U.S. patent application number 10/119797 was filed with the patent office on 2003-10-16 for video game system and game controller.
Invention is credited to Breving, Joel S..
Application Number | 20030195040 10/119797 |
Document ID | / |
Family ID | 28789987 |
Filed Date | 2003-10-16 |
United States Patent
Application |
20030195040 |
Kind Code |
A1 |
Breving, Joel S. |
October 16, 2003 |
Video game system and game controller
Abstract
Game controllers having a communication link to a game systems,
a processor, and a photoelectric plethysmography, a galvanometer,
or a thermocouple. Video game systems having a video game
processor, a computer readable medium containing executable
instructions for providing a video game and the game
controller.
Inventors: |
Breving, Joel S.;
(Cincinnati, OH) |
Correspondence
Address: |
DINSMORE & SHOHL, LLP
1900 CHEMED CENTER
255 EAST FIFTH STREET
CINCINNATI
OH
45202
US
|
Family ID: |
28789987 |
Appl. No.: |
10/119797 |
Filed: |
April 10, 2002 |
Current U.S.
Class: |
463/37 |
Current CPC
Class: |
A63F 13/25 20140902;
A63F 13/212 20140902; A63F 13/215 20140902; A63F 13/06 20130101;
G06F 3/011 20130101; A63F 2300/1012 20130101 |
Class at
Publication: |
463/37 |
International
Class: |
A63F 013/02 |
Claims
What is claimed:
1. A game controller comprising: a communication link to a game
system; a processor; one or more components selected from the group
consisting of: a photoelectric plethysmography, a galvanometer and
a thermocouple; wherein the processor comprises executable
instructions for providing the game system measurements from one or
more of the components.
2. The game controller of claim 1, further comprising at least one
finger pressure cuff, wherein the finger pressure cuff is
configured to allow insertion of a digit into at least a portion of
the finger pressure cuff and wherein the finger pressure cuff
comprises an inflatable bladder configure to create a pressure
change on an inserted digit in the finger pressure cuff.
3. The game controller of claim 1, further comprising at least one
digit retention ring, wherein the digit retention ring is
configured to allow insertion of a digit through at least a portion
of the digit retention ring.
4. The game controller of claim 2, wherein the finger pressure cuff
is located on the underside of the game controller to facilitate
insertion of a digit into the finger pressure cuff.
5. The game controller of claim 3, wherein the digit retention ring
is located on the underside of the game controller to facilitate
insertion of a digit through the digit retention ring.
6. The game controller of claim 2, wherein the photoelectric
plethysmography comprises an LED and a photo diode.
7. The game controller of claim 1, wherein the galvanometer is
configured to measure a change in resistance across two electrodes
of a digit in physical communication with the galvanometer.
8. The game controller of claim 3, wherein the galvanometer is
adjacent the digit retention ring and wherein the galvanometer is
configured to measure a change in resistance across two electrodes
of a digit in physical communication with the galvanometer.
9. The game controller of claim 6, wherein the processor comprises
executable instructions for measuring blood pressure and pulse of a
digit inserted into the finger pressure cuff.
10. A video gaming system comprising: a video game processor; a
computer readable medium containing executable instructions for
providing a video game; and the game controller of claim 1.
11. The video gaming system of claim 10, further comprising an air
compressor, wherein the air compressor is configured to inflate the
finger pressure cuff with a pressure sufficient to allow the
photoelectric plethysmography to obtain measurements from a
digit.
12. The video gaming system of claim 10, further comprising an ear
bud attachment, wherein the ear bud attachment is in communication
with the video game processor and comprises a microphone and a
respiration sensor, and wherein the respiration sensor is
configured to measure respiration.
13. An earpiece for a video game system, comprising: a speaker; a
communication link; and a respiratory voice sensor; wherein the
speaker and the respiratory voice sensor are in electrical
communication with the communication link.
14. The earpiece of claim 13, wherein the respiratory voice sensor
comprises a thermocouple and a microphone.
15. The earpiece of claim 14, wherein the thermocouple comprises a
polyvinylidine fluoride thermocouple.
16. A handheld video gaming system comprising: a shell; a video
display; a computer readable medium containing executable
instructions for providing a video game; a video processor; and one
or more biofeedback devices incorporated into the shell of the
handheld video gaming system.
17. A video game system comprising: a) a circuit board; b) one or
more input adapters in communication with the circuit board,
wherein the input adapters are configured to carry data from at
least two distinct data types; c) an analog to digital converter in
communication with the circuit board; d) one or more shift
registers in communication with the circuit board; and e) a
microprocessor in communication with the circuit board and a
software input module; wherein the two distinct data types comprise
manual controller motion data and physiological data.
