U.S. patent application number 11/428161 was filed with the patent office on 2008-01-03 for non impact video game controller for dancing games.
This patent application is currently assigned to Logitech Europe S.A.. Invention is credited to Alexander Vitalyevich Korolenko, Vance Alan Prather.
Application Number | 20080004111 11/428161 |
Document ID | / |
Family ID | 38877385 |
Filed Date | 2008-01-03 |
United States Patent
Application |
20080004111 |
Kind Code |
A1 |
Prather; Vance Alan ; et
al. |
January 3, 2008 |
Non Impact Video Game Controller for Dancing Games
Abstract
A video game controller for home video game systems is situated
between a player's feet and is used to detect positions outside the
footprint of the controller. The controller transmits the position
data to the video game system and enables game play. In dance
games, the controller detects dance steps when the player dances
around the controller. A signal is transmitted from locations at
the perimeter of the controller, reflected by the player's foot,
and then received back at the controller. In a preferred embodiment
the location is detected as a function of the time the signal is
transmitted/received and by the matrix of signals received.
Modulation of the transmission and reception minimizes detection of
noise and distant reflections and therefore minimizes or eliminates
false position detection.
Inventors: |
Prather; Vance Alan; (Tracy,
CA) ; Korolenko; Alexander Vitalyevich; (Palo Alto,
CA) |
Correspondence
Address: |
WINSTON & STRAWN LLP;PATENT DEPARTMENT
1700 K STREET, N.W.
WASHINGTON
DC
20006
US
|
Assignee: |
Logitech Europe S.A.
Romanel-sur-Morges
CH
|
Family ID: |
38877385 |
Appl. No.: |
11/428161 |
Filed: |
June 30, 2006 |
Current U.S.
Class: |
463/36 |
Current CPC
Class: |
A63F 2300/1062 20130101;
A63F 13/213 20140902; A63F 13/06 20130101; A63F 2300/8047 20130101;
A63F 13/245 20140902; A63F 2300/1068 20130101; A63F 13/214
20140902; A63F 13/814 20140902 |
Class at
Publication: |
463/36 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A game controller comprising: a platform where a game player may
stand from time to time, the platform comprising a perimeter, the
player's feet positioned around the perimeter of the central pad
during game play; and two or more position detection units, each
position detection unit located at the perimeter of the pad, each
position detection unit comprising a first and a second group of
illumination chambers, the first group spaced apart from the second
group, each position detection unit further comprising an optical
receiver between the first and the second group, wherein the
intersection of a signal emitted from the first and group and a
signal emitted from the second group defines a location of player's
foot.
2. The game controller of claim 1, wherein the signals emitted from
the first and second group are reflected off the player and
received by the optical receiver.
3. The game controller of claim 1, wherein within a detection unit,
each chamber of each of the groups of illumination chambers emits a
signal at a time different than the other chambers of the unit.
4. The game controller of claim 3, wherein the location is
determined as a function of the time of a received signal.
5. The game controller of claim 4, wherein the time of the received
signal correlates with the originating chamber.
6. The game controller of claim 1, wherein predefined intersections
define discrete locations for use in a game controlled by the
controller.
7. The game controller of claim 6, wherein if a first and second
signal are received at an intersection other than a predefined
intersection a location is not detected.
8. An optical position detection unit for use in a game controller,
comprising: a first plurality of optical emitters located at a
first region of the unit; a second plurality of optical emitters
located at a second region of the unit; and an optical receiver
located at a third region of the unit, the third region located
between the first and second regions, wherein signals emitted from
each emitter of the first and second pluralities are distributed in
time and received by the receiver, and wherein a position to be
detected is uniquely defined by the intersection of a signal
emitted from the first plurality and a signal emitted from the
second plurality.
9. The unit of claim 8, wherein the first plurality comprises three
emitters, and the second plurality comprises three emitters, all of
said emitters transmitting signals detected by the optical
receiver.
