirection sensor 14 and theprocessor 18 to enable theprocessor 18 to receive a signal which varies in dependence upon the sensed directional input. Similarly, there is alink 26 between themovement sensor 16 and theprocessor 18 to enable theprocessor 18 to receive a signal which varies in dependence upon the sensed movement. In addition, there is a link between theprocessor 18 and thegames console 20 to enable thegames console 20 to receive the output signal of theprocessor 18. Thelinks FIG. 1 . Each of thelinks - The output signal of the
processor 18 is provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement. - The
games console 20 is arranged to receive the output signal of theprocessor 18, and thescreen 22 is arranged to display the video game graphics to theuser 12. - Table 1 shows a preferred embodiment, in which the system is used to control the movement (forwards, backwards, left, right, etc.) of a game object in a typical video game. In this embodiment, a single direction sensor (e.g. a joystick or a steering wheel) is used to jointly control the rotational and translational directions of movement of the game object. For example, the game might be a football game or a driving game in which the game object is a footballer character or a racing car respectively. In such games, when there is translational movement of the game object, the game object faces in the same rotational direction as the translational direction of movement (i.e. the footballer faces in the same direction as he is running, or the car faces in the same direction as it is driving).
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TABLE 1 Sensed directional input Null Non-zero Sensed Null No movement of Rotational movement of movement game object game object Non- No movement of Translational movement of zero game object game object - Referring to Table 1, there is no movement of the game object when the sensed directional input is null and the sensed movement is null. For example, the footballer character will remain stationary when the
user 12 is standing still and providing no directional input via the direction sensor. - In contrast, there is translational movement of the game object when the sensed directional input is non-zero and the sensed movement is non-zero. The direction of the translational movement varies in dependence upon the sensed directional input. For example, when the
user 12 is running on the spot and is also providing a directional input in a particular direction, the footballer character will run through the game environment (e.g. football pitch) in a direction associated with that particular direction. - In addition, there is rotational movement of the game object when the sensed directional input is non-zero and the sensed movement is null. The direction of the rotational movement varies in dependence upon the sensed directional input. For example, when the
user 12 is standing still and is also providing a directional input in a particular direction, the footballer character will turn to face in a direction associated with that particular direction. - Table 1 illustrates an embodiment in which there is no movement of the game object when the sensed directional input is null even though the sensed movement is non-zero. Thus, a
user 12 running on the spot and providing no directional input would be associated with the footballer character standing still. In an alternative embodiment, there may be some movement of the game object when the sensed directional input is null even though the sensed movement is non-zero. For example, auser 12 running on the spot and providing no directional input might be associated with the footballer character also running on the spot. - Therefore, according to the present invention, in order to move the game object through the game environment, the
user 12 must themselves make gross movements of their own body (such as running or walking on the spot). In this way, theuser 12 exercises whilst playing the game. Furthermore, the gaming experience is more real since the game object's movements are more closely related to the user's movements. - Table 2 shows an alternative preferred embodiment, in which the directional input comprises a rotational directional input and a translational directional input. In this embodiment, a dual direction sensor (e.g. a gamepad comprising two joysticks) is used to separately control the rotational and translational directions of movement of the game object. For example, the game might be a shooting game in which the game object is a shooter character who moves through the game environment with the ability to face in a different direction (rotational direction) to the direction in which he is moving (translational direction). Such games are generally controlled using gamepads: one gamepad joystick (usually the left) is used to control a translational direction of movement of the character through the game environment, and the other gamepad joystick is used to control a rotational direction of movement of the character (e.g. a direction in which the character is facing/looking/shooting).
-
TABLE 2 Sensed directional input Translation Rotation Translation Null only only and rotation Sensed Null No movement of No movement Rotational Rotational movement game object of game object movement of movement of game object game object Non- No movement of Translational Rotational Translational zero game object movement of movement of & rotational game object game object movement of game object - In Table 2, regardless of the sensed movement, there is no movement of the game object (translational or rotational) when the sensed directional input is null, as in Table 1. Similarly, there is no movement of the game object when the translational directional input is non-zero, the rotational directional input is null, and the sensed movement is null.