18. A method for providing player physiological data and manual
controller data to a video gaming system software input module,
wherein the method comprises the steps of: a) receiving at least
two distinct data types from a gaming controller, wherein the data
types comprise unprocessed physiological data and manual controller
data; b) transforming the unprocessed physiological data from an
analog form to a 20 digital form utilizing an analog to digital
converter; c) collecting the digital form of the physiological data
on a shift register, wherein the physiological data is collected
serially; d) converting the serial physiological data into a
parallel form on a parallel data bus; e) transferring the parallel
physiological data on the parallel data bus to a microprocessor; f)
relaying the parallel physiological data to a ROM unit; wherein the
ROM unit stores the parallel physiological data; g) accessing the
ROM unit utilizing a RAM unit to perform pre-defined calculations
of the parallel physiological data; wherein the calculations
comprise a "z" value; h) transferring the "z" value to a shift
register in a serial manner; i) converting the serial "z" values to
a parallel form of the "z" values; j) transferring the parallel
form "z" values to a microprocessor; and k) relaying the parallel
form "z" values from the microprocessor to a software input
module.
19. A video gaming system comprising: a) a video game processor; b)
a computer readable medium containing executable instructions for
providing a video game; c) a microprocessor in communication with
one or more input adapters, wherein the microprocessor comprises
executable instructions for analyzing physiological data received
through the input adapters.
20. A video game system comprising: a) a video game processor; b) a
computer readable medium containing executable instructions for
providing a video game; c) a microprocessor in communication with
the video game processor; d) one or more input adapters in
communication with the microprocessor; wherein the input adapters
are configured to carry data from at least two distinct data types;
and further wherein the data types comprise physiological data from
a game player and conventional controller data; wherein the
microprocessor comprises executable instructions for determining a
"z-factor" which represents the number of standard deviations the
physiological data is away from a calculated mean of the
physiological data.
21. A method for providing physiological data to a video game
system, wherein the method comprises the steps of: a) receiving
input data through an input adapter on the video gaming system,
wherein the input data comprises multiple physiological data points
and conventional controller data points; b) separating the
physiological data points from a serial storage form into a
parallel storage form, wherein the physiological data points are
grouped by time; c) calculating a "z-factor" for each physiological
data point utilizing a mean and standard deviation of the
physiologic data points; d) transferring the "z-factor" for each
physiological data point to a software input module on the video
gaming system.
Description
TECHNICAL FIELD
[0001] The present invention relates generally to video gaming
systems and game controllers, and more specifically to a unique
video game controller and video game system for the interactive
collection of bio-feedback data relating to human interaction with
the video game system.
BACKGROUND OF THE INVENTION
[0002] The virtual explosion of technical advances in
microelectronics, digital computers and software have changed and
continue to change the face of modern society. In fact, these
technological advances have become so important and pervasive that
this explosion is sometimes referred to as "the information
revolution." Through telephone lines, networks, satellite and other
wireless communications and the like, information and resources are
ever increasingly being accessed and shared.
[0003] The present invention is related to the field of video games
that allow for a broader range of interaction between the player
and the game. Current video game systems have failed to, on an
economical basis, provide information regarding the physiological
state of the human participant and respond to this information in
the actual progression of the game. Various bio-feedback measuring
devices have been invented during the past century.
[0004] The idea of acquiring knowledge of a person's vascular
physiology by utilizing diffraction and refraction of infrared
light has been around for a long time. In 1938, Hertzman used a
photoelectric plethysmograph to study the blood supply to various
tissues of the body. The practical application of this technology
was significantly advanced in the mid-1980s when Wesseling and
Settles, et al. invented the FINAPRES which utilized
photo-plethysmography and a finger pressure cuff to measure the
arterial pressure of the digits. The Finapres allows for
non-invasive blood pressure measurement, but has limited usefulness
in medical applications because the method consistently
underestimates mean arterial blood pressure. However, in a video
gaming system, the required accuracy of the measurements is greatly
reduced. Today, photoplethysmography can be utilized to measure
blood volume pulse revealing a rough estimate of the degree of
vasodilation/vasoconstriction of a tissue. By varying the
wavelength of the light source used, different parts of the
vascular tree can be examined (small arteries 950 nm vs. arterioles
560 nm).
[0005] Another bio -feedback device was discovered around 1900 when
Deprez-D' Arsonvals discovered the galvanometer. He discovered that
when a person perspires, the skin is able to conduct electricity
more easily. Deprez-D' Arsonvals measured the change in resistance
that resulted from the current passed between two electrodes. In
1907, Carl Jung used a galvanometer to measure skin resistance
under stressful situations. Galvanometers have been included in
polygraphs invented by Keeler as early as 1925 as one means of
measuring autonomic arousal. Near the end of the 20th century,
Gettes, et al. proposed four silver electrodes for the simultaneous
measurement of skin resistance and heart rate. Various
galvanometers are known to one skilled in the art.