10. The unit of claim 9, wherein of a potential total number of
intersections of signals emitted by the first and second plurality,
less than the total number of intersections are used to uniquely
define user positions.
11. The unit of claim 8, wherein a position to be detected is
predefined by the intersection of a pair of emitters, the pair
comprising one of the first plurality and one of the second
plurality of emitters.
12. The unit of claim 11, wherein signals received from pairs of
emitters not predefined to indicate a user position are ignored by
the controller, thereby minimizing the impact from unwanted
reflections.
13. The unit of claim 8, wherein the game controller comprises a
bottom surface in contact with a room floor when the controller is
in use, and wherein the emitters of the plurality are angled toward
the floor.
14. The unit of claim 13, wherein a signal emitted from the angled
emitters strikes the floor within about 1.5 feet from the
controller, thereby minimizing reflections from objects located
more than about 1.5 feet from the controller.
15. A method of optically detecting the position of a foot of a
user of a game controller, the method comprising: transmitting a
first signal from a transducer of a first group of transducers
located at a first area of the controller; receiving the first
signal at a detector during a first time period, the first signal
reflected by the foot to the detector; transmitting a second signal
from a transducer of a second group of transducers at a second area
of the controller; receiving the second signal at the detector
during a second time period, the second signal reflected by the
foot to the detector; and determining, based on the time received,
the position of the foot based on which transducers of the first
and second group transmitted the first and second signals.
16. The method of claim 15, wherein the first and second time
periods together comprise less time than the time the user's foot
is in a given position.
17. The method of claim 15, wherein transmitting a signal comprises
transmitting a plurality of bursts.
18. The method of claim 17, wherein transmitting a burst of the
plurality of bursts comprises transmitting a plurality of
pulses.
19. The method of claim 17, further comprising providing a pulse
from the receiver for each burst received by the receiver, thereby
minimizing ambient noise that the receiver may falsely interpret as
a signal from one of the transducers.
20. The method of claim 19, wherein a pulse is provided from the
receiver only if the burst received is above a threshold energy
level.
21. The method of claim 15, wherein the transducers and the
receiver respectively produce and detect signals in the infrared
spectrum.
22. A game controller, comprising: a platform; and one or more
position detection units, each position detection unit comprising:
a plurality of light emitting transmitters each producing a beam of
light; a single receiver for receiving beams from the plurality of
transmitters, the plurality of transmitters and the receiver
arranged so as to create a matrix of overlapping beams, means for
determining the position of a player in relation to the platform
based upon the matrix of overlapping beams.
23. The game controller of claim 22 wherein the light is infrared
light.
24. The game controller of claim 22, wherein the platform is
substantially rectangular and comprises four principle sides, a
position detection unit positioned at each principle side of the
controller in order to detect a position at each of the four
principle sides of the platform.
25. The game controller of claim 22, further comprising one or more
game control buttons located at one or more corners of the
platform.
26. The game controller of claim 25, wherein the platform has a
north-south and east-west axis, the one or more game control
buttons activated by a strike of one of the buttons in either a
northwest, northeast, southwest, or southeast direction.
27. The came controller of claim 25, wherein the corners are
clipped or rounded.
Description
FIELD OF THE INVENTION
[0001] The present application is generally related to a video game
controller, and specifically to one that detects the movement of a
player's feet optically.
BACKGROUND OF THE INVENTION
[0002] Video games are an enjoyable diversion and the video game
industry enjoys ever increasing sales and penetration. Some time
ago, video games that make a player physically dance were
developed. In particular, an arcade game console called Dance Dance
Revolution is extremely popular in Japanese arcades. Dancing games
are now available for home video game systems and are gaining in
popularity.
