US20100292007A1 - Systems and methods for control device including a movement detector - Google Patents

Systems and methods for control device including a movement detector Download PDF

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Publication number
US20100292007A1
US20100292007A1 US12/801,048 US80104810A US2010292007A1 US 20100292007 A1 US20100292007 A1 US 20100292007A1 US 80104810 A US80104810 A US 80104810A US 2010292007 A1 US2010292007 A1 US 2010292007A1
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United States
Prior art keywords
controller
gesture
animation
game
processing system
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Abandoned
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US12/801,048
Inventor
Steven Rabin
Keizo Ohta
Kenta Sato
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Nintendo Co Ltd
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Nintendo Co Ltd
Nintendo of America Inc
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Publication date
Application filed by Nintendo Co Ltd, Nintendo of America Inc filed Critical Nintendo Co Ltd
Priority to US12/801,048 priority Critical patent/US20100292007A1/en
Assigned to NINTENDO 0F AMERICA INC. reassignment NINTENDO 0F AMERICA INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: RABIN, STEVEN
Publication of US20100292007A1 publication Critical patent/US20100292007A1/en
Priority to US14/094,372 priority patent/US9504917B2/en
Assigned to NINTENDO CO., LTD. reassignment NINTENDO CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: NINTENDO OF AMERICA INC.
Priority to US15/360,751 priority patent/US9925460B2/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/0304Detection arrangements using opto-electronic means
    • G06F3/0325Detection arrangements using opto-electronic means using a plurality of light emitters or reflectors or a plurality of detectors forming a reference frame from which to derive the orientation of the object, e.g. by triangulation or on the basis of reference deformation in the picked up image
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features 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
    • A63F2300/105Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8011Ball

Definitions

  • This application generally describes example systems and methods for generating animation in response to gestures made using a control device including a movement detector.
  • User inputs to computer systems may be supplied in various ways.
  • inputs are typically supplied using cross-switches, joysticks, buttons and the like provided on a controller.
  • a cross-switch or a joystick may be used to control movement of a video game object in various directions and various buttons may be used to control character actions such as jumping, using a weapon and the like.
  • the controller described in this patent application additionally or alternatively includes an accelerometer arrangement that generates inputs to a video game console or other computer system based on certain movements and/or orientations of the controller.
  • a controller can provide a more intuitive user interface in which, for example, movement of a video game object can be controlled by moving the controller in a particular manner.
  • movement of a video game object can be controlled by moving the controller in a particular manner.
  • a player may increase or decrease the altitude of a plane in a video game by tilting the controller up or down.
  • the accelerometer arrangement can be used to provide gaming experiences that cannot be provided easily (if at all) using a controller having cross-switches, joysticks, buttons, etc.
  • This patent application describes example image processing systems and methods using a control device including a movement detector.
  • Gesture inputs corresponding to a gesture made by moving the control device are used for animation.
  • An animation begins based on at least one input for the gesture received prior to completion of the gesture and the animation is modified based on at least one other input for the gesture received after the beginning of the animation.
  • FIG. 1 is a diagram of an example game system 10 .
  • FIG. 2 is a block diagram of example game console 100 shown in FIG. 1 .
  • FIGS. 3A and 3B are perspective views of a top and a bottom of example controller 107 shown in FIG. 1 .
  • FIG. 4 is a front view of example controller 107 shown in FIG. 1 .
  • FIG. 5A is a block diagram of example controller 107 shown in FIG. 1 .
  • FIGS. 5B-1 to 5 B- 8 are used in an explanation of how a direction in which example controller 107 is pointing is determined.
  • FIG. 5C is used in an explanation of the pointing direction of example controller 107 .
  • FIG. 6 shows example z-axis accelerometer outputs for a swing made in a tennis game using controller 107 .
  • FIG. 7A shows an example of how x-axis and y-axis accelerometer outputs may be used to distinguish between a left and a right swing.
  • FIG. 7B shows example x-axis and y-axis accelerometer outputs associated with applying top spin, no spin or back spin to a hit tennis ball.
  • FIG. 7C shows how the z-axis accelerometer outputs can be used to distinguish between overhand and underhand swings.
  • FIG. 7D shows how the x-axis and y-axis accelerometer outputs can be used to distinguish between “hard” and “soft” hits of the tennis ball.
  • FIGS. 8A-8F show an example timeline of a tennis swing.
  • FIGS. 9A-9D show example trajectories of hit tennis balls.
  • FIG. 1 shows a non-limiting example game system 10 including a game console 100 , a television 102 and a controller 107 .
  • Game console 100 executes a game program or other application stored on optical disc 104 inserted into slot 105 formed in housing 110 thereof.
  • the result of the execution of the game program or other application is displayed on display screen 101 of television 102 to which game console 100 is connected by cable 106 .
  • Audio associated with the game program or other application is output via speakers 109 of television 102 .
  • the game program or other application may alternatively or additionally be stored on other storage media such as semiconductor memories, magneto-optical memories, magnetic memories and the like.
  • Controller 107 wirelessly transmits data such as game control data to the game console 100 .
  • the game control data may be generated using an operation section of controller 107 having, for example, a plurality of operation buttons, a key, a stick and the like.
  • Controller 107 may also wirelessly receive data transmitted from game console 100 . Any one of various wireless protocols such as Bluetooth (registered trademark) may be used for the wireless transmissions between controller 107 and game console 100 .
  • Bluetooth registered trademark
  • controller 107 also includes an imaging information calculation section for capturing and processing images from light-emitting devices 108 a and 108 b. Although markers 108 a and 108 b are shown in FIG. 1 as being above television 100 , they may also be positioned below television 100 . In one implementation, a center point between light-emitting devices 108 a and 108 b is substantially aligned with a vertical center-line of display screen 101 . The images from light-emitting devices 108 a and 108 b can be used to determine a direction in which controller 107 is pointing as well as a distance of controller 107 from display screen 101 .
  • light-emitting devices 108 a and 108 b may be implemented as two LED modules (hereinafter, referred to as “markers”) provided in the vicinity of the display screen of television 102 .
  • the markers each output infrared light and the imaging information calculation section of controller 107 detects the light output from the LED modules to determine a direction in which controller 107 is pointing and a distance of controller 107 from display 101 as mentioned above.
  • game console 100 includes a RISC central processing unit (CPU) 204 for executing various types of applications including (but not limited to) video game programs.
  • CPU 204 executes a boot program stored, for example, in a boot ROM to initialize game console 100 and then executes an application (or applications) stored on optical disc 104 , which is inserted in optical disk drive 208 .
  • User-accessible eject button 210 provided on housing 110 of game console 100 may be used to eject an optical disk from disk drive 208 .
  • optical disk drive 208 receives both optical disks of a first type (e.g., of a first size and/or of a first data structure, etc.) containing applications developed to take advantage of the capabilities of CPU 204 and graphics processor 216 and optical disks of a second type (e.g., of a second size and/or a second data structure) containing applications originally developed for execution by a CPU and/or graphics processor having capabilities different than those of CPU 204 and/or graphics processor 216 .
  • the optical disks of the second type may be applications originally developed for the Nintendo GameCube platform.
  • CPU 204 is connected to system LSI 202 that includes graphics processing unit (GPU) 216 with an associated graphics memory 220 , audio digital signal processor (DSP) 218 , internal main memory 222 and input/output (IO) processor 224 .
  • GPU graphics processing unit
  • DSP digital signal processor
  • IO input/output
  • IO processor 224 of system LSI 202 is connected to one or more USB ports 226 , one or more standard memory card slots (connectors) 228 , WiFi module 230 , flash memory 232 and wireless controller module 240 .
  • USB ports 226 are used to connect a wide variety of external devices to game console 100 . These devices include by way of example without limitation game controllers, keyboards, storage devices such as external hard-disk drives, printers, digital cameras, and the like. USB ports 226 may also be used for wired network (e.g., LAN) connections. In one example implementation, two USB ports 226 are provided.
  • LAN local area network
  • Standard memory card slots (connectors) 228 are adapted to receive industry-standard-type memory cards (e.g., SD memory cards).
  • industry-standard-type memory cards e.g., SD memory cards
  • one memory card slot 228 is provided.
  • These memory cards are generally used as data carriers but of course this use is provided by way of illustration, not limitation. For example, a player may store game data for a particular game on a memory card and bring the memory card to a friend's house to play the game on the friend's game console.
  • the memory cards may also be used to transfer data between the game console and personal computers, digital cameras, and the like.
  • WiFi module 230 enables game console 100 to be connected to a wireless access point.