[0006] Another bio-feedback device is a thermocouple. A
thermocouple comprises two pieces of dissimilar metal in close
contact, between which there is an electrical potential field that
varies as a function of temperature. An example of an early
developed thermocouple consisted of two iron and constantan wires
wrapped around each other. Later thermocouples were improved using
copper and constantan wire as described by Grucza et al.
Thermocouples can also be utilized to measure respiratory rate.
Cyna et al. discloses the ability to monitor respiratory rate and
the expiratory to inspiratory ratio utilizing a thermocouple
comprising polarized polyvinylidine fluoride strips.
[0007] The field of biofeedback started in the 1970s and typically
consisted of patients being exposed to their physiological state,
such as a pulse or peripheral skin temperature measurement and just
by the mere fact of being made aware to this knowledge, the patient
was believed to be able to gain control over their physiological
state. This is the most basic definition of biofeedback. Today,
most technology based on this original concept can be considered
biofeed-forward. The patient is given instructions or suggestions
on how to control his physiological state and by this indirect
method, the patient can gain control over his peripheral skin
temperature or pulse.
[0008] Currently, there is a small sect of systems that combine
bio-feedback & video game technology. Thought Technology
developed the PRO COMP+ System that can be used in conjunction with
BIOGRAPH Software to allow clinicians to carefully monitor various
modalities of physiological variables while performing tasks on
computer. In one game by Thought Technology, the speed of a race
car can be altered by the participant's ability to change
perspiration monitored by a galvanometer. The J & J I--330
biofeedback system has a "catching game" that allows participants
to control a basket to catch eggs by altering their muscle tension.
BOS offers a children's game "Space Lander" that allows
participants to land a spacecraft by altering their EMG signals. In
another game designed by SRS Orion Systems, the "Tortoise and Hare"
the participant can send the hare onto victory by controlling their
skin temperature or muscle tension.
[0009] The prior bio-feedback systems typically have one or more of
the following disadvantages:
[0010] (A) the monitoring technology is bulky, cumbersome and
bothersome to participants;
[0011] (B) these systems only monitor a specific array of
physiological variables;
[0012] (C) the software used with these systems are not compatible
with current video game systems;
[0013] (D) the hardware used with these systems are not compatible
with current video games systems;
[0014] (E) the software used with these systems is limited;
[0015] (F) limited therapeutic use can be raised because it
addresses one or two physiological variables;
[0016] (G) because of the simplicity of the system, games are
geared typically towards a restricted age group of children;
and
[0017] (H) physiological signals are not appropriately formatted so
that they are directly relayed to the software of current day video
game systems.
[0018] With a growing advance in the "technical revolution," there
is a need to improve the quality and efficiencies of interactive
systems and controls for transferring biofeedback information from
human participants to video gaming systems. The present invention
provides a unique way to facilitate such transfer and interaction
between the participant and the video gaming system.
[0019] Biofeedback is currently used as treatment for a multitude
of medicinal illnesses including headaches, anxiety, sleep
disorders, attention-deficit hyperactivity disorders, seizures,
asthma as well as learning disorders. Unfortunately treatment has
been constrained by the limited capability of current biofeedback
technology. The present invention synergistically enhances
treatment possibilities by developing a system that improves the
quality and efficiency of biofeedback incorporating that technology
into current day video game technology. The present invention
allows a unique way to facilitate the interaction between
participant and video game system opening up endless
possibilities.
SUMMARY OF THE INVENTION
[0020] Accordingly, it is an object of the present invention to
provide novel systems for the interactive collection of biofeedback
information relating to participants interacting with video gaming
systems which overcome one or more disadvantages of the prior art.
It is another object of the present invention to provide novel
apparatus for transferring information relating to biofeedback of
participants of video games to video game systems. These and
additional to objects and advantages are provided by the video game
systems and controllers of the present invention.
[0021] One aspect of the present invention is a game controller for
the interactive collection of biofeedback from human participation
in a video game system. In an exemplary embodiment, the game
controller, comprises a communication link between a game system, a
processor, and one or more components selected from the group
consisting of: a photoelectric plethysmography, a galvanometer and
a thermocouple. The processor processes executable instructions for
providing the bio-feedback measurements of one or more of the
components to the video game system.
[0022] Another aspect of the present invention is the interactive
video gaming system for collecting biofeedback information related
to a participant's interaction with the video game system. In an
exemplary embodiment, the system comprises a video game processor,
a computer readable medium containing executable instructions for
providing a video game and a game controller of the present
invention.
