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Bimodal user interaction with a simulated object

a computer simulation and object technology, applied in the field of user interaction with computer simulation objects, can solve the problems of difficult to learn game interaction, insufficient effective bandwidth of communication with the user, etc., and achieve the effect of optimizing the user experience of holding the object and enhancing the user experience in propelling the obj

Inactive Publication Date: 2006-12-07
NOVINT TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0009] The present invention can allow the user to direct transitions from the holding state to the released state (e.g., releasing the ball at the end of the throwing motion), from the released state to the holding state (e.g., picking up a ball), or both. The present invention can also provide forces that represent both pushing and pulling the simulated object. The present invention can also accommodate different haptic and visual expectations of the user by providing different interaction of the object within a simulated space in the two modes. For example, a ball can be simulated with a large mass when being held by the user, to provide significant force feedback communication to the user. Upon release, however, the ball's mass internal to the simulation can be adjusted to a smaller value, to allow the ball to move and interact with other objects on a scale more fitting to the visual display capabilities.
[0011] The present invention can be applied to computer game applications, where the present invention can provide for enhanced user experience in propelling an object. When the user is holding the object, the present invention can provide for a set of object and interaction forces that optimize the user experience of holding the object. When the user indicates a release of the object, the present invention can provide for a set of object and simulation properties that optimize the simulated object's behavior within the game environment. The present invention can be applied to games such as football, basketball, bowling, darts, and soccer.

Problems solved by technology

The effective bandwidth of communication with the user will not be sufficient using only the traditional mouse and keyboard for input and monitor and speakers for output.
These limitations in current approaches can produce unrealistic and difficult to learn game interaction.

Method used

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Examples

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Effect test

Embodiment Construction

[0013] The present invention can provide a method of providing user interaction with a computer representation of a simulated object, where the user can control the object in three dimensions. The method can provide for two distinct states: a “holding” state, and a “released” state. The holding state roughly corresponds to the user holding the simulated object (although other metaphors such as holding a spring attached to the object, or controlling the object at a distance can also be suitable). The released state roughly corresponds to the user not holding the object. A simple example of the two states can include the holding, then throwing of a ball. While in the holding state, the method provides force feedback to the user representation of forces that the user might experience if the user were holding an actual object. The forces are not applied when in the released state.

[0014] The present invention can allow the user to direct transitions from the holding state to the release...

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PUM

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Abstract

A method of providing user interaction with a computer representation of a simulated object, where the user can control the object in three dimensions. The method can provide for two distinct states: a “holding” state, and a “released” state. The holding state roughly corresponds to the user holding the simulated object (although other metaphors such as holding a spring attached to the object, or controlling the object at a distance can also be suitable). The released state roughly corresponds to the user not holding the object. A simple example of the two states can include the holding, then throwing of a ball. While in the holding state, the method provides force feedback to the user representation of forces that the user might experience if the user were holding an actual object. The forces are not applied when in the released state.

Description

CROSS REFERENCE TO RELATED APPLICATIONS [0001] This application claims the benefit of U.S. provisional application 60 / 681,007, Computer Interface Methods and Apparatuses,“filed May 13, 2005, incorporated herein by reference.BACKGROUND [0002] The present invention relates to methods and apparatuses related to user interaction with computer-simulated objects, and more specifically to methods and apparatuses related to force feedback in user interaction with different object behavior dependent on whether or not a user is holding or controlling the object. [0003] Computing technology has seen a many-fold increase in capability in recent years. Processors work at ever higher rates; memories are ever larger and always faster; mass storage is larger and cheaper every year. Computers now are essential elements in many aspects of life, and are often used to present three-dimensional worlds to users, in everything from games to scientific visualization. [0004] The interface between the user a...

Claims

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Application Information

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IPC IPC(8): G06F3/00
CPCG06F3/017G06F3/016
Inventor ANDERSON, THOMAS G.
Owner NOVINT TECH
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