U.S. patent application number 12/131605 was filed with the patent office on 2008-12-25 for gaming object with biofeedback sensor for interacting with a gaming application and methods for use therewith.
This patent application is currently assigned to BROADCOM CORPORATION. Invention is credited to Ahmadreza (Reza) Rofougaran.
Application Number | 20080318673 12/131605 |
Document ID | / |
Family ID | 40135930 |
Filed Date | 2008-12-25 |
United States Patent
Application |
20080318673 |
Kind Code |
A1 |
Rofougaran; Ahmadreza
(Reza) |
December 25, 2008 |
GAMING OBJECT WITH BIOFEEDBACK SENSOR FOR INTERACTING WITH A GAMING
APPLICATION AND METHODS FOR USE THEREWITH
Abstract
A gaming object includes a sensor that generates biofeedback
data in response to an action of a user. A transceiver is coupled
to send an RF signal to a game device, that indicates the
biofeedback data. A game device executes a gaming application that
is based the biofeedback data.
Inventors: |
Rofougaran; Ahmadreza (Reza);
(Newport Coast, CA) |
Correspondence
Address: |
GARLICK HARRISON & MARKISON
P.O. BOX 160727
AUSTIN
TX
78716-0727
US
|
Assignee: |
BROADCOM CORPORATION
Irvine
CA
|
Family ID: |
40135930 |
Appl. No.: |
12/131605 |
Filed: |
June 2, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60936724 |
Jun 22, 2007 |
|
|
|
Current U.S.
Class: |
463/29 ;
463/39 |
Current CPC
Class: |
A63F 13/213 20140902;
A63F 2300/1012 20130101; A63F 13/57 20140902; G01S 7/412 20130101;
A63F 13/235 20140902; A63F 13/825 20140902; G01S 13/426 20130101;
G01S 13/003 20130101; G01S 13/723 20130101; A63F 13/211 20140902;
G06F 3/045 20130101; A63F 2300/1031 20130101; A63F 2300/5553
20130101; A63F 13/573 20140902; G06F 3/011 20130101; G06F 3/012
20130101; A63F 13/212 20140902; G01S 13/878 20130101; G06F 3/0346
20130101 |
Class at
Publication: |
463/29 ;
463/39 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming object comprising: a sensor that generates biofeedback
data in response to an action of a user; and a transceiver coupled
to send an RF signal to a game device, wherein the RF signal
indicates the biofeedback data; wherein the game device executes a
gaming application that is based the biofeedback data.
2. The gaming object of claim 1 wherein the sensor includes an
image sensor and the biofeedback data includes image data
corresponding to an image of the user.
3. The gaming object of claim 2 wherein the game device recognizes
the user based on the image data.
4. The gaming object of claim 1 wherein the sensor includes a
microphone and the biofeedback data includes voice data generated
by the user.
5. The gaming object of claim 4 wherein the game device recognizes
the user based on the voice data.
6. The gaming object of claim 4 wherein the game device recognizes
a game command based on the voice data.
7. The gaming object of claim 1 wherein the sensor includes a heart
rate sensor and the biofeedback data indicates a heart rate of the
user.
8. The gaming object of claim 1 wherein the sensor includes a
perspiration sensor and the biofeedback data indicates a
perspiration level of the user.
9. The gaming object of claim 1 wherein the game device adjusts a
game parameter of the gaming application based on the biofeedback
data.
10. The gaming object of claim 1 wherein the sensor generates
biofeedback data that indicates a manner in which a user grasps the
gaming object.
11. A method for use in a gaming system, the method comprising:
generating biofeedback data in response to an action of a user;
sending an RF signal to a game device, wherein the RF signal
indicates the biofeedback data; and executing a gaming application
based the biofeedback data.
12. The method of claim 1 wherein biofeedback data includes image
data corresponding to an image of the user.
13. The method of claim 2 wherein the gaming application recognizes
the user based on the image data.
14. The method of claim 1 wherein the biofeedback data includes
voice data generated by the user.
15. The method of claim 4 wherein the gaming application recognizes
the user based on the voice data.