  • the access point may provide internet connectivity for on-line gaming with players at other locations (with or without voice chat capabilities), as well as web browsing, e-mail, file downloads (including game downloads) and many other types of on-line activities.
  • WiFi module 230 may also be used for communication with other game devices such as suitably-equipped hand-held game devices.
  • Module 230 is referred to herein as “WiFi”, which is generally a designation used in connection with the family of IEEE 802.11 specifications.
  • game console 100 may of course alternatively or additionally use wireless modules that conform to other wireless standards.
  • Flash memory 232 stores, by way of example without limitation, game save data, system files, internal applications for the console and downloaded data (such as games).
  • Wireless controller module 240 receives signals wirelessly transmitted from one or more controllers 107 and provides these received signals to IO processor 224 .
  • the signals transmitted by controller 107 to wireless controller module 240 may include signals generated by controller 107 itself as well as by other devices that may be connected to controller 107 .
  • some games may utilize separate right- and left-hand inputs.
  • another controller (not shown) may be connected (e.g., by a wired connection) to controller 107 and controller 107 can transmit to wireless controller module 240 signals generated by itself and by the other controller.
  • Wireless controller module 240 may also wirelessly transmit signals to controller 107 .
  • controller 107 (and/or another game controller connected thereto) may be provided with vibration circuitry and vibration circuitry control signals may be sent via wireless controller module 240 to control the vibration circuitry (e.g., by turning the vibration circuitry on and off).
  • controller 107 may be provided with (or be connected to) a speaker (not shown) and audio signals for output from this speaker may be wirelessly communicated to controller 107 via wireless controller module 240 .
  • controller 107 may be provided with (or be connected to) a display device (not shown) and display signals for output from this display device may be wirelessly communicated to controller 107 via wireless controller module 240 .
  • Proprietary memory card slots 246 are adapted to receive proprietary memory cards. In one example implementation, two such slots are provided. These proprietary memory cards have some non-standard feature(s) such as a non-standard connector and/or a non-standard memory architecture. For example, one or more of the memory card slots 246 may be adapted to receive memory cards used with the Nintendo GameCube platform. In this case, memory cards inserted in such slots can transfer data from games developed for the GameCube platform. In an example implementation, memory card slots 246 may be used for read-only access to the memory cards inserted therein and limitations may be placed on whether data on these memory cards can be copied or transferred to other storage media such as standard memory cards inserted into slots 228 .
  • proprietary memory cards have some non-standard feature(s) such as a non-standard connector and/or a non-standard memory architecture.
  • one or more of the memory card slots 246 may be adapted to receive memory cards used with the Nintendo GameCube platform. In this case, memory cards inserted in such slots can transfer data from games developed
  • One or more controller connectors 244 are adapted for wired connection to respective game controllers. In one example implementation, four such connectors are provided for wired connection to game controllers for the Nintendo GameCube platform. Alternatively, respective wireless receivers may be connected to connectors 244 to receive signals from wireless game controllers. These connectors enable players, among other things, to use controllers for the Nintendo GameCube platform when an optical disk for a game developed for this platform is inserted into optical disk drive 208 .
  • a connector 248 is provided for connecting game console 100 to DC power derived, for example, from an ordinary wall outlet.
  • the power may be derived from one or more batteries.
  • GPU 216 performs image processing based on instructions from CPU 204 .
  • GPU 216 includes, for example, circuitry for performing calculations necessary for displaying three-dimensional (3D) graphics.
  • GPU 216 performs image processing using graphics memory 220 dedicated for image processing and a part of internal main memory 222 .
  • GPU 216 generates image data for output to television 102 by audio/video connector 214 via audio/video IC (interface) 212 .
  • Audio DSP 218 performs audio processing based on instructions from CPU 204 .
  • the audio generated by audio DSP 218 is output to television 102 by audio/video connector 214 via audio/video IC 212 .
  • External main memory 206 and internal main memory 222 are storage areas directly accessible by CPU 204 .
  • these memories can store an application program such as a game program read from optical disc 104 by the CPU 204 , various types of data or the like.
  • ROM/RTC 238 includes a real-time clock and preferably runs off of an internal battery (not shown) so as to be usable even if no external power is supplied. ROM/RTC 238 also may include a boot ROM and SRAM usable by the console.
  • Power button 242 is used to power game console 100 on and off. In one example implementation, power button 242 must be depressed for a specified time (e.g., one or two seconds) to turn the console off so as to reduce the possibility of inadvertently turn-off.
  • Reset button 244 is used to reset (re-boot) game console 100 .
  • example controller 107 includes a housing 301 on which operating controls 302 a - 302 h are provided.
  • Housing 301 has a generally parallelepiped shape and is sized to be conveniently grasped by a player's hand.
  • Cross-switch 302 a is provided at the center of a forward part of a top surface of the housing 301 .
  • Cross-switch 302 a is a cross-shaped four-direction push switch which includes operation portions corresponding to the directions designated by the arrows (front, rear, right and left), which are respectively located on cross-shaped projecting portions.
  • a player selects one of the front, rear, right and left directions by pressing one of the operation portions of the cross-switch 302 a.
  • By actuating cross-switch 302 a the player can, for example, move a character in different directions in a virtual game world.
  • Cross-switch 302 a is described by way of example and other types of operation sections may be used.
  • a composite switch including a push switch with a ring-shaped four-direction operation section and a center switch may be used.
  • an inclinable stick projecting from the top surface of housing 301 that outputs signals in accordance with the inclining direction of the stick may be used.
  • a horizontally slidable disc-shaped member that outputs signals in accordance with the sliding direction of the disc-shaped member may be used.
  • a touch pad may be used.
  • separate switches corresponding to at least four directions e.g., front, rear, right and left
  • Buttons (or keys) 302 b through 302 g are provided rearward of cross-switch 302 a on the top surface of housing 301 .
  • Buttons 302 b through 302 g are operation devices that output respective signals when a player presses them.
  • buttons 302 b through 302 d are respectively an “X” button, a “Y” button and a “B” button and buttons 302 e through 302 g are respectively a select switch, a menu switch and a start switch, for example.
  • buttons 302 b through 302 g are assigned various functions in accordance with the application being executed by game console 100 . In an exemplary arrangement shown in FIG.
  • buttons 302 b through 302 d are linearly arranged along a front-to-back centerline of the top surface of housing 301 .
  • Buttons 302 e through 302 g are linearly arranged along a left-to-right line between buttons 302 b and 302 d.
  • Button 302 f may be recessed from a top surface of housing 701 to reduce the possibility of inadvertent pressing by a player grasping controller 107 .
  • Button 302 h is provided forward of cross-switch 302 a on the top surface of the housing 301 .
  • Button 302 h is a power switch for remote on-off switching of the power to game console 100 .
  • Button 302 h may also be recessed from a top surface of housing 301 to reduce the possibility of inadvertent pressing by a player.
  • a plurality (e.g., four) of LEDs 304 is provided rearward of button 302 c on the top surface of housing 301 .
  • Controller 107 is assigned a controller type (number) so as to be distinguishable from other controllers used with game console 100 and LEDs 304 may be used to provide a player a visual indication of this assigned controller number. For example, when controller 107 transmits signals to wireless controller module 240 , one of the plurality of LEDs corresponding to the controller type is lit up.
  • a recessed portion 308 is formed on a bottom surface of housing 301 .
  • Recessed portion 308 is positioned so as to receive an index finger or middle finger of a player holding controller 107 .
  • a button 302 i is provided on a rear, sloped surface 308 a of the recessed portion.
  • Button 302 i functions, for example, as an “A” button which can be used, by way of illustration, as a trigger switch in a shooting game.
  • an imaging element 305 a is provided on a front surface of controller housing 301 .
  • Imaging element 305 a is part of the imaging information calculation section of controller 107 that analyzes image data received from markers 108 a and 108 b.
  • Imaging information calculation section 305 has a maximum sampling period of, for example, about 200 frames/sec., and therefore can trace and analyze even relatively fast motion of controller 107 . Additional details of the operation of this section may be found in Application Nos. 60/716,937, entitled “VIDEO GAME SYSTEM WITH WIRELESS MODULAR HANDHELD CONTROLLER,” filed on Sep. 15, 2005 (corresponding to U.S. Patent Publication No.
  • 2007-0066394 A1 60/732,648, entitled “INFORMATION PROCESSING PROGRAM,” filed on Nov. 3, 2005 (corresponding to U.S. Patent Publication No. 2007-0072674 A1); and application No. 60/732,649, entitled “INFORMATION PROCESSING SYSTEM AND PROGRAM THEREFOR,” filed on Nov. 3, 2005 (corresponding to U.S. Patent Publication No. 2007-0060228 A1).