[0003] Some prior controllers for use with dancing games generally
involve a large mat that covers the full game play area. A player
dances on top of the mat and the mat transmits the user's position
to the game system. These dance mats tend to wear out quickly when
used by zealous gamers that frequently and vigorously dance upon
them. Furthermore, they are bulky and inconvenient to use and
transport. Other prior controllers detect the movement of the
player by sensing when an optical or other type of beam is
interrupted on a path from a transmitter to a receiver. In these
devices, when the beam is not received by the receiver, the
player's position is determined to be in the path from transmitter
to receiver.
[0004] There exists a need for a reliable, accurate, and portable
game controller for use with dancing and other games that does not
deteriorate with regular gaming usage.
SUMMARY OF INVENTION
[0005] The present invention comprises a corded or cordless game
controller that detects a player's foot position. It can be used
with any game that requires a user to move his feet around from
position to position, but is especially useful in dancing related
video games. It can be used with any home video gaming system.
[0006] The controller is a small unit that fits in between a
player's feet. The player then dances around it, rather than on it.
Although the player may stand on the platform, and in some
embodiments, game control buttons are activated from the top of the
platform, the dance steps are performed and detected outside of the
perimeter of the controller. Unlike in dance pads or mats where the
user plays within the footprint of the mat and lands on it
repeatedly, the present invention utilizes non-impact position
detection, and is therefore more durable as it does not wear out
due to repeated impact. Furthermore, it is significantly more
compact than those designs.
[0007] The controller of the present invention transmits a beam
from a detection unit of the controller, which is reflected off the
user or player's foot back towards the controller. It is then
sensed by a receiver of the given detection unit. The use of this
reflective technique allows the controller to have a small
footprint. Two or more signals that overlap, each sent from
different locations and received by the receiver, identify the
location of an object (e.g. a foot). A single receiver, or
receiving module is used in each detection unit of the preferred
embodiment. This is achieved with time division modulation as
several beams can be sent and received well within the time a foot
is in a given location. The time sent and/or received indicates
which beam was reflected and the position of the foot. However,
some embodiments may utilize more than one receiver per detection
unit.
[0008] In a preferred embodiment a detection unit is located on
each of the left, right, top and bottom sides of the controller,
for a total of four detection units. Game control buttons that
allow a user to navigate and select from menus of the game are
located at one or more of the corners of the controller. In other
embodiments they may be otherwise distributed. They can be
activated from above or from the side, but are preferably activated
from the side as it is more convenient for a user during play, and
lessens inadvertent strikes that tend to occur with a top activated
switch when a user's foot travels over the top of the controller in
the heat of game play.
[0009] In a preferred embodiment, the detection modules will sense
an object at the left, right, top and bottom of the controller, but
not at the corners. This eliminates inadvertent detection of a move
(at or near a corner) when a player's foot sweeps from one side to
another, for instance from a position near the top of the
controller to position at the right of the controller.
[0010] In a preferred embodiment, not all pairs of overlapping
signals indicate a game location, and therefore, those that do not
are ignored. This improves accuracy of the controller by minimizing
the detection of unwanted reflections from an object other than a
player's foot or from the player's foot when it is in a location
outside of the area meant to define a position of the controller
and the game being played. For example, inadvertent reflections
from nearby walls or other objects are not interpreted as steps of
the player's feet. In some embodiments, the optical emitters are
directed substantially parallel to the ground while in others they
are angled toward the ground such that they hit the ground near the
controller. In such an embodiment, a foot can be detected before
the beam hits the ground, or by the weakened signal after it has
been reflected by the ground, so long as it is reflected back to
the controller a short enough distance thereafter that it will have
sufficient energy at the detector. Otherwise, in the case of a
ground reflected signal reflected far from the controller, it will
not have the proper trajectory back to the receiver, or will
otherwise have insufficient energy to be deemed a foot position or
dance step.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1A is top view of game controller 100, an embodiment of
the present invention.
[0012] FIG. 1B is a profile elevation of game controller 100.
[0013] FIG. 1C is a diagram illustrating the game play zones 112
surrounding game controller 100.