[0023] Yet another aspect of the present invention is the
interactive handheld video gaming system for collecting biofeedback
information related to a participant's interaction with the
handheld video game system. In an exemplary embodiment, the
handheld system comprises a shell, a video game processor, a
computer readable medium containing executable instructions for
providing a video game, a display incorporated into the shell of
the handheld system, and one or more biofeedback reading devices
incorporated into the shell of the handheld system.
[0024] Still other objects, advantages and novel features of the
present invention will become apparent to those skilled in the art
from the following detailed description, which is simply, by way of
illustration, various modes contemplated for carrying out the
invention. As will be realized, the invention is capable of other
different obvious aspects, all without departing from the
invention. Accordingly, the drawings and descriptions are
illustrative in nature and not restrictive.
BRIEF DESCRIPTION OF THE DRAWINGS
[0025] While the specification concludes with claims particularly
pointing out and distinctively claiming the present invention, it
is believed that the same will be better understood from the
following description taken in conjunction with the accompanying
drawings, in which:
[0026] FIG. 1 is a schematic illustration of a top view of the game
controller of the present invention;
[0027] FIG. 2 is a schematic illustration of a bottom view of a
game controller of FIG. 1;
[0028] FIG. 3 contains various crossectional views of the finger
pressure cuff of the game controller of the present invention;
[0029] FIG. 4 is a schematic illustration of a bottom-crossection
view of the finger pressure cuff of the controller of the present
invention;
[0030] FIG. 5 is a schematic illustration of a side view of the
game controller of FIG. 1;
[0031] FIG. 6 is a schematic illustration of a bio-feedback ear
piece of the present invention;
[0032] FIG. 7 is a schematic illustration of a close-up view of the
voice-respiratory sensor and speaker of the ear piece of FIG.
6;
[0033] FIG. 8 is a schematic illustration of an exemplary client
server network;
[0034] FIG. 9 is a schematic illustration of a typical video game
system known in the art;
[0035] FIG. 10 is a schematic illustration of an interior view of
the video gaming system of the present invention;
[0036] FIG. 11 is a schematic illustration of exemplary components
of the present invention;
[0037] FIG. 12 is a flow chart depicting an exemplary set of
executable instructions of the present invention;
[0038] FIG. 13 depicts exemplary utilization of data processed by
the present invention;
[0039] FIG. 14 is a schematic illustration of a typical handheld
video gaming system known in the art;
[0040] FIG. 15 is a schematic illustration of the back view of the
handheld video gaming system of the present invention;
[0041] FIG. 16 is a schematic illustration of a front view of an
exemplary circuit board of the handheld video gaming system of the
present invention; and
[0042] FIG. 17 is a schematic illustration of the back view of an
exemplary circuit board of the handheld video gaming system of the
present invention.
DETAILED DESCRIPTION OF THE EXEMPLARY EMBODIMENTS
[0043] Reference will now be made in detail to various embodiments
of the invention, various examples of which are illustrated in the
accompanying drawings, wherein like numerals indicate corresponding
elements throughout the views.
[0044] One embodiment of the present invention is schematically
illustrated in FIG. 1 which depicts a game controller 20 for
collection and distributing biofeedback information of a human
participant of the video gaming system in accordance with one
aspect of the present invention. In an exemplary embodiment, the
video game controller 20 comprises a conventional motion controller
22, one or more conventional selection buttons 24, and a
communication link 30 to the video game system. In addition, the
video game controller 20 (as depicted in FIG. 2), further comprises
one or more components selected from the group consisting of a
photoelectric plethysmography 35, a galvanometer 40 and a
thermocouple 50. In one embodiment, the video game controller 20,
further comprises a processor 60. The processor 60, for example,
may comprise a set of executable instructions such as in the form
of software, routines, programs, algorithms, code and the like,
which would inter alia, measure a users biofeedback at any given
time.
[0045] The video game controller 20 is preferably provided in
communication, such as via the token ring, ethernet, telephone
modem connection, radio or microwave connection, parallel cables,
serial cables, telephone lines, universal serial bus "USB",
Firewire, Bluetooth, fiber optics, infrared "IR", radio frequency
"RF", and the like, or combinations thereof, with a video gaming
system through the communication link 30.
[0046] In another exemplary embodiment depicted in FIG. 2, the
video game controller 20 further comprises at least one finger
pressure cuff 55. The finger pressure cuff 55 is configured to
allow insertion of a digit (human finger) into at least a portion
of the finger pressure cuff 55. An exemplary view of the finger
pressure cuff is depicted in FIG. 3. Once a digit is inserted into
the finger pressure cuff 55, compressed air inflates an inflatable
bladder to create a pressure change on the inserted digit in the
finger pressure cuff 55. As depicted in FIG. 4, the inflated
bladder 55 presses the tissue of the digit against the photo-diode
57 and LED 58 allowing the two to function as a photoelectric
plethysmography by capturing reflected infrared light from the LED
at the photo-diode.