- There is rotational movement of the game object in Table 2 whenever there is a sensed rotational directional input. The direction of the rotational movement varies in dependence upon the sensed rotational directional input. The rotational movement of the game object may or may not be in combination with translational movement of the game object depending on the sensed translational directional input and the sensed movement.
- There is translational movement of the game object in Table 2 when the sensed translational directional input is non-zero and the sensed movement is non-zero. The direction of the translational movement varies in dependence upon the sensed translational directional input.
- A speed of movement of the game object may also be controlled by a system according to the present invention (e.g. the system described in Table 1 or Table 2).
- In one embodiment, the output signal of the
processor 18 is provided such that a speed of movement of the game object varies in dependence upon a magnitude of the sensed directional input. For example, consider adirection sensor 14 comprising a standard analogue joystick. As well as sensing the particular direction in which the joystick is moved, the system could also sense how far the joystick is moved in that particular direction. Thus, assuming that the sensed movement is non-zero (i.e. the player is walking on the spot), if the joystick were only moved a small distance in a particular direction, the game character might walk slowly in the game environment, whereas if the joystick were moved to its full extent in a particular direction, the game character might instead run in the game environment. - In an alternative embodiment, the output signal of the
processor 18 is provided such that a speed of movement of the game object varies in dependence upon a speed of the sensed movement. For example, assuming that the sensed directional input is non-zero, auser 12 walking on the spot might walk in the game environment, whereas auser 12 running on the spot might run in the game environment. - In a preferred embodiment, the
movement sensor 16 is arranged to sense discrete movement events. An example of such a movement sensor is a pedometer. The pedometer is worn by theuser 12 to sense steps taken by the user 12 (i.e. in this embodiment, the discrete events are steps taken by the user 12). - The output signal of the
processor 18 is provided such that there is translational movement of the game object when both the sensed directional input is non-zero and a discrete movement event has been sensed by the movement sensor within a predetermined time period. The direction of the translational movement varies in dependence upon the sensed directional input. - Therefore, let us consider the pedometer embodiment with the predetermined time period T set at 1 second. In this case, assuming that the directional input is non-zero, a
user 12 stepping at a rate of 1 step per second or more will be associated with the game character walking continuously in the game environment. If the user's step rate drops below 1 step per second, the game character would walk in the game environment in a non-continuous, jerky manner. If theuser 12 stopped stepping completely, the game character would stop walking. Preferably, the time T is configurable to give different degrees of exercise for theuser 12. - Thus, in this embodiment, the
movement sensor 16 may sense discrete movement events of theuser 12 in order to simulate continuous movement of the game character. - It will be appreciated that a pedometer could provide a unique common bond between everyday exercise and video game based exercise. For example, a pedometer is typically utilised to enable users to monitor the number of steps taken per day, with the aim of the user reaching a target number of steps as part of their daily exercise routine. If a user only partially reached their daily steps target by wearing the pedometer as usual during the course of the day, the user could then play a video game using the system of the present invention until they attained the target number of steps.
- As described above, the
movement sensor 16 may comprises a pedometer. Alternatively, themovement sensor 16 may comprise at least one pressure pad arranged to sense impacts on the at least one pressure pad by theuser 12. The at least one pressure pad may comprise a dancemat. Amovement sensor 16 comprising at least one pressure pad is another example of a discrete movement event sensor. - In a further alternative embodiment, the
movement sensor 16 may comprise a camera. In this embodiment, the camera is intended to be directed towards the user so as to view gross movement of the user. - In a preferred embodiment, the system may further comprise an action controlling means having an on state and an off state. The action controlling means is preferably integral with the
direction sensor 14. The action controlling means comprises an action sensor arranged to sense the state of the action controlling means. Furthermore, themovement sensor 16 is arranged to sense a plurality of predetermined movement events. The output signal is then provided such that the game object performs a predetermined action when the action sensor senses that the action controlling means is in the on state. The predetermined action corresponds to the predetermined movement events sensed by themovement sensor 16. - Examples of game actions are jumping, shooting, punching, kicking, ducking, becoming invisible, etc.