  • the entire contents of each of these applications are expressly incorporated herein.
  • Connector 303 is provided on a rear surface of controller housing 301 .
  • Connector 303 is used to connect devices to controller 107 .
  • a second controller of similar or different configuration may be connected to controller 107 via connector 303 in order to allow a player to play games using game control inputs from both hands.
  • Other devices including game controllers for other game consoles, input devices such as keyboards, keypads and touchpads and output devices such as speakers and displays may be connected to controller 107 using connector 303 .
  • controller 107 For ease of explanation in what follows, a coordinate system for controller 107 will be defined. As shown in FIGS. 3 and 4 , a left-handed X, Y, Z coordinate system has been defined for controller 107 . Of course, this coordinate system is described by way of example without limitation and the systems and methods described herein are equally applicable when other coordinate systems are used.
  • controller 107 includes a three-axis, linear acceleration sensor 507 that detects linear acceleration in three directions, i.e., the up/down direction (Z-axis shown in FIGS. 3 and 4 ), the left/right direction (X-axis shown in FIGS. 3 and 4 ), and the forward/backward direction (Y-axis shown in FIGS. 3 and 4 ).
  • a two-axis linear accelerometer that only detects linear acceleration along each of the Y-axis and Z-axis, for example, may be used or a one-axis linear accelerometer that only detects linear acceleration along the Z-axis, for example, may be used.
  • the accelerometer arrangement (e.g., three-axis or two-axis) will depend on the type of control signals desired.
  • the three-axis or two-axis linear accelerometer may be of the type available from Analog Devices, Inc. or STMicroelectronics N.V.
  • acceleration sensor 507 is an electrostatic capacitance or capacitance-coupling type that is based on silicon micro-machined MEMS (micro-electromechanical systems) technology.
  • any other suitable accelerometer technology e.g., piezoelectric type or piezoresistance type
  • any other suitable accelerometer technology e.g., piezoelectric type or piezoresistance type
  • linear accelerometers as used in acceleration sensor 507 , are only capable of detecting acceleration along a straight line corresponding to each axis of the acceleration sensor.
  • the direct output of acceleration sensor 507 is limited to signals indicative of linear acceleration (static or dynamic) along each of the two or three axes thereof.
  • acceleration sensor 507 cannot directly detect movement along a non-linear (e.g. arcuate) path, rotation, rotational movement, angular displacement, tilt, position, attitude or any other physical characteristic.
  • controller 107 can be inferred or calculated (i.e., determined), as one skilled in the art will readily understand from the description herein.
  • the linear acceleration output of acceleration sensor 507 can be used to determine tilt of the object relative to the gravity vector by correlating tilt angles with detected linear acceleration.
  • acceleration sensor 507 can be used in combination with micro-computer 502 of controller 107 (or another processor) to determine tilt, attitude or position of controller 107 .
  • various movements and/or positions of controller 107 can be calculated through processing of the linear acceleration signals generated by acceleration sensor 507 when controller 107 containing acceleration sensor 507 is subjected to dynamic accelerations by, for example, the hand of a user.
  • acceleration sensor 507 may include an embedded signal processor or other type of dedicated processor for performing any desired processing of the acceleration signals output from the accelerometers therein prior to outputting signals to micro-computer 502 .
  • the embedded or dedicated processor could convert the detected acceleration signal to a corresponding tilt angle (or other desired parameter) when the acceleration sensor is intended to detect static acceleration (i.e., gravity).
  • gyroscopes may be used in addition to or as an alternative to the acceleration sensors.
  • a gyroscope may be used to refine or correct the measurements or readings from an accelerometer.
  • imaging information calculation section 505 of controller 107 includes infrared filter 528 , lens 529 , imaging element 305 a and image processing circuit 530 .
  • Infrared filter 528 allows only infrared light to pass therethrough from the light that is incident on the front surface of controller 107 .
  • Lens 529 collects and focuses the infrared light from infrared filter 528 on imaging element 305 a.
  • Imaging element 305 a is a solid-state imaging device such as, for example, a CMOS sensor or a CCD. Imaging element 305 a captures images of the infrared light from markers 108 a and 108 b collected by lens 529 .
  • imaging element 305 a captures images of only the infrared light that has passed through infrared filter 528 and generates image data based thereon.
  • This image data is processed by image processing circuit 530 which detects an area thereof having high brightness, and, based on this detecting, outputs processing result data representing the detected coordinate position and size of the area to communication section 506 . From this information, the direction in which controller 107 is pointing and the distance of controller 107 from display 101 can be determined.
  • FIGS. 5B-1 to 5 B- 8 show how a rotation of the controller or a direction in which controller 107 is pointing can be determined using markers 108 a, 108 b.
  • controller 107 points to the intermediate coordinates of the two markers on the sensor bar.
  • the pointer coordinates are 0-1023 on the X-axis and 0-767 on the Y-axis.
  • FIG. 5C shows sensors 108 a, 108 b positioned below the display screen 101 of the television 102 .
  • controller 107 when controller 107 is pointing toward the sensors, it is not actually pointing at the center of display screen 101 .
  • the game program or application executed by game machine 100 may treat this situation as one in which controller 107 is pointed at the center of the screen. In this case, the actual coordinates and the program coordinates will differ, but when the user is sufficiently far from the television, his or her brain automatically corrects for the difference between the coordinates seen by the eye and the coordinates for hand movement.
  • vibration circuit 512 may also be included in controller 107 .
  • Vibration circuit 512 may be, for example, a vibration motor or a solenoid.
  • Controller 107 is vibrated by actuation of the vibration circuit 512 (e.g., in response to signals from game console 100 ), and the vibration is conveyed to the hand of the player grasping controller 107 .
  • a so-called vibration-responsive game may be realized.
  • acceleration sensor 507 detects and outputs the acceleration in the form of components of three axial directions of controller 107 , i.e., the components of the up-down direction (Z-axis direction), the left-right direction (X-axis direction), and the front-rear direction (the Y-axis direction) of controller 107 .
  • Data representing the acceleration as the components of the three axial directions detected by acceleration sensor 507 is output to communication section 506 . Based on the acceleration data which is output from acceleration sensor 507 , a motion of controller 107 can be determined.
  • Communication section 506 includes micro-computer 502 , memory 503 , wireless module 504 and antenna 505 .
  • Micro-computer 502 controls wireless module 504 for transmitting and receiving data while using memory 503 as a storage area during processing.
  • Micro-computer 502 is supplied with data including operation signals (e.g., cross-switch, button or key data) from operation section 302 , acceleration signals in the three axial directions (X-axis, Y-axis and Z-axis direction acceleration data) from acceleration sensor 507 , and processing result data from imaging information calculation section 505 .
  • Micro-computer 502 temporarily stores the data supplied thereto in memory 503 as transmission data for transmission to game console 100 .
  • the wireless transmission from communication section 506 to game console 100 is performed at predetermined time intervals.
  • the wireless transmission is preferably performed at a cycle of a shorter time period.
  • a communication section structured using Bluetooth (registered trademark) technology can have a cycle of 5 ms.
  • micro-computer 502 outputs the transmission data stored in memory 503 as a series of operation information to wireless module 504 .
  • Wireless module 504 uses, for example, Bluetooth (registered trademark) technology to send the operation information from antenna 505 as a carrier wave signal having a specified frequency.
  • operation signal data from operation section 302 , the X-axis, Y-axis and Z-axis direction acceleration data from acceleration sensor 507 , and the processing result data from imaging information calculation section 505 are transmitted from controller 107 .
  • Game console 100 receives the carrier wave signal and demodulates or decodes the carrier wave signal to obtain the operation information (e.g., the operation signal data, the X-axis, Y-axis and Z-axis direction acceleration data, and the processing result data). Based on this received data and the application currently being executed, CPU 204 of game console 100 performs application processing. If communication section 506 is structured using Bluetooth (registered trademark) technology, controller 107 can also receive data wirelessly transmitted thereto from devices including game console 100 .
  • Bluetooth registered trademark
  • Example systems and methods for generating animation in response to movement of a control device will now be described. These example systems and methods are described herein by way of example and without limitation with reference to a gesture (e.g., swing) made during a tennis game played using controller 107 and game console 100 . It will be readily apparent that the example systems and methods are not limited in this respect and are applicable to other gestures made using controller 107 and to other types of games.
  • a gesture e.g., swing
  • game console 100 generates a display of a tennis court on the display screen of television 102 .
  • one player character is shown on each side of the net.
  • up to two game players may play.
  • a game player may play against another game player or a game player may play against a console-controlled player character.