[0047] In an alternative embodiment, an LED and photodiode are
present without a pressure cuff. In this embodiment, blood volume
pulse may be obtained by low pass filtering of the signal (to
eliminate noise) and high pass filtering (eliminate continuous
component). A LED/photo-diode can also be used to measure heart
rate. The signal is first high pass filtered to remove high
frequency elements and then amplified by a three stage operational
amplifier. Respiration can also be obtained from fluctuations of
the signal from baseline due to pulse paradoxes or baseline changes
in diastolic and systolic blood pressure due to respiration.
[0048] In another exemplary embodiment, the video game controller
further comprises at least one digit retention ring 80 located
adjacent to a galvanometer 40 and thermocouple 50 as depicted in
FIG. 2. The digit retention ring 80 is configured to allow the
insertion of a digit through at least a portion of the digit
retention ring 80 and it places the digit in communication with the
thermocouple 50 and galvanometer 40. The galvanometer 40 is
configured to measure a change in resistance across two electrodes
in physical communication with a digit. The galvanometer 40
electrodes measure general skin conductivity of the digit. The skin
conductivity is altered by perspiration of the participant. Thus,
changes in the conductivity of an electrode can be interpreted as
changes in perspiration by the processor 60. These changes in
perspiration can then be communicated to the video gaming system
through the communication link 30. In one exemplary embodiment,
utilizing four silver electrodes, along two wires, the voltage can
be measured to monitor for changes in skin conductivity and also
allow a one lead ECG (FIG. 2B). One skilled in the art will
appreciate that any conventional galvanometer is suitable for the
present invention.
[0049] In another exemplary embodiment, the game controller
comprises multiple pulse-pressure detectors (photoelectric
plethysmography). The participant, after grasping the controller,
may be instructed to insert one of their digits, usually their
middle finger, into at least one of the pulse-pressure-detectors
finger pressure cuffs. In one exemplary embodiment at the proximal
end of the finger pressure cuff are two wires which run lengthwise
along the cuff into the controller. The cuff is attached to the
controller by flexible plastic that is reinforced and continuous
with the bladder inside the cuff. One skilled in the art will
appreciate that a multitude of flexible materials may be utilized
to form the inflatable bladder and the finger pressure cuff. At the
end of one of the wires running lengthwise along the cuff is an LED
probe that emits infrared light into the tissue of the digit. Part
of the light is reflected back to a photo diode connected to the
other wire running lengthwise along the cuff, and the reflected
light may be substantially filtered and converted to an electrical
signal which is transmitted back to the processor 60 and ultimately
to the video gaming system through the communication link 30. The
finger pressure cuff can be adjusted to maintain a continuous blood
volume in the tissue of the digit through a servo-control
mechanism. The pressure needed to maintain a transmural pressure of
approximately "0" is known as the pulse pressure. Such a device is
manufactured by Finapress as well as Ohmeda Monitoring Systems and
known to one skilled in the art. This information may be useful to
programmers who add custom features to the software
application.
[0050] In yet another exemplary embodiment, the game controller
comprises a thermocouple 50. The thermocouple 50 is configured to
measure changes in temperature of the tissue of the digits.
Conventional thermocouples known to one skilled in the art may be
utilized for measuring the temperature of the digits. Exemplary
thermocouples include K type thermocouple "alumuel-chromel" by
Omega Engineering and J, K, T, E thermocouples from Io Tech.
Thermistors typically give a more imprecise measurement of
temperature but can also be utilized on the game controllers.
Yellow Springs manufactures a thermistor that would be
suitable.
[0051] FIG. 5 is an exemplary side view of the video game
controller in which the finger pressure cuff 55 and digit retention
ring 80 are shown adjacent each other in an exemplary layout.
[0052] The game controller body and other conventional aspects may
be constructed from 5 materials known to one skilled in the art.
For example, the game controller body may be constructed from
polycarbonate, polystyrene, polyvinyl chloride, and the like.
[0053] Another embodiment of the present invention depicted in FIG.
6, is a biofeedback ear piece 100 for a video game system. The
biofeedback ear piece 100 comprises a speaker 105, a communication
link 108 and a respiratory voice-sensor 110. The speaker 105 and
the respiratory voice sensor 110 are in electrical communication
with the communication link 108. As shown in this exemplary
embodiment, the respiratory voice sensor 110 comprises a
polyvinylidine fluoride thermocouple 120. It measures voltage
changes between the two layers of the thermocouple which arises
from the temperature differences between inhaled and exhaled air.
This signal can then be processed with the processor 60 into
waveform to give a snapshot of the participants
inspiration/expiration rate. The ear piece further comprises a
microphone sensor 125 located adjacent the thermocouple 120.