[0014] FIG. 1D is a diagram illustrating activation of foot
activated game control switches/buttons 104 in directions 105.
[0015] FIG. 1E is an exploded view of game controller 100.
[0016] FIG. 2A is an illustration of a position detection unit 120
of game controller 100, and the footprint of a detection area or
game play zone 112.
[0017] FIG. 2B is an illustration of the areas defined by the
overlap of beams created by position detection unit 120.
[0018] FIG. 2C is reproduction of Table 1, a table of the areas
defined by the overlap of the beams shown in FIG. 2B.
[0019] FIG. 3 is an illustration of reflection from an object
inside a predefined detection area.
[0020] FIG. 4 is an illustration of reflection from objects outside
the predefined detection areas.
[0021] FIG. 5 is an illustration of a reflection from a nearby
object 150 outside of the game play zones 112 shown in FIG. 1C.
[0022] FIG. 6 is a side view elevation of position detection unit
120 illustrating the path of signals emitted and received by the
unit, relative to the ground and bottom of game controller 100.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0023] FIG. 1A is a top view of game controller 100, an embodiment
of the present invention. A game player can stand on controller 100
and steps around the platform of controller 100 to play the game.
For example, if the game instructs the player to step to the
player's right the player will then step on the ground to the right
side of controller 100. Likewise, the position of the player's feet
will be detected relative to controller 100 for actions required in
front, back or to the left of the player's relative position.
Arrows 110 A, B, C, and D serve to indicate to a user that the
controller is sensitive to positions at the front side, right side,
back side, and left side respectively. In some embodiments the
arrows may be of translucent material and will illuminate in sync
with the user's detected movements.
[0024] Game control buttons or switches 104 A, B, C, and D are
located at the corners of the controller 100. The preferred
embodiment of controller 100 is substantially rectangular as shown,
with the corner clipped or rounded. Other embodiments may have
other shapes. The game control buttons may in certain embodiments
be activated from the top of the controller platform, or, as
illustrated, may be activated with a motion and in a direction
parallel to the ground. This way, a user can touch the switch with
either his toe or heel from around the perimeter of the controller.
For example, a user may choose to back her heel into button 104A,
while it may be more convenient for a user to kick or touch button
104B with the front of her foot.
[0025] FIG. 1B is a profile elevation of game controller 100 seen
in FIG. 1B. Controller 106 comprises a housing with a top plate 106
and a base plate 108. The electronic components (not shown) are
generally between top plate 106 and base plate 108. Controller 100
preferably communicates wirelessly to a video game system, although
corded communication is provided in certain embodiments. Logic of
the controller is accomplished either with a microprocessor or
other logic circuitry. Wireless communication is preferably
according to the well known Bluetooth radio specification 2.0,
although any RF transmission spectrum and protocol can be utilized.
The controller also preferably interfaces as a human interface
device regardless of the transmission frequency and protocol. Base
plate 108 rests upon the floor during game play or otherwise.
[0026] FIG. 1C is a diagram illustrating the game play zones 112
surrounding game controller 100. In the preferred embodiments, game
play is detected at the front, right, back and left sides of the
controller 100, as represented by zones 112A, 112B, 112C, and 112D
respectively. As seen by the axes, the front of the controller may
also be thought of as the north side, or the zero degree point of
the axes. For simplicity the zones are depicted in FIG. 1C as
rectangular, although in reality the geometry of the zones is more
complex, as will be described later. Many different positions can
be determined within each of the zones. In the preferred
embodiment, a user's position will not be detected in areas 114,
adjacent to the corners of the controller. In games that do not
require position detection location in those areas, this reduces
false detection as the user's feet pass though the areas 114. In
other embodiments, position may be detected all around the
controller, including locations at or near the corners.
[0027] FIG. 1D is a diagram illustrating activation of foot
activated game control switches or buttons 104 in directions 105.