  • a doubles match two player characters are shown on each side of the net. In such a match, up to four game players may play.
  • Each game player uses a respective game controller 107 to make gestures (such as swings) that simulate playing a real tennis game (e.g., hitting the tennis ball over the net) with a tennis racquet.
  • gestures such as swings
  • the movement detector e.g., accelerometer
  • game console 100 determines, among other things, the trajectory of the tennis ball that is “hit” by swinging the controller 107 like a tennis racquet.
  • the vibration circuit 512 may be controlled to vibrate when the game player “hits” the ball to provide an enhanced game experience.
  • FIG. 6 shows example z-axis accelerometer outputs for a swing made in a tennis game using controller 107 .
  • a z-axis threshold is set and a “swing” is recognized when the z-axis accelerometer output exceeds this threshold.
  • the z-axis threshold may be set in a range of 1.2 g to 1.5 g, although it will be apparent that other thresholds may be used.
  • This threshold may also be set in dependence on the type of game being played (e.g., tennis, baseball, golf, etc.) and may be varied within a single game if appropriate or desirable (e.g., one threshold for a serve gesture in a tennis game and another different threshold for a volley gesture).
  • FIG. 7A shows an example of how x-axis and y-axis accelerometer outputs may be used to distinguish between a left and a right swing gesture.
  • an example left swing generates x-axis and y-axis accelerometer outputs that provide a counterclockwise pattern as shown on the left-hand side of FIG. 7A and an example right swing generates x-axis and y-axis accelerometer outputs that provide a clockwise pattern as shown on the right-hand side of FIG. 7A .
  • CPU 204 may therefore process the x-axis and y-axis accelerometer outputs to detect whether a gesture is a left swing or a right swing.
  • the game player can swing controller 107 to apply top spin, no spin or back spin to the “hit” ball and FIG. 7B shows example x-axis and y-axis accelerometer outputs associated with these respective effects.
  • CPU 204 may therefore process the x-axis and y-axis accelerometer outputs to detect whether a gesture applies top spin, no spin or back spin to the hit ball.
  • FIG. 7C shows how the z-axis accelerometer outputs can be used to distinguish between overhand and underhand swings.
  • the z-axis accelerometer outputs before the swing can be used to determine whether the swing is overhand or underhand.
  • the swing gesture is an overhand swing.
  • the swing gesture is an underhand swing.
  • CPU 204 may therefore process the x-axis and y-axis accelerometer outputs to detect whether a gesture is an overhand or underhand swing.
  • FIG. 7D shows how the x-axis and y-axis accelerometer outputs can be used to distinguish between “hard” and “soft” hits of the tennis ball.
  • the left-hand side of FIG. 7D shows the x-axis and y-axis accelerometer outputs when controller 107 is jerked hard during the swing. In this case, the distance between consecutive points on the plot is relatively large because controller 107 is moved quickly by the hard jerk.
  • the right-hand side of FIG. 7D shows the x-axis and y-axis accelerometer outputs when controller 107 is jerked softly during the swing. In this case, the distance between consecutive points on the plot is relatively small because controller 107 is moved slowly by the soft jerk.
  • CPU 204 may therefore process the x-axis and y-axis accelerometer outputs to detect whether a gesture is a hard or soft swing.
  • FIGS. 8A-8E show an example timeline of a tennis swing gesture.
  • FIG. 8A shows a time A at which a swing gesture is started by a game player. As shown in FIG. 8A , the swing gesture continues for a period of time. With reference to FIG. 6 , a swing gesture may be recognized when the z-axis accelerometer output exceeds a specified threshold (as determined, for example, by CPU 204 ).
  • FIG. 8B shows a time B at which a left or right swing is detected.
  • the counterclockwise or clockwise progression of the points in the plots for x-axis and y-axis accelerometer outputs can be used (e.g., by CPU 204 ) to detect whether the swing gesture is a right swing or a left swing.
  • the detection of left/right swing occurs before the gesture is completed.
  • FIG. 8C shows that a detection of an underhand/overhand swing can also occur at time B. This detection can be made (e.g., by CPU 204 ) with reference to the z-axis accelerometer outputs before the swing as explained with reference to FIG. 7C .
  • FIG. 8D shows that animation starts at time B.
  • This animation can show the racquet of a player character corresponding to the game player making the gesture using controller 107 making an overhand/underhand left/right swing in accordance with the aforementioned detections.
  • Time B corresponds to the time at which this swing animation starts.
  • FIGS. 8B-8D show the left/right detection, underhand/overhand detection and animation start occurring at the same time, this is not required and two or more these events may take place at different times.
  • FIG. 8E shows a time C at which the tennis ball is “hit” by the racquet. As suggested in FIG. 8E , the tennis ball is hit before the game player completes the swing gesture. As mentioned above, vibration circuit 512 can be operated at time C to provide feedback to the game player that the ball has been hit.
  • FIG. 8F shows a time D at which the spin and velocity of the hit tennis ball are recognized (detected).
  • the recognition of spin and velocity occurs when the game player has completed the swing gesture. These recognitions can be made as described with reference to FIGS. 7B and 7D respectively.
  • the spin and velocity are used to determine the trajectory of the hit ball.
  • FIGS. 9A-9D show example trajectories of hit tennis balls.
  • FIG. 9A shows an example trajectory of a ball hit with high velocity and backspin.
  • FIG. 9B shows an example trajectory of a ball with “normal” velocity and no spin.
  • Normal velocity can refer to a typical velocity with which a ball struck by a player will move.
  • the tennis ball is “hit” before the game player's gesture is complete and before spin and velocity are recognized (detected).
  • a problem can therefore arise as shown in FIG. 9C in that the actual trajectory of the ball (e.g., resulting from being hit with high velocity and back spin or normal velocity and no spin or otherwise) is determined after animation of the trajectory begins.
  • the animation of the hit ball initially proceeds along some specified trajectory which may be independent of the spin and velocity resulting from the gesture by the game player.
  • this specified trajectory is one associated with a ball hit with normal velocity and no spin.
  • the animated ball trajectory is interpolated from the initial specified trajectory to the actual trajectory.
  • the trajectory of the ball is changed (e.g., by CPU 204 ) from the specified trajectory to the actual trajectory corresponding to the spin and velocity applied to the ball by the game player's hit. Interpolation can be used to smooth the transition between the specified and actual trajectories.
  • game console 100 can track a game player's tendency to hit certain shots and if a particular game player has a tendency to hit shots with high velocity and backspin, the specified trajectory for that game player may be that shown in FIG. 9A .
  • the systems and methods described herein may be implemented in hardware, firmware, software and combinations thereof.
  • Software or firmware may be executed by a general-purpose or specific-purpose computing device including a processing system such as a microprocessor and a microcontroller.
  • the software may, for example, be stored on a storage medium (optical, magnetic, semiconductor or combinations thereof) and loaded into a RAM for execution by the processing system.
  • the systems and methods described herein may also be implemented in part or whole by hardware such as application specific integrated circuits (ASICs), field programmable gate arrays (FPGAs), logic circuits and the like.
  • ASICs application specific integrated circuits
  • FPGAs field programmable gate arrays

Abstract

An example image processing system and method uses a control device including a movement detector. Gesture inputs corresponding to a gesture made by moving the control device are used for animation. An animation begins based on at least one gesture input received prior to completion of the gesture and the animation is modified based on at least one gesture input received after the beginning of the animation.

Description

    BACKGROUND AND SUMMARY
  • This application generally describes example systems and methods for generating animation in response to gestures made using a control device including a movement detector.
  • User inputs to computer systems may be supplied in various ways. For example, when the computer system is a video game console, inputs are typically supplied using cross-switches, joysticks, buttons and the like provided on a controller. A cross-switch or a joystick may be used to control movement of a video game object in various directions and various buttons may be used to control character actions such as jumping, using a weapon and the like.
  • The controller described in this patent application additionally or alternatively includes an accelerometer arrangement that generates inputs to a video game console or other computer system based on certain movements and/or orientations of the controller. Such a controller can provide a more intuitive user interface in which, for example, movement of a video game object can be controlled by moving the controller in a particular manner. By way of illustration, a player may increase or decrease the altitude of a plane in a video game by tilting the controller up or down. The accelerometer arrangement can be used to provide gaming experiences that cannot be provided easily (if at all) using a controller having cross-switches, joysticks, buttons, etc.
  • This patent application describes example image processing systems and methods using a control device including a movement detector. Gesture inputs corresponding to a gesture made by moving the control device are used for animation. An animation begins based on at least one input for the gesture received prior to completion of the gesture and the animation is modified based on at least one other input for the gesture received after the beginning of the animation.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a diagram of an example game system 10.