Thermocouple 120 and microphone sensor 125 are located at the
distal end of the ear piece 100. In an exemplary embodiment, the
ear piece 100 is made of material such as a bendable metal or
polymer so the microphone sensor 125 and thermocouple may be placed
directly in front of the mouth of a human in order to better detect
respirations and communication from the participant. In an
alternative embodiment, capnography or a non-invasive infrared
CO.sub.2 measuring and recording apparatus could be used to reveal
information about respiratory rate. The proximal end of the ear
piece 100 comprises a speaker 105, through which the video game
system may play audio or instructions for the participant.
[0054] Another aspect of the present invention is a video gaming
system comprising of a video game processor, a computer readable
medium containing executable instructions for providing a video
game and the game controller of the present invention.
[0055] Often computers telecommunication with each other and share
information, application and/or services. Sometimes in this
setting, the various computers are referred to as nodes, which is a
generic term referring to access points in an interconnected
system. One type of computer network employs a client-server
architecture. The portions of network applications that interact
with human users are typically separated from the portions of
network applications that process requests and information. Often,
the portions of an application that interact with users or access
network resources are called client application or client software
and, portions of an application that processes requests are called
server applications or server software. Client machines tend to run
client software and server machines tend to run server software,
however, a server can be a client as well.
[0056] In an exemplary embodiment, the video game system will
typically be provided on a client machine, while the software
containing the computer instruction which comprises the
instructions to collect and measure the biofeedback from the human
could be located on the client computer or the server computer,
separate of the client machine. FIG. 8 schematically illustrates a
sample client-server network 235 which might be employed to
implement an embodiment of the present invention. As one with
ordinary skill in the art will readily appreciate, a client-server
network is only one type of network and a variety of other
configurations, such as peer-peer connections are also considered
networks. In a client-server network, a plurality of nodes are
interconnected to various nodes send and receive information
to/from one another. As shown here, a server node (238) is
interconnected with a plurality of client nodes (240) using a
connection (239) such as a token ring, ethernet, telephone modem
connection, radio or microwave connection, parallel cable, serial
cables, telephone lines, universal serial bus "USB", Firewire,
Bluetooth, fiber optics, infrared "IR", radio frequency "RF", and
the like or combinations thereof. As one skilled in the art can
appreciate, the video game system may be connected to other video
game systems or servers which further process and/or distribute the
biofeedback information and similarly send instructions back to the
video game system in order to respond to the biofeedback
measurements with the participant. Likewise, one skilled in the art
will appreciate, the video game controller of the present invention
could act as a client computer itself and be connected through a
communication link to a server node.
[0057] The general structure of the video game hardware (910) or
the control deck can be observed in FIG. 9. As one skilled in the
art will appreciate, the structure may comprise a multitude of
various arrangements. On the front panel, facing the viewer are two
controller adapters (920 & 922) that can interface with
controllers. A game port (940) can be visualized on the top, back
of the control deck that allows the interface of the hardware and
the software. Also on the top of the control deck is an on/off
switch (930) and a reset button (932) that interrupts the running
of the software and returns to the beginning of the software
program. On the back view of the control deck is an AC power supply
port (950) that connects an outside power source to the circuit
board. Also, located on the back of the system is a connector (952)
that allows the processed data from the software to be transferred
and displayed on a monitor via an audio/video cable.
[0058] The inside view of the hardware system is depicted in FIG.
10. The main component inside the hardware is a circuit board
(960). Attached to the circuit board on the front face are adapters
1 and 2 (920 & 922) that interface with the controllers. Two
distinct data types are sent to the circuit board via the
controllers. The first is data resulting from the manual
manipulation of the controller, while the second is the unprocessed
physiological data that is also relayed back to the circuit board.
Both undergo multi-level micro-processing, separately, on the
circuit board and eventually that processed data is relayed to the
software. One skilled in the art will appreciate that the
physiological data and data resulting from manual manipulation may
be processed together. The port (940) for interface between the
software and the circuit board can be visualized on the back of the
circuit board. The data is stored and accessed by the software,
incorporated into the program in real time and the output is sent
back to the circuit board where it is further processed and then
delivered to a video monitor via the connector port (952). The a/c
current is delivered to the circuit board via the A/C power supply
port (950) located on the back, right of the circuit board.