Button 104A may be activated by a stroke in direction 105A.
Direction 105A a can be anywhere from 0 to 90 degrees but is
preferably between 30 and 60 degrees. Likewise, button 104B may be
activated by a stroke in direction 105B, which can be anywhere from
90 to 180 degrees, but is preferably between 120 and 150 degrees,
button 104C may be activated by a stroke in direction 105C, which
can be anywhere from 180 to 270 degrees, but is preferably between
210 and 240 degrees, and button 104D may be activated by a stroke
in direction 105D, which can be anywhere from 270 to 360 degrees
but is preferably between 300 and 330 degrees.
[0028] FIG. 1E is an exploded view of game controller 100. In
addition to the components previously described, position detection
units 120A, 120B, 120C, and 120D can be seen. These serve to detect
the position of the user's feet around the game controller. Of
course, greater or fewer position detection units may be utilized
depending on the embodiment and geometry of controller 100.
[0029] FIG. 2A is an illustration of a position detection unit 120
(120A, B, C, or D) of game controller 100, and the footprint of
game play zone 112, where the position of a user's foot will be
detected. Each position detection unit 120 comprises two optical
illumination modules 122 and 126. Each optical illumination module
comprises a group of 2 or more of illumination chambers. Module 122
comprises illumination chambers 124A, 124B, and 124C. Module 126
comprises chambers 124D, 124E, and 124F. Each illumination chamber
124 comprises a source or emitter, which is preferably an IR
emitting LED, and other optical components such as lenses and
optical guides to shape and direct the IR light emitted by the LED.
Position detection unit 120 also comprises optical receiver
128.
[0030] FIG. 2B is an illustration of the areas defined by the
overlap of beams created by position detection unit 120. Each of
the illumination chambers 124 produces a beam. The beams are
positioned such that pairs of beams overlap in a given area. These
are shown as position detection areas 131-136. Each pair is
comprised of a beam from a chamber of module 122 and a beam from a
chamber of module 126. When a signal transmitted from each chamber
of the pair is sensed as having been reflected by an object, the
position of the object is within the corresponding position
detection area. The pairs used for each detection area are as shown
in Table 1 below, which is also reproduced as FIG. 2C.
TABLE-US-00001 TABLE 1 Module Module Position 122 126 detection
area 124A 124F 131 124C 124D 132 124C 124F 133 124B 124F 134 124C
124E 135 124B 124E 136
[0031] The detection signals from the different chambers are
distributed in time. Only one chamber emits the detection signal
during a given period or moment of time. Each position detection
signal comprises a plurality of bursts, preferably 4 or 5, and each
burst in turn comprises a plurality of pulses, preferably between
15-25 pulses. The emitted signal preferably comprises IR light of
approximately 880 nm wavelength, and the frequency of the pulses is
approximately 455 kHz. The period between bursts is approximately
150 us.
[0032] If receiver 128 receives a signal with an energy level above
a minimum threshold, it provides an output signal to the processing
circuitry of the controller. In one preferred embodiment, the
output signal comprises pulses of output voltage. In such a case,
the receiver provides one pulse per burst of received light. This
modulation filters out ambient noise such as sun light, light from
nearby lamps, and from IR remote controls, that may otherwise
contain sufficient energy to be interpreted as position data.
[0033] In the games with the fastest action or changing of foot
positions, the minimum time a foot may be in a given position is
about 120 milliseconds, although in the vast majority of situations
a foot will be present in a given position for much longer. With
the preferred embodiment, a foot can be detected within about 16
milliseconds. That is to say that position detection unit 120 can
sequence though one cycle where all the illumination chambers of a
given detection unit emit a signal in about 16 milliseconds. In
certain embodiments the cycle can be repeated to increase accuracy.
For example, if four cycles are performed, this will require about
60-65 milliseconds. This means that about 7 or 8 cycles could be
performed within the minimum detection window. All position
detection units 120 may cycle simultaneously, or may alternatively
be sequenced to cycle at different times.