  • FIG. 2 is a block diagram of example game console 100 shown in FIG. 1.
  • FIGS. 3A and 3B are perspective views of a top and a bottom of example controller 107 shown in FIG. 1.
  • FIG. 4 is a front view of example controller 107 shown in FIG. 1.
  • FIG. 5A is a block diagram of example controller 107 shown in FIG. 1.
  • FIGS. 5B-1 to 5B-8 are used in an explanation of how a direction in which example controller 107 is pointing is determined.
  • FIG. 5C is used in an explanation of the pointing direction of example controller 107.
  • FIG. 6 shows example z-axis accelerometer outputs for a swing made in a tennis game using controller 107.
  • FIG. 7A shows an example of how x-axis and y-axis accelerometer outputs may be used to distinguish between a left and a right swing.
  • FIG. 7B shows example x-axis and y-axis accelerometer outputs associated with applying top spin, no spin or back spin to a hit tennis ball.
  • FIG. 7C shows how the z-axis accelerometer outputs can be used to distinguish between overhand and underhand swings.
  • FIG. 7D shows how the x-axis and y-axis accelerometer outputs can be used to distinguish between “hard” and “soft” hits of the tennis ball.
  • FIGS. 8A-8F show an example timeline of a tennis swing.
  • FIGS. 9A-9D show example trajectories of hit tennis balls.
  • DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS
  • FIG. 1 shows a non-limiting example game system 10 including a game console 100, a television 102 and a controller 107.
  • Game console 100 executes a game program or other application stored on optical disc 104 inserted into slot 105 formed in housing 110 thereof. The result of the execution of the game program or other application is displayed on display screen 101 of television 102 to which game console 100 is connected by cable 106. Audio associated with the game program or other application is output via speakers 109 of television 102. While an optical disk is shown in FIG. 1, the game program or other application may alternatively or additionally be stored on other storage media such as semiconductor memories, magneto-optical memories, magnetic memories and the like.
  • Controller 107 wirelessly transmits data such as game control data to the game console 100. The game control data may be generated using an operation section of controller 107 having, for example, a plurality of operation buttons, a key, a stick and the like. Controller 107 may also wirelessly receive data transmitted from game console 100. Any one of various wireless protocols such as Bluetooth (registered trademark) may be used for the wireless transmissions between controller 107 and game console 100.
  • As discussed below, controller 107 also includes an imaging information calculation section for capturing and processing images from light-emitting devices 108 a and 108 b. Although markers 108 a and 108 b are shown in FIG. 1 as being above television 100, they may also be positioned below television 100. In one implementation, a center point between light- emitting devices 108 a and 108 b is substantially aligned with a vertical center-line of display screen 101. The images from light- emitting devices 108 a and 108 b can be used to determine a direction in which controller 107 is pointing as well as a distance of controller 107 from display screen 101. By way of example without limitation, light-emitting devices 108 a and 108 b may be implemented as two LED modules (hereinafter, referred to as “markers”) provided in the vicinity of the display screen of television 102. The markers each output infrared light and the imaging information calculation section of controller 107 detects the light output from the LED modules to determine a direction in which controller 107 is pointing and a distance of controller 107 from display 101 as mentioned above.
  • With reference to the block diagram of FIG. 2, game console 100 includes a RISC central processing unit (CPU) 204 for executing various types of applications including (but not limited to) video game programs. CPU 204 executes a boot program stored, for example, in a boot ROM to initialize game console 100 and then executes an application (or applications) stored on optical disc 104, which is inserted in optical disk drive 208. User-accessible eject button 210 provided on housing 110 of game console 100 may be used to eject an optical disk from disk drive 208.
  • In one example implementation, optical disk drive 208 receives both optical disks of a first type (e.g., of a first size and/or of a first data structure, etc.) containing applications developed to take advantage of the capabilities of CPU 204 and graphics processor 216 and optical disks of a second type (e.g., of a second size and/or a second data structure) containing applications originally developed for execution by a CPU and/or graphics processor having capabilities different than those of CPU 204 and/or graphics processor 216. For example, the optical disks of the second type may be applications originally developed for the Nintendo GameCube platform.
  • CPU 204 is connected to system LSI 202 that includes graphics processing unit (GPU) 216 with an associated graphics memory 220, audio digital signal processor (DSP) 218, internal main memory 222 and input/output (IO) processor 224.
  • IO processor 224 of system LSI 202 is connected to one or more USB ports 226, one or more standard memory card slots (connectors) 228, WiFi module 230, flash memory 232 and wireless controller module 240.
  • USB ports 226 are used to connect a wide variety of external devices to game console 100. These devices include by way of example without limitation game controllers, keyboards, storage devices such as external hard-disk drives, printers, digital cameras, and the like. USB ports 226 may also be used for wired network (e.g., LAN) connections. In one example implementation, two USB ports 226 are provided.
  • Standard memory card slots (connectors) 228 are adapted to receive industry-standard-type memory cards (e.g., SD memory cards). In one example implementation, one memory card slot 228 is provided. These memory cards are generally used as data carriers but of course this use is provided by way of illustration, not limitation. For example, a player may store game data for a particular game on a memory card and bring the memory card to a friend's house to play the game on the friend's game console. The memory cards may also be used to transfer data between the game console and personal computers, digital cameras, and the like.
  • WiFi module 230 enables game console 100 to be connected to a wireless access point. The access point may provide internet connectivity for on-line gaming with players at other locations (with or without voice chat capabilities), as well as web browsing, e-mail, file downloads (including game downloads) and many other types of on-line activities. In some implementations, WiFi module 230 may also be used for communication with other game devices such as suitably-equipped hand-held game devices. Module 230 is referred to herein as “WiFi”, which is generally a designation used in connection with the family of IEEE 802.11 specifications. However, game console 100 may of course alternatively or additionally use wireless modules that conform to other wireless standards.
  • Flash memory 232 stores, by way of example without limitation, game save data, system files, internal applications for the console and downloaded data (such as games).
  • Wireless controller module 240 receives signals wirelessly transmitted from one or more controllers 107 and provides these received signals to IO processor 224. The signals transmitted by controller 107 to wireless controller module 240 may include signals generated by controller 107 itself as well as by other devices that may be connected to controller 107. By way of example, some games may utilize separate right- and left-hand inputs. For such games, another controller (not shown) may be connected (e.g., by a wired connection) to controller 107 and controller 107 can transmit to wireless controller module 240 signals generated by itself and by the other controller.
  • Wireless controller module 240 may also wirelessly transmit signals to controller 107. By way of example without limitation, controller 107 (and/or another game controller connected thereto) may be provided with vibration circuitry and vibration circuitry control signals may be sent via wireless controller module 240 to control the vibration circuitry (e.g., by turning the vibration circuitry on and off). By way of further example without limitation, controller 107 may be provided with (or be connected to) a speaker (not shown) and audio signals for output from this speaker may be wirelessly communicated to controller 107 via wireless controller module 240. By way of still further example without limitation, controller 107 may be provided with (or be connected to) a display device (not shown) and display signals for output from this display device may be wirelessly communicated to controller 107 via wireless controller module 240.
  • Proprietary memory card slots 246 are adapted to receive proprietary memory cards. In one example implementation, two such slots are provided. These proprietary memory cards have some non-standard feature(s) such as a non-standard connector and/or a non-standard memory architecture. For example, one or more of the memory card slots 246 may be adapted to receive memory cards used with the Nintendo GameCube platform. In this case, memory cards inserted in such slots can transfer data from games developed for the GameCube platform. In an example implementation, memory card slots 246 may be used for read-only access to the memory cards inserted therein and limitations may be placed on whether data on these memory cards can be copied or transferred to other storage media such as standard memory cards inserted into slots 228.
  • One or more controller connectors 244 are adapted for wired connection to respective game controllers. In one example implementation, four such connectors are provided for wired connection to game controllers for the Nintendo GameCube platform. Alternatively, respective wireless receivers may be connected to connectors 244 to receive signals from wireless game controllers. These connectors enable players, among other things, to use controllers for the Nintendo GameCube platform when an optical disk for a game developed for this platform is inserted into optical disk drive 208.
  • A connector 248 is provided for connecting game console 100 to DC power derived, for example, from an ordinary wall outlet. Of course, the power may be derived from one or more batteries.
  • GPU 216 performs image processing based on instructions from CPU 204. GPU 216 includes, for example, circuitry for performing calculations necessary for displaying three-dimensional (3D) graphics. GPU 216 performs image processing using graphics memory 220 dedicated for image processing and a part of internal main memory 222. GPU 216 generates image data for output to television 102 by audio/video connector 214 via audio/video IC (interface) 212.