- The action controlling means may comprise a button located on the
direction sensor 14. When the button is depressed by auser 12, the state of the button is “on”. When the button is not depressed by auser 12, the state of the button is “off”. Alternatively, the action controlling means may comprise a switch. - Let us consider an embodiment in which the direction sensor is a standard gamepad having a joystick as the
direction sensor 14 and a button as the action controlling means. Furthermore, let themovement sensor 12 be two pressure pads, aleft pressure pad 30 for the user'sleft foot 34 and aright pressure pad 32 for the user'sright foot 36 as shown inFIG. 2 . An example set of predetermined movement events and the corresponding game actions is shown in Table 3. -
TABLE 3 Movement event Game action (a) Neither pad is activated Jump (b) Both pads are activated Duck (c) Only the left pad 30 is activatedLeft kick (d) Only the right pad 32 is activatedRight kick - Referring to Table 3, when the button is depressed, a game action will occur corresponding to the sensed movement event. For example, if a
user 12 is standing on theleft pad 30 only when the button is depressed, then the game character will perform a left kick in the game environment. - It will be appreciated that many other sets of movement events and corresponding game actions may be envisaged for various embodiments of the
movement sensor 16. In a further embodiment, sequential gross user movements could define a movement event. For example a movement event could be defined by a first activation of theleft pad 30, followed by a second activation of theleft pad 30, followed by an activation of theright pad 32. Such a sequence would be associated with a game-specific action. - Although preferred embodiments of the invention have been described, it is to be understood that these are by way of example only and that various modifications may be contemplated.
Claims (25)
1. A system for a user to control the movement of an object in a video game, comprising:
a direction sensor arranged to sense a directional input by the user;
a movement sensor arranged to sense gross movement of the user; and
a processor arranged to combine the sensed directional input and the sensed movement to provide an output signal for controlling the movement of the game object, the output signal being provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement.
2. The system of claim 1 in which the direction sensor is provided in a direction sensor unit and the movement sensor is provided in a movement sensor unit, the direction sensor unit being discrete from the movement sensor unit.
3. The system of claim 1 in which the direction sensor is provided in a direction sensor unit and the movement sensor is provided in a movement sensor unit, the direction sensor unit being integral with the movement sensor unit.
4. The system of claim 2 in which the processor is integral with at least one of the direction sensor unit and the movement sensor unit.
5. The system of claim 2 in which the processor is discrete from the direction sensor unit and the movement sensor unit.
6. The system of claim 1 in which the output signal is provided such that a speed of movement of the game object varies in dependence upon a magnitude of the sensed directional input.
7. The system of claim 1 in which the output signal is provided such that a speed of movement of the game object varies in dependence upon a speed of the sensed movement.
8. The system of claim 1 in which the output signal is provided such that:
(a) there is no movement of the game object when the sensed directional input is null and the sensed movement is null;
(b) there is translational movement of the game object when the sensed directional input is non-zero and the sensed movement is non-zero, the direction of the translational movement varying in dependence upon the sensed directional input; and
(c) there is rotational movement of the game object when the sensed directional input is non-zero and the sensed movement is null, the direction of the rotational movement varying in dependence upon the sensed directional input.
9. The system of claim 1 in which the directional input by the user comprises a rotational directional input and a translational directional input.
10. The system of claim 9 in which the output signal is provided such that:
(a) there is no movement of the game object when the sensed translational directional input is null and the sensed rotational directional input is null;
(b) there is no movement of the game object when the sensed rotational directional input is null, the sensed translational directional input is non-zero and the sensed movement is null;
(c) there is translational movement of the game object when the sensed translational directional input is non-zero and the sensed movement is non-zero, the direction of the translational movement varying in dependence upon the sensed translational directional input; and
(d) there is rotational movement of the game object when the sensed rotational directional input is non-zero, the direction of the rotational movement varying in dependence upon the sensed rotational directional input.
11. The system of claim 1 in which:
the movement sensor is arranged to sense discrete movement events; and
the output signal is provided such that there is translational movement of the game object when both the sensed directional input is non-zero and a discrete movement event has been sensed by the movement sensor within a predetermined time period, the direction of the translational movement varying in dependence upon the sensed directional input.