[0059] FIG. 11 depicts an exemplary embodiment of the present
invention. FIG. 11 details an exemplary progression of signals as
they are processed by the present invention. The game controller
has the ability to monitor various phenomenon including GSR
(electrodes), temperature (thermocouple), heart rate
(LED/photoreceptor) of the participant as well as mechanical
manipulation of the controller through internal circuitry and
electrical impulses. These raw data streams undergo a primary
processing. In the case of heart rate, the signal received back
from the photodiode is first high pass filtered to remove high
frequency elements from the signal and then amplified in one
embodiment using a three stage operational amplifier. In the case
of GSR and temperature, the initial signal across the electrodes is
amplified using a GSR and temperature signal amplifier,
respectively. These transformations are commonplace and known to
one skilled in the art. In this schematic diagram, only three
physiological variable are addressed. As alluded to before, a
multitude of physiological variables can be obtained through the
controller including respiration rate (LED/photoreceptor or
polyvinylidine fluoride thermocouple), blood volume pulse
(LED/photoreceptor), digital arterial pressure (LED/photoreceptor
with cuff and servo control mechanism) and P-R interval (four
silver electrode system) among others. These signals undergo unique
and separate primary signal processing but subsequent
transformations are identical to the processing modalities
discussed above. Data streams from the manual controls do not
undergo primary processing. Primary signal processing may occur in
the controller, in the hardware of the system, or even elsewhere
depending on the particular embodiment of the invention. All
modalities of signals undergo secondary signal processing at a
serial port controller. The function of which is to sync the data
streams together and to transform the streams into a form that can
be easily recognized by a computer. The signals after primary
processing are converted from analog to digital form. The resulting
signals are then delivered to shift registers which pass the
separate signals to a serial to parallel converter. Once in
digital, parallel form the data streams have completed secondary
signal processing and travel along a data bus for primary
micro-processing. In one exemplary embodiment, the microprocessor
relays the data to a ROM unit that stores the processed data. Then,
a RAM unit accesses the data stored in the ROM unit and calculates
a mean, standard deviation, running mean, running standard
deviation, and lastly calculates the z value. The z value
represents the number of standard deviations the physiological data
x.sub.1, is away from the running mean on a second to second basis.
The z values from all the separate physiological variables is
delivered to shift registers, and the streams of data are converted
from serial to parallel form. The parallel data is then relayed to
a data bus that delivers the data to the software to be stored and
read. The results is a multi-level micro-processing system that
collects the stream of physiological data and sends it in a form
that can be easily utilized by the software.
[0060] The information from the manual controls is initially
processed in a similar manner. At a serial port controller, the
data is first converted from analog to digital data, then converted
into serial form by shift registers and finally converted to
parallel form. This procedure is well documented in the current art
of video game manufacturing and well known to one skilled in the
art.
[0061] Next, the data is delivered to a distinct multi-level
micro-processing unit and then relayed to the software (ROM) to be
stored and read. The data from the controls is processed separately
from the physiological data.
[0062] In one exemplary embodiment of the present invention, two
types of information are delivered to the software: the processed
data from the manual manipulation of the controller and the
processed physiological data. The software is able to respond to
both in the actual progression of the game/program. The software,
after integrating these two signals into the running of its
program, sends output back to the hardware where it undergoes
multi-level processing before it is sent to a video monitor to be
viewed by the player.
[0063] FIG. 12 is a schematic diagram of an exemplary set of
executable instructions for the primary micro-processing. The
micro-processing steps process physiological data and deliver it to
the software so that the software can react to the ability of the
player to alter his physiology. In one embodiment, the primary
microprocessor has RAM and ROM capability so that it can not only
store incoming physiological data streams but also perform
mathematical transformations on them. FIG. 12 is an example of one
such transformation. In this particular embodiment, data from all
monitored physiological data streams (in digital/parallel form) are
sampled approximately every second. This data is initially stored
in memory. The first 120 seconds serve as an initialization period.
While the data streams are being collected and stored, no
calculations are made for each physiological variable. After the
first two minutes pass, a mean and standard deviation are
calculated. In the subsequent two minutes, these values will
represent the running means and running standard deviations and
will be utilized to calculate Z values for their respective
physiological variable. So each physiological modality such as
heart rate will have a unique running mean and standard deviation.
The Z value calculated for heart rate will be delivered to the
software as a stream along with Z values for other variables being
monitored.
[0064] After the second two minute time period, a new mean and
standard deviation will be calculated for the second time span. The
result will be averaged into the running mean and running standard
deviation to update these values and the new running mean and
running standard deviation will be used to calculate Z values for
the next 120 seconds. The running mean and running standard
deviation is constantly updated every two minutes as long as game
play continues uninterrupted. The Z values for all the
physiological variables are continuously being relayed to the
software which is referred to as the signal/software interface in
FIG. 11.
[0065] The components of the videogame system (i.e., circuit
boards, power supply, RAM and ROM, display adapter, etc.) are
easily obtainable by one of ordinary skill in the art. The circuit
board in one exemplary embodiment contains a microprocessor which
contains executable instructions.