  • Audio DSP 218 performs audio processing based on instructions from CPU 204. The audio generated by audio DSP 218 is output to television 102 by audio/video connector 214 via audio/video IC 212.
  • External main memory 206 and internal main memory 222 are storage areas directly accessible by CPU 204. For example, these memories can store an application program such as a game program read from optical disc 104 by the CPU 204, various types of data or the like.
  • ROM/RTC 238 includes a real-time clock and preferably runs off of an internal battery (not shown) so as to be usable even if no external power is supplied. ROM/RTC 238 also may include a boot ROM and SRAM usable by the console.
  • Power button 242 is used to power game console 100 on and off. In one example implementation, power button 242 must be depressed for a specified time (e.g., one or two seconds) to turn the console off so as to reduce the possibility of inadvertently turn-off. Reset button 244 is used to reset (re-boot) game console 100.
  • With reference to FIGS. 3 and 4, example controller 107 includes a housing 301 on which operating controls 302 a-302 h are provided. Housing 301 has a generally parallelepiped shape and is sized to be conveniently grasped by a player's hand. Cross-switch 302 a is provided at the center of a forward part of a top surface of the housing 301. Cross-switch 302 a is a cross-shaped four-direction push switch which includes operation portions corresponding to the directions designated by the arrows (front, rear, right and left), which are respectively located on cross-shaped projecting portions. A player selects one of the front, rear, right and left directions by pressing one of the operation portions of the cross-switch 302 a. By actuating cross-switch 302 a, the player can, for example, move a character in different directions in a virtual game world.
  • Cross-switch 302 a is described by way of example and other types of operation sections may be used. By way of example without limitation, a composite switch including a push switch with a ring-shaped four-direction operation section and a center switch may be used. By way of further example without limitation, an inclinable stick projecting from the top surface of housing 301 that outputs signals in accordance with the inclining direction of the stick may be used. By way of still further example without limitation, a horizontally slidable disc-shaped member that outputs signals in accordance with the sliding direction of the disc-shaped member may be used. By way of still further example without limitation, a touch pad may be used. By way of still further example without limitation, separate switches corresponding to at least four directions (e.g., front, rear, right and left) that output respective signals when pressed by a player can be used.
  • Buttons (or keys) 302 b through 302 g are provided rearward of cross-switch 302 a on the top surface of housing 301. Buttons 302 b through 302 g are operation devices that output respective signals when a player presses them. For example, buttons 302 b through 302 d are respectively an “X” button, a “Y” button and a “B” button and buttons 302 e through 302 g are respectively a select switch, a menu switch and a start switch, for example. Generally, buttons 302 b through 302 g are assigned various functions in accordance with the application being executed by game console 100. In an exemplary arrangement shown in FIG. 3A, buttons 302 b through 302 d are linearly arranged along a front-to-back centerline of the top surface of housing 301. Buttons 302 e through 302 g are linearly arranged along a left-to-right line between buttons 302 b and 302 d. Button 302 f may be recessed from a top surface of housing 701 to reduce the possibility of inadvertent pressing by a player grasping controller 107.
  • Button 302 h is provided forward of cross-switch 302 a on the top surface of the housing 301. Button 302 h is a power switch for remote on-off switching of the power to game console 100. Button 302 h may also be recessed from a top surface of housing 301 to reduce the possibility of inadvertent pressing by a player.
  • A plurality (e.g., four) of LEDs 304 is provided rearward of button 302 c on the top surface of housing 301. Controller 107 is assigned a controller type (number) so as to be distinguishable from other controllers used with game console 100 and LEDs 304 may be used to provide a player a visual indication of this assigned controller number. For example, when controller 107 transmits signals to wireless controller module 240, one of the plurality of LEDs corresponding to the controller type is lit up.
  • With reference to FIG. 3B, a recessed portion 308 is formed on a bottom surface of housing 301. Recessed portion 308 is positioned so as to receive an index finger or middle finger of a player holding controller 107. A button 302 i is provided on a rear, sloped surface 308 a of the recessed portion. Button 302 i functions, for example, as an “A” button which can be used, by way of illustration, as a trigger switch in a shooting game.
  • As shown in FIG. 4, an imaging element 305 a is provided on a front surface of controller housing 301. Imaging element 305 a is part of the imaging information calculation section of controller 107 that analyzes image data received from markers 108 a and 108 b. Imaging information calculation section 305 has a maximum sampling period of, for example, about 200 frames/sec., and therefore can trace and analyze even relatively fast motion of controller 107. Additional details of the operation of this section may be found in Application Nos. 60/716,937, entitled “VIDEO GAME SYSTEM WITH WIRELESS MODULAR HANDHELD CONTROLLER,” filed on Sep. 15, 2005 (corresponding to U.S. Patent Publication No. 2007-0066394 A1); 60/732,648, entitled “INFORMATION PROCESSING PROGRAM,” filed on Nov. 3, 2005 (corresponding to U.S. Patent Publication No. 2007-0072674 A1); and application No. 60/732,649, entitled “INFORMATION PROCESSING SYSTEM AND PROGRAM THEREFOR,” filed on Nov. 3, 2005 (corresponding to U.S. Patent Publication No. 2007-0060228 A1). The entire contents of each of these applications are expressly incorporated herein.
  • Connector 303 is provided on a rear surface of controller housing 301. Connector 303 is used to connect devices to controller 107. For example, a second controller of similar or different configuration may be connected to controller 107 via connector 303 in order to allow a player to play games using game control inputs from both hands. Other devices including game controllers for other game consoles, input devices such as keyboards, keypads and touchpads and output devices such as speakers and displays may be connected to controller 107 using connector 303.
  • For ease of explanation in what follows, a coordinate system for controller 107 will be defined. As shown in FIGS. 3 and 4, a left-handed X, Y, Z coordinate system has been defined for controller 107. Of course, this coordinate system is described by way of example without limitation and the systems and methods described herein are equally applicable when other coordinate systems are used.
  • As shown in the block diagram of FIG. 5A, controller 107 includes a three-axis, linear acceleration sensor 507 that detects linear acceleration in three directions, i.e., the up/down direction (Z-axis shown in FIGS. 3 and 4), the left/right direction (X-axis shown in FIGS. 3 and 4), and the forward/backward direction (Y-axis shown in FIGS. 3 and 4). Alternatively, a two-axis linear accelerometer that only detects linear acceleration along each of the Y-axis and Z-axis, for example, may be used or a one-axis linear accelerometer that only detects linear acceleration along the Z-axis, for example, may be used. Generally speaking, the accelerometer arrangement (e.g., three-axis or two-axis) will depend on the type of control signals desired. As a non-limiting example, the three-axis or two-axis linear accelerometer may be of the type available from Analog Devices, Inc. or STMicroelectronics N.V. Preferably, acceleration sensor 507 is an electrostatic capacitance or capacitance-coupling type that is based on silicon micro-machined MEMS (micro-electromechanical systems) technology. However, any other suitable accelerometer technology (e.g., piezoelectric type or piezoresistance type) now existing or later developed may be used to provide three-axis or two-axis linear acceleration sensor 507.
  • As one skilled in the art understands, linear accelerometers, as used in acceleration sensor 507, are only capable of detecting acceleration along a straight line corresponding to each axis of the acceleration sensor. In other words, the direct output of acceleration sensor 507 is limited to signals indicative of linear acceleration (static or dynamic) along each of the two or three axes thereof. As a result, acceleration sensor 507 cannot directly detect movement along a non-linear (e.g. arcuate) path, rotation, rotational movement, angular displacement, tilt, position, attitude or any other physical characteristic.
  • However, through additional processing of the linear acceleration signals output from acceleration sensor 507, additional information relating to controller 107 can be inferred or calculated (i.e., determined), as one skilled in the art will readily understand from the description herein. For example, by detecting static, linear acceleration (i.e., gravity), the linear acceleration output of acceleration sensor 507 can be used to determine tilt of the object relative to the gravity vector by correlating tilt angles with detected linear acceleration. In this way, acceleration sensor 507 can be used in combination with micro-computer 502 of controller 107 (or another processor) to determine tilt, attitude or position of controller 107. Similarly, various movements and/or positions of controller 107 can be calculated through processing of the linear acceleration signals generated by acceleration sensor 507 when controller 107 containing acceleration sensor 507 is subjected to dynamic accelerations by, for example, the hand of a user.