12. The system of claim 1 in which:
the system further comprises an action controlling means having an on state and an off state, the action controlling means comprising an action sensor arranged to sense the state of the action controlling means;
the movement sensor is further arranged to sense a plurality of predetermined movement events; and
the output signal is provided such that the game object performs a predetermined action when the action sensor senses that the action controlling means is in the on state, the predetermined action corresponding to the predetermined movement events sensed by the movement sensor.
13. The system of claim 1 in which the direction sensor comprises one of a joystick, a gamepad, and a steering wheel.
14. The system of claim 1 in which the movement sensor comprises a pedometer for sensing steps taken by the user.
15. The system of claim 1 in which the movement sensor comprises at least one pressure pad arranged to sense impacts on the at least one pressure pad by the user.
16. The system of claim 15 in which the movement sensor comprises a dancemat.
17. The system of claim 1 in which the movement sensor comprises a camera.
18. The system of claim 1 further comprising a games console arranged to receive the output signal.
19. The system of claim 18 in which the processor is integral with the games console.
20. The system of claim 1 further comprising a screen arranged to display the video game graphics.
21. A method for a user to control the movement of an object in a video game, comprising the steps of:
providing a direction sensor and a movement sensor;
using the direction sensor to sense a directional input by a user;
using the movement sensor to sense gross movement of the user; and
combining the sensed directional input and the sensed movement to provide an output signal for controlling the movement of the game object, the output signal being provided such that a direction of movement of the game object varies in dependence upon the sensed directional input and a magnitude of movement of the game object varies in dependence upon the sensed movement.
22. (canceled)
23. (canceled)
24. The system of claim 3 in which the processor is integral with at least one of the direction sensor unit and the movement sensor unit.
25. The system of claim 3 in which the processor is discrete from the direction sensor unit and the movement sensor unit.
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GB0610827A GB2439553A (en) | 2006-06-01 | 2006-06-01 | Video game control based on sensed gross body movements and a direction sensor |
GB0610827.8 | 2006-06-01 | ||
PCT/GB2007/001683 WO2007138245A1 (en) | 2006-06-01 | 2007-05-08 | Game controller |
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JP (1) | JP2009538659A (en) |
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US8444464B2 (en) | 2010-06-11 | 2013-05-21 | Harmonix Music Systems, Inc. | Prompting a player of a dance game |
US8449360B2 (en) | 2009-05-29 | 2013-05-28 | Harmonix Music Systems, Inc. | Displaying song lyrics and vocal cues |
US8465366B2 (en) | 2009-05-29 | 2013-06-18 | Harmonix Music Systems, Inc. | Biasing a musical performance input to a part |
US8550908B2 (en) | 2010-03-16 | 2013-10-08 | Harmonix Music Systems, Inc. | Simulating musical instruments |
US8663013B2 (en) | 2008-07-08 | 2014-03-04 | Harmonix Music Systems, Inc. | Systems and methods for simulating a rock band experience |
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US9358456B1 (en) | 2010-06-11 | 2016-06-07 | Harmonix Music Systems, Inc. | Dance competition game |
US9981193B2 (en) | 2009-10-27 | 2018-05-29 | Harmonix Music Systems, Inc. | Movement based recognition and evaluation |
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CN102008824A (en) * | 2010-10-22 | 2011-04-13 | 东莞市常平永柏高电子贸易部 | Game action sensing system |
CN102641591B (en) * | 2012-04-25 | 2014-07-16 | 浙江大学 | Interactive game device |
CN107153461B (en) * | 2017-05-08 | 2020-01-31 | 联想(北京)有限公司 | method for controlling motion mode of display object and motion control device |
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Also Published As
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EP2024044A1 (en) | 2009-02-18 |
JP2009538659A (en) | 2009-11-12 |
WO2007138245A1 (en) | 2007-12-06 |
GB2439553A (en) | 2008-01-02 |
CN101495203A (en) | 2009-07-29 |
GB0610827D0 (en) | 2006-07-12 |
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