[0034] FIG. 3 is an illustration of reflection from an object
inside a predefined detection area. Object 140 can be seen within
area 131. As seen in Table 1, this means that a signal emitted from
chambers 124A and 124F has been reflected to and received by
receiver 128. Signal 144 is emitted by chamber 124A, and the
directly emitted portion is shown as 144D, while the portion
reflected from object 140 is shown as 144R. Likewise, signal 142 is
emitted by chamber 124F, and the directly emitted portion is shown
as 142D, while the portion reflected from object 144 is shown as
142R. Receiver 128 has a field of view sufficient to receive
signals from any of the predefined position detection areas.
[0035] FIG. 4 is an illustration of reflection from objects outside
the predefined detection areas. In this figure, two different
objects 146 and 148 are located outside of the predefined areas.
Object 146 reflects a signal 145 from chamber 124F, but not from
any other chamber. It is therefore not indicative of a user
position. Object 148 reflects signals 147 and 149 from chambers
124B and 124D. However, since this pair of signals does not
correlate with a desired detection area, it does not indicate a
user position. Again, as mentioned previously, this selectivity and
rejection aids in eliminating erroneous position detection.
[0036] FIG. 5 is an illustration of a reflection from a nearby
object 150 outside of the game play zones 112 shown in FIG. 1C. The
field of view of the various chambers and the resulting detection
areas is potentially vulnerable to unwanted detection of "ghost"
objects that are not actually within one of the detection areas, as
touched upon earlier. In some cases, the surrounding obstacles
could simulate or "ghost" an object in a position detection area
due to reflections from paired chambers. In FIG. 5, the wall or
other distant object 150 would indicate a ghost object 149 in area
132. In the aforementioned embodiments, the emitted beams are
transmitted in a direction substantially parallel to the
ground.
[0037] One solution employed in other embodiments in order to
minimize unwanted reflections involves angling the beams from
illumination chambers 124 towards the ground, as seen in FIG. 6.
FIG. 6 is a side view elevation of position detection unit 120
illustrating the path of signals emitted and received by the unit,
relative to the ground and bottom of game controller 100. The
furthest distance for game play is significantly less than the
nearest recommended distance from potential obstacles. For example,
a player's feet may be detected within about 3 feet, and the player
will be instructed to keep objects approximately 4-6 feet away from
controller 100. Theses distances can of course vary, as can the
strength of the LED's and the minimum energy levels at the receiver
used to indicate a detected position, all of which factor into the
size and geometry of the game play zones and detection areas, and
the minimum distance in relation to obstacles.
[0038] In FIG. 6, beam 152, created by one of chambers 124, is
shown as having a direct component 152D and a component reflected
from the floor, 152F. Angling the beam 152 reduces the chance that
it will be reflected from a nearby obstacle. A reflection of either
the direct component 152D or the reflected component 152F may be
sensed by receiver 128 when it is within the field of view 160 of
receiver 128, if it has sufficient energy and the proper
trajectory. The component reflected from the floor will in most
circumstances be of a diffused nature and will have significantly
less energy than the direct component. Thus, any subsequent
reflection from a foot or any other object will have much less
energy than a reflection of direct component 152D and it is
preferable that reflections from reflected component 152F not be
used for position data. This is accomplished by selecting the
strength and trajectory of the LED's and the minimum energy levels
at the receiver such that the reflections of component 152F will
not indicate position data. Such an embodiment is effective at
limiting unwanted detection of obstacles and ghosting.
[0039] While the preferred embodiments have been described with
regard to dancing games, many different types of games can be
played with a controller according to the present invention.
Although the various aspects of the present invention have been
described with respect to exemplary embodiments thereof, it will be
understood that the present invention is entitled to protection
within the full scope of the appended claims.
* * * * *