  • In another embodiment, acceleration sensor 507 may include an embedded signal processor or other type of dedicated processor for performing any desired processing of the acceleration signals output from the accelerometers therein prior to outputting signals to micro-computer 502. For example, the embedded or dedicated processor could convert the detected acceleration signal to a corresponding tilt angle (or other desired parameter) when the acceleration sensor is intended to detect static acceleration (i.e., gravity).
  • Other types of devices usable to detect or determine movement and/or orientation such as gyroscopes may be used in addition to or as an alternative to the acceleration sensors. By way of example and without limitation, a gyroscope may be used to refine or correct the measurements or readings from an accelerometer.
  • Returning to FIG. 5A, imaging information calculation section 505 of controller 107 includes infrared filter 528, lens 529, imaging element 305 a and image processing circuit 530. Infrared filter 528 allows only infrared light to pass therethrough from the light that is incident on the front surface of controller 107. Lens 529 collects and focuses the infrared light from infrared filter 528 on imaging element 305 a. Imaging element 305 a is a solid-state imaging device such as, for example, a CMOS sensor or a CCD. Imaging element 305 a captures images of the infrared light from markers 108 a and 108 b collected by lens 529. Accordingly, imaging element 305 a captures images of only the infrared light that has passed through infrared filter 528 and generates image data based thereon. This image data is processed by image processing circuit 530 which detects an area thereof having high brightness, and, based on this detecting, outputs processing result data representing the detected coordinate position and size of the area to communication section 506. From this information, the direction in which controller 107 is pointing and the distance of controller 107 from display 101 can be determined.
  • FIGS. 5B-1 to 5B-8 show how a rotation of the controller or a direction in which controller 107 is pointing can be determined using markers 108 a, 108 b. In this example implementation, controller 107 points to the intermediate coordinates of the two markers on the sensor bar. In an example implementation, the pointer coordinates are 0-1023 on the X-axis and 0-767 on the Y-axis. With reference to FIG. 5B-1, when controller 107 is pointed upward, the coordinates of the markers detected at remote control 107 move down. With reference to FIG. 5B-2, when controller 107 is pointed left, the coordinates of the markers move to the right. With reference to FIG. 5B-3, when the markers are centered, remote controller 107 is pointed at the middle of the screen. With reference to FIG. 5B-4, when controller 107 is pointed right, the coordinates of the markers move to the left. With reference to FIG. 5B-5, when controller 107 is pointed downward, the coordinates of the markers move up. With reference to FIG. 5B-6, when controller 107 is moved away from markers 108 a, 108 b, the distance between the markers is reduced. With reference to FIG. 5B-7, when controller 107 is moved toward markers 108 a, 108 b, the distance between the markers increases. With reference to FIG. 5B-8, when controller 107 is rotated, the marker coordinates will rotate.
  • FIG. 5C shows sensors 108 a, 108 b positioned below the display screen 101 of the television 102. As shown in FIG. 5C, when controller 107 is pointing toward the sensors, it is not actually pointing at the center of display screen 101. However, the game program or application executed by game machine 100 may treat this situation as one in which controller 107 is pointed at the center of the screen. In this case, the actual coordinates and the program coordinates will differ, but when the user is sufficiently far from the television, his or her brain automatically corrects for the difference between the coordinates seen by the eye and the coordinates for hand movement.
  • Again returning to FIG. 5A, vibration circuit 512 may also be included in controller 107. Vibration circuit 512 may be, for example, a vibration motor or a solenoid. Controller 107 is vibrated by actuation of the vibration circuit 512 (e.g., in response to signals from game console 100), and the vibration is conveyed to the hand of the player grasping controller 107. Thus, a so-called vibration-responsive game may be realized.
  • As described above, acceleration sensor 507 detects and outputs the acceleration in the form of components of three axial directions of controller 107, i.e., the components of the up-down direction (Z-axis direction), the left-right direction (X-axis direction), and the front-rear direction (the Y-axis direction) of controller 107. Data representing the acceleration as the components of the three axial directions detected by acceleration sensor 507 is output to communication section 506. Based on the acceleration data which is output from acceleration sensor 507, a motion of controller 107 can be determined.
  • Communication section 506 includes micro-computer 502, memory 503, wireless module 504 and antenna 505. Micro-computer 502 controls wireless module 504 for transmitting and receiving data while using memory 503 as a storage area during processing. Micro-computer 502 is supplied with data including operation signals (e.g., cross-switch, button or key data) from operation section 302, acceleration signals in the three axial directions (X-axis, Y-axis and Z-axis direction acceleration data) from acceleration sensor 507, and processing result data from imaging information calculation section 505. Micro-computer 502 temporarily stores the data supplied thereto in memory 503 as transmission data for transmission to game console 100. The wireless transmission from communication section 506 to game console 100 is performed at predetermined time intervals. Because game processing is generally performed at a cycle of 1/60 sec. (16.7 ms), the wireless transmission is preferably performed at a cycle of a shorter time period. For example, a communication section structured using Bluetooth (registered trademark) technology can have a cycle of 5 ms. At the transmission time, micro-computer 502 outputs the transmission data stored in memory 503 as a series of operation information to wireless module 504. Wireless module 504 uses, for example, Bluetooth (registered trademark) technology to send the operation information from antenna 505 as a carrier wave signal having a specified frequency. Thus, operation signal data from operation section 302, the X-axis, Y-axis and Z-axis direction acceleration data from acceleration sensor 507, and the processing result data from imaging information calculation section 505 are transmitted from controller 107. Game console 100 receives the carrier wave signal and demodulates or decodes the carrier wave signal to obtain the operation information (e.g., the operation signal data, the X-axis, Y-axis and Z-axis direction acceleration data, and the processing result data). Based on this received data and the application currently being executed, CPU 204 of game console 100 performs application processing. If communication section 506 is structured using Bluetooth (registered trademark) technology, controller 107 can also receive data wirelessly transmitted thereto from devices including game console 100.
  • Example systems and methods for generating animation in response to movement of a control device will now be described. These example systems and methods are described herein by way of example and without limitation with reference to a gesture (e.g., swing) made during a tennis game played using controller 107 and game console 100. It will be readily apparent that the example systems and methods are not limited in this respect and are applicable to other gestures made using controller 107 and to other types of games.
  • Application Ser. No. 12/149,922, filed May 9, 2008 describes example systems and methods for recognizing gestures and the contents of this application are incorporated herein in their entirety.
  • During an example tennis game, game console 100 generates a display of a tennis court on the display screen of television 102. In a singles match, one player character is shown on each side of the net. In such a match, up to two game players may play. For example, a game player may play against another game player or a game player may play against a console-controlled player character. In a doubles match, two player characters are shown on each side of the net. In such a match, up to four game players may play.
  • Each game player uses a respective game controller 107 to make gestures (such as swings) that simulate playing a real tennis game (e.g., hitting the tennis ball over the net) with a tennis racquet. When these gestures are made, the movement detector (e.g., accelerometer) in the game controller generates outputs that are processed by game console 100 to determine, among other things, the trajectory of the tennis ball that is “hit” by swinging the controller 107 like a tennis racquet. The vibration circuit 512 may be controlled to vibrate when the game player “hits” the ball to provide an enhanced game experience.
  • FIG. 6 shows example z-axis accelerometer outputs for a swing made in a tennis game using controller 107. As shown in FIG. 6, a z-axis threshold is set and a “swing” is recognized when the z-axis accelerometer output exceeds this threshold. By way of example and without limitation, the z-axis threshold may be set in a range of 1.2 g to 1.5 g, although it will be apparent that other thresholds may be used. This threshold may also be set in dependence on the type of game being played (e.g., tennis, baseball, golf, etc.) and may be varied within a single game if appropriate or desirable (e.g., one threshold for a serve gesture in a tennis game and another different threshold for a volley gesture).
  • FIG. 7A shows an example of how x-axis and y-axis accelerometer outputs may be used to distinguish between a left and a right swing gesture. As shown in FIG. 7A, an example left swing generates x-axis and y-axis accelerometer outputs that provide a counterclockwise pattern as shown on the left-hand side of FIG. 7A and an example right swing generates x-axis and y-axis accelerometer outputs that provide a clockwise pattern as shown on the right-hand side of FIG. 7A. CPU 204, for example, may therefore process the x-axis and y-axis accelerometer outputs to detect whether a gesture is a left swing or a right swing.
  • The game player can swing controller 107 to apply top spin, no spin or back spin to the “hit” ball and FIG. 7B shows example x-axis and y-axis accelerometer outputs associated with these respective effects. CPU 204, for example, may therefore process the x-axis and y-axis accelerometer outputs to detect whether a gesture applies top spin, no spin or back spin to the hit ball.
