Method and apparatus for providing realistic gun motion input to a video game

a technology of video games and motion input, applied in the field of video games, can solve the problems of inability to provide very precise control of gamepad type controllers, adversely affecting aiming and movement precision, and using thumbsticks that have no motion input, so as to achieve the effect of adding precision and realism

Inactive Publication Date: 2007-05-24
STANLEY MARK JOSEPH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0011] The present invention is generally directed to a gun shaped peripheral that makes it possible for a game player to control FPS (and other) video games in a very natural, intuitive, precise, and fun manner. Several objects and advantages of the present invention include, but are not limited to:
[0014] (c) to allow keyboard / mouse players to play games in a more relaxed posture, rather than being bound to a desk;
[0019] In another embodiment of the present invention the gun shaped peripheral communicates to the game system via a wireless connection. Also, the sensitivity of the motion of the gun shaped peripheral as reported to the video game system can be adjusted to suit the player's preference. The plastic enclosure has an expandable stock so that the user can brace it against their shoulder for added precision and realism. A solenoid is attached that produces a percussive kick back when the trigger is depressed, in order to simulate a rifle recoil force. Buttons are located on the fore grip and trigger area of the peripheral for easy access.

Problems solved by technology

Gamepad type controllers do not provide very precise control.
Using these thumbsticks adversely affects aiming and movement precision in several ways.
Another disadvantage, of this two axis per thumbstick configuration, is that there is an inherent motion bias due to friction along both of these axes.
Furthermore the gamepads are unsatisfactory to many game players because one has to have two thumbs on the thumbsticks controlling the direction of view and movement, and the remaining fingers wrapped around the underside of the controller to grip it.
This leaves no available fingers to push the buttons on the top side of the controller.
This is especially problematic in FPS games because there are many important functions that are assigned to these top buttons that are needed while one's thumbs are busy aiming and moving.
This causes the user's in-game character to momentarily stop moving or aiming, thereby leaving the player's character more vulnerable to the hazards in the video game, such as enemies in the video game firing their weapons at the user's character.
A disadvantage of the keyboard and mouse method of controlling video games is that it is a cumbersome method to play a video game in a living room setting.
Another disadvantage of the keyboard and mouse configuration is that left / right and forward / back movement within the video game is performed using keys on the keyboard.
Since keys on a keyboard only have two states, on and off, the speed of movement cannot be modulated smoothly and precisely.
Lastly, and most important, a disadvantage of both the gamepad and keyboard / mouse methods of controlling FPS games is that they are not realistic methods of aiming a gun.

Method used

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  • Method and apparatus for providing realistic gun motion input to a video game
  • Method and apparatus for providing realistic gun motion input to a video game

Examples

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Embodiment Construction

[0022] The present invention is related to an apparatus and method to allow a user to aim in a video game by holding and aiming a gun shaped peripheral. Referring to FIG. 1, in a first embodiment 100, a video camera 110, microcontroller processor 120, fifteen buttons 115, a video game controller plug 130, an EEPROM memory chip 135, and a thumbstick 105 are mounted to a PCB (Printed Circuit Board) which connects the aforementioned components via electrically conductive traces. The PCB board is mounted in a plastic enclosure that is shaped like a sub-machine gun. The camera 110 is mounted such that it is at the front of the apparatus and can take images of what is in front of the apparatus. When the video game controller plug 130 is plugged into the video game controller receptacle 145 of a video game console 140, the electricity from the video game console 140 provides power to the components on the PCB of the apparatus. The camera 110 continually generates images of the environment ...

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PUM

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Abstract

A method and apparatus for providing realistic gun motion input to a video game. In one embodiment, a plastic enclosure houses a video camera, PCB, microcontroller processor, and many buttons for controlling various aspects of a video game. The processor examines images from the video camera using various feature tracking algorithms and determines the direction and magnitude of motion of the video camera, and hence the motion of plastic gun shaped enclosure in which the video camera is mounted, and that the game player is wielding. This motion data is translated into motion data that a video game running on a video game console can understand, and transmitted to the video game console. The end result is that a user pointing and moving the plastic gun will cause the in game character of the video game to move and point its gun in concert with the game player, thereby providing an intuitive and fun aiming mechanism for playing video games. The button presses that the game player initiates on the apparatus are also reported to the video game and also affect various actions therein.

Description

BACKGROUND OF THE INVENTION [0001] This invention relates to the field of video games, specifically allowing a user to play a video game by moving and pressing buttons on a peripheral that is shaped like a gun. [0002] There is a class of video games known as “first person shooters”, abbreviated FPS. In these FPS games the video game screen generally shows the view point of a character and generally there is a cross-hair or other type of reticule to show where the character is currently looking and aiming their weapon. [0003] Since approximately the middle 1990's the preferred control mechanism for FPS games played on a personal computer (PC) has been using a mouse and a keyboard. The mouse is used to control the aiming and direction of view, which is usually indicated on screen by a small reticule, and the keyboard keys are used to make the character move forward, backward, left, right, and diagonal throughout 3D world. [0004] On video game consoles these FPS games are played with a...

Claims

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Application Information

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IPC IPC(8): A63F9/24
CPCA63F13/06A63F13/10A63F2300/1012A63F2300/1062A63F2300/1087A63F2300/8076A63F13/218A63F2300/1056A63F13/22A63F13/213A63F13/212A63F13/245A63F2300/1018A63F13/428A63F13/837
Inventor STANLEY, MARK JOSEPH
Owner STANLEY MARK JOSEPH
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