[0066] An example of how a software programmer could utilize the
incoming streams of Z-values is depicted in FIG. 13. The programmer
is able to utilize this processed data to incorporate outcomes
within the game that depend on the player's ability to change
certain measured physiological variables. The programmer can
incorporate the data into the program using the degree of success
so that the outcome in the game depends on how well the player is
able to alter his physiology or alternatively, the programmer can
us arbitrary cutoff points in all-or-nothing outcomes.
[0067] One exemplary embodiment is depicted in FIG. 13. FIG. 13
depicts specific examples of how a software programmer can utilize
the information from this new computer system to enhance game play.
A hypothetical case will be illustrated to better explain the
capabilities and features of the system. In one embodiment, a
player turns on a display device and the video game machine
equipped with the present invention. The player inserts a fantasy
game into the control deck and as instructed, the player places his
hands around the controller and inserts his second and third digits
into the retention rings. The controller is equipped with a
thermocouple, silver electrode system and a LED/photoreceptor to
measure peripheral skin temperature (PST), galvanic skin resistance
(GSR) and heart rate respectively. The PST, GSR and heart rate are
measured and processed according to the present invention as
described above and illustrated in FIGS. 11 & 12. After two
minutes of "initialization", Z values are calculated for each
physiological variable on a second to second basis and relayed to
the software.
[0068] The introduction ends and the player starts off on his
journey through a fantasy world of dragons and sorcerers. Since,
the Z values are continuously being updated and relayed to the
software, the software programmer can utilize the ability of the
player to alter their physiology to change outcomes of the game.
For example, as illustrated in FIG. 13, if the Z values for PST
becomes greater than one (temperature change in the hand greater
than one standard deviation over running mean), the software
programmer may allow the player the ability to shoot fireballs. If
the values for Z are -1<Z<1, the programmer may allow the
player to have no change in game play. If Z<-1 (temperature
change less than one standard deviation below mean), the programmer
may allow the player the ability to shoot ice swords. Another
example would be based on monitored HR. If Z>0.5, there is no
change in game play. If -0.5<Z<0.5 for HR, the software
programmer may allow a force field strength of 25%. Whereas if
-1<Z<-0.5, the software programmer may allow a 50% force
field strength. If -1.5<Z<-1, the software programmer may
allow a 75% force field strength; and if Z<-1.5, the software
programmer may allow a 100% force field strength. One skilled in
the art could conceive of a program or routine designed
specifically to create a continuum of effects over a range of Z
values.
[0069] Another exemplary embodiment of the present invention
comprises a hand-held video gaming system as depicted in FIGS. 14
and 15. FIG. 14 depicts a front view of the hand-held video gaming
system. This configuration is well known to one of ordinary skill
in the art. A directional keypad (520) is located adjacent function
buttons A&B (522 & 524). In addition, a select game button
(526) and a start button (528) are depicted in FIG. 14. FIG. 15
depicts the back view of the hand-held video gaming system. A game
port (530) can be visualized on the back of the hand-held gaming
system. Located below the game port are three finger wells (550,
552 and 554) that are configured to ensure contact between the
2.sup.nd, 3.sup.rd and 4.sup.th digits of the game player's hand
and the sensors during play. The three basic sensors for monitoring
physiological variables are located within the wells. An
LED/photodiode (540) unit is depicted in the first well. The
LED/photodiode (540) is able to monitor blood volume pulse,
peripheral pulse and respiration as previously cited in the art. A
silver four electrode unit (542) is illustrated in the second well.
This unit is able to monitor GSR and a one-lead ECG. The third well
comprises a thermocouple (544). The thermocouple is able to monitor
peripheral skin temperature. A compartment (560) allows utilization
of a portable power source such as batteries.
[0070] An exemplary embodiment of the circuit board is illustrated
in FIGS. 16 and 17. A video display (510) is attached to the top of
the circuit board as shown in FIG. 16. The physiological data
monitored by the sensors located in the finger wells is relayed
unprocessed back to the circuit board (590). At this point, the
physiological data undergoes multi-level processing before being
sent, in processed form, to the software via the software-circuit
board interface (570). In one exemplary embodiment, the multilevel
processing is the same as described above for the video gaming
system of the present invention. Once delivered to the software,
the data is stored so that it can later be accessed. The data
resulting from the manual manipulation of the controller is also
relayed back to the circuit board (610). This data undergoes its
own unique multi-level processing before it is relayed to the
software-circuit board interface (570). Once delivered to the
software, this data is also stored for later use. Both types of
processed data, physiological and manual, are stored and accessed
by the software and incorporated into the video game program in
real time and the output is sent back to the circuit board where it
is further processed and then delivered to a video display.
[0071] The examples of specific embodiments set forth herein are
for illustrative purposes only and are not intended to limit the
scope of the methods and fabrics of the invention. Additional
methods and fabric within the scope of the claimed invention will
be apparent of one skilled in the art in view of the teachings set
forth herein.
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