  • FIG. 7C shows how the z-axis accelerometer outputs can be used to distinguish between overhand and underhand swings. As shown on the left-hand side of FIG. 7C, the z-axis accelerometer outputs before the swing can be used to determine whether the swing is overhand or underhand. In particular, if the z-axis accelerometer outputs are negative before the swing, the swing gesture is an overhand swing. If the z-axis accelerometer outputs are positive before the swing, the swing gesture is an underhand swing. CPU 204, for example, may therefore process the x-axis and y-axis accelerometer outputs to detect whether a gesture is an overhand or underhand swing.
  • FIG. 7D shows how the x-axis and y-axis accelerometer outputs can be used to distinguish between “hard” and “soft” hits of the tennis ball. The left-hand side of FIG. 7D shows the x-axis and y-axis accelerometer outputs when controller 107 is jerked hard during the swing. In this case, the distance between consecutive points on the plot is relatively large because controller 107 is moved quickly by the hard jerk. The right-hand side of FIG. 7D shows the x-axis and y-axis accelerometer outputs when controller 107 is jerked softly during the swing. In this case, the distance between consecutive points on the plot is relatively small because controller 107 is moved slowly by the soft jerk. CPU 204, for example, may therefore process the x-axis and y-axis accelerometer outputs to detect whether a gesture is a hard or soft swing.
  • FIGS. 8A-8E show an example timeline of a tennis swing gesture.
  • FIG. 8A shows a time A at which a swing gesture is started by a game player. As shown in FIG. 8A, the swing gesture continues for a period of time. With reference to FIG. 6, a swing gesture may be recognized when the z-axis accelerometer output exceeds a specified threshold (as determined, for example, by CPU 204).
  • FIG. 8B shows a time B at which a left or right swing is detected. With reference to FIG. 7A, the counterclockwise or clockwise progression of the points in the plots for x-axis and y-axis accelerometer outputs can be used (e.g., by CPU 204) to detect whether the swing gesture is a right swing or a left swing. As shown in FIG. 8B, the detection of left/right swing occurs before the gesture is completed.
  • FIG. 8C shows that a detection of an underhand/overhand swing can also occur at time B. This detection can be made (e.g., by CPU 204) with reference to the z-axis accelerometer outputs before the swing as explained with reference to FIG. 7C.
  • FIG. 8D shows that animation starts at time B. This animation can show the racquet of a player character corresponding to the game player making the gesture using controller 107 making an overhand/underhand left/right swing in accordance with the aforementioned detections. Time B corresponds to the time at which this swing animation starts.
  • While FIGS. 8B-8D show the left/right detection, underhand/overhand detection and animation start occurring at the same time, this is not required and two or more these events may take place at different times.
  • FIG. 8E shows a time C at which the tennis ball is “hit” by the racquet. As suggested in FIG. 8E, the tennis ball is hit before the game player completes the swing gesture. As mentioned above, vibration circuit 512 can be operated at time C to provide feedback to the game player that the ball has been hit.
  • FIG. 8F shows a time D at which the spin and velocity of the hit tennis ball are recognized (detected). As suggested in FIG. 8F, the recognition of spin and velocity occurs when the game player has completed the swing gesture. These recognitions can be made as described with reference to FIGS. 7B and 7D respectively. As explained below, the spin and velocity are used to determine the trajectory of the hit ball.
  • FIGS. 9A-9D show example trajectories of hit tennis balls.
  • FIG. 9A shows an example trajectory of a ball hit with high velocity and backspin.
  • FIG. 9B shows an example trajectory of a ball with “normal” velocity and no spin. “Normal” velocity can refer to a typical velocity with which a ball struck by a player will move.
  • As explained above with reference to FIG. 8E, the tennis ball is “hit” before the game player's gesture is complete and before spin and velocity are recognized (detected). This means that the animation of the hit tennis ball on the display screen of television 102 also begins before the gesture is complete. A problem can therefore arise as shown in FIG. 9C in that the actual trajectory of the ball (e.g., resulting from being hit with high velocity and back spin or normal velocity and no spin or otherwise) is determined after animation of the trajectory begins.
  • Consequently, as shown in FIG. 9D, the animation of the hit ball initially proceeds along some specified trajectory which may be independent of the spin and velocity resulting from the gesture by the game player. In the FIG. 9D example, this specified trajectory is one associated with a ball hit with normal velocity and no spin. As shown in FIG. 9D, at the point when the game player's gesture is complete and the actual trajectory is determined, the animated ball trajectory is interpolated from the initial specified trajectory to the actual trajectory. In other words, the trajectory of the ball is changed (e.g., by CPU 204) from the specified trajectory to the actual trajectory corresponding to the spin and velocity applied to the ball by the game player's hit. Interpolation can be used to smooth the transition between the specified and actual trajectories.
  • Of course, other specified trajectories may be used. For example, game console 100 can track a game player's tendency to hit certain shots and if a particular game player has a tendency to hit shots with high velocity and backspin, the specified trajectory for that game player may be that shown in FIG. 9A.
  • While the above systems and methods have been described in terms of hitting or striking a tennis ball, it will be readily apparent that they are applicable to gestures used for hitting or striking other objects such as baseballs, softballs, hockey pucks, golf balls, soccer balls, footballs, pool (billiard) balls, volleyballs, shuttlecocks (birdies), cricket balls, etc. The disclosed systems and methods may also be applied to gestures for throwing or tossing objects such as baseballs, softballs, soccer balls, footballs, bowling balls, jai alai balls, bocce balls, lacrosse balls, cricket balls, etc.
  • The systems and methods described herein may be implemented in hardware, firmware, software and combinations thereof. Software or firmware may be executed by a general-purpose or specific-purpose computing device including a processing system such as a microprocessor and a microcontroller. The software may, for example, be stored on a storage medium (optical, magnetic, semiconductor or combinations thereof) and loaded into a RAM for execution by the processing system. The systems and methods described herein may also be implemented in part or whole by hardware such as application specific integrated circuits (ASICs), field programmable gate arrays (FPGAs), logic circuits and the like.
  • While the systems and methods have been described in connection with what is presently considered to practical and preferred embodiments, it is to be understood that these systems and methods are not limited to the disclosed embodiments, but on the contrary, is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.

Claims (19)

1. An image processing system comprising:
a control device including a movement detector; and
a processing system that receives inputs corresponding to a gesture made by moving the control device, begins an animation based on at least one input for the gesture received prior to completion of the gesture, and modifies the animation based on at least one other input for the gesture received after the beginning of the animation.
2. The image processing system according to claim 1, wherein the movement detector comprises an accelerometer.
3. The image processing system according to claim 1, wherein the movement detector comprises a gyroscope.
4. The image processing system according to claim 1, wherein the movement detector comprises an accelerometer and a gyroscope.
5. A method comprising:
receiving inputs corresponding to a gesture made by moving a control device;
beginning an animation based on at least one input for the gesture received prior to completion of the gesture; and
modifying the animation based on at least one other input for the gesture received after the beginning of the animation.
6. The method according to claim 5, wherein the inputs correspond to accelerometer outputs.
7. The method according to claim 5, wherein the inputs correspond to gyroscope outputs.
8. The method according to claim 5, wherein the inputs corresponds to gyroscope and accelerometer outputs.
9. A computer-readable medium having computer readable code embodied therein for use in the execution in a computer of a method according to claim 5.
10. An image processing system for providing animation of a trajectory of a struck object, comprising:
a control device including, a movement detector; and
a processing system that receives inputs corresponding to a gesture made by moving the control device to simulate striking an object, begins animation of a trajectory of the struck object based on at least one input for the gesture received prior to completion of the gesture, and modifies the animation of the trajectory based on at least one other input for the gesture received after the beginning of the animation.
11. The image processing system according to claim 10, wherein the movement detector comprises an accelerometer.
12. The image processing system according to claim 10, wherein the movement detector comprises a gyroscope.
13. The image processing system according to claim 10, wherein the movement detector comprises an accelerometer and a gyroscope.
14. The image processing system according to claim 10, wherein the struck object comprises a ball.
15. A method comprising:
receiving inputs corresponding to a gesture made by moving a control device to simulate striking an object;
beginning animation of a trajectory of the struck object based on at least one input for the gesture received prior to completion of the gesture; and
modifying the animation of the trajectory based on at least one other input for the gesture received after the beginning of the animation.
16. The method according to claim 15, wherein the inputs correspond to accelerometer outputs.
17. The method according to claim 15, wherein the inputs correspond to gyroscope outputs.
18. The method according to claim 15, wherein the inputs corresponds to gyroscope and accelerometer outputs.
19. A computer-readable medium having computer readable code embodied therein for use in the execution in a computer of a method according to claim 15.
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