16. The method of claim 4 wherein the gaming application recognizes
a game command based on the voice data.
17. The method of claim 1 wherein the biofeedback data indicates a
heart rate of the user.
18. The method of claim 1 wherein the biofeedback data indicates a
perspiration level of the user.
19. The method of claim 1 wherein the gaming application adjusts a
game parameter based on the biofeedback data.
20. The method of claim 1 wherein the biofeedback data indicates a
manner in which the user grasps the gaming object.
Description
CROSS REFERENCE TO RELATED PATENTS
[0001] This invention is claiming priority under 35 USC
.sctn.119(e) to a provisionally filed patent application having the
title VIDEO GAMING SYSTEM WITH POSITION AND MOTION TRACKING, a
filing date of Jun. 22, 2007, and an application number of
60/936,724.
BACKGROUND OF THE INVENTION
[0002] 1. Technical Field of the Invention
[0003] This invention relates generally to gaming systems and more
particularly to game controllers used for interacting with a game
console and an associated display.
[0004] 2. Description of Related Art
[0005] Home gaming systems typically include a game controller that
includes one or more buttons or a joy stick that allows a user to
provide input to a game console that runs one or more games. The
game console is coupled to a display device such as a television
set to provide audio and video output from the game.
[0006] In IR communication systems, an IR device includes a
transmitter, a light emitting diode, a receiver, and a silicon
photo diode. In operation, the transmitter modulates a signal,
which drives the LED to emit infrared radiation which is focused by
a lens into a narrow beam. The receiver, via the silicon photo
diode, receives the narrow beam infrared radiation and converts it
into an electric signal.
[0007] IR communications are used video games to detect the
direction in which a game controller is pointed. As an example, an
IR sensor is placed near the game display, where the IR sensor to
detect the IR signal transmitted by the game controller. If the
game controller is too far away, too close, or angled away from the
IR sensor, the IR communication will fail.
[0008] Further advances in video gaming include three
accelerometers in the game controller to detect motion by way of
acceleration. The motion data is transmitted to the game console
via a Bluetooth wireless link. The Bluetooth wireless link may also
transmit the IR direction data to the game console and/or convey
other data between the game controller and the game console.
[0009] While the above technologies allow video gaming to include
motion sensing, it does so with limitations. As mentioned, the IR
communication has a limited area in which a player can be for the
IR communication to work properly. Further, the accelerometer only
measures acceleration such that true one-to-one detection of motion
is not achieved. Thus, the gaming motion is limited to a handful of
directions (e.g., horizontal, vertical, and a few diagonal
directions.
BRIEF SUMMARY OF THE INVENTION
[0010] The present invention is directed to apparatus and methods
of operation that are further described in the following Brief
Description of the Drawings, the Detailed Description of the
Invention, and the claims. Other features and advantages of the
present invention will become apparent from the following detailed
description of the invention made with reference to the
accompanying drawings.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)
[0011] FIG. 1 is a schematic block diagram of an overhead view of
an embodiment of a gaming system in accordance with an embodiment
of the present invention;
[0012] FIG. 2 is a schematic block diagram of a side view of an
embodiment of a gaming system in accordance with an embodiment of
the present invention;
[0013] FIG. 3 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with an
embodiment of the present invention;
[0014] FIG. 4 is a block diagram representation of a gaming system
in accordance with an embodiment of the present invention.
[0015] FIG. 5 is a diagram of an example of the collection of image
data by the gaming object 259 in accordance with an embodiment of
the present invention;
[0016] FIG. 6 is a diagram of an example of positioning and/or
motioning of a game controller to interact with an item on the
display of a game console in accordance with an embodiment of the
present invention;
[0017] FIG. 7 is a diagram of an example of positioning and/or
motioning of a game controller to interact with an item on the
display of a game console in accordance with another embodiment of
the present invention;
[0018] FIG. 8 is a diagram of a method for processing a position
and/or motion based selection in accordance with an embodiment of
the present invention;
[0019] FIG. 9 is a diagram of a method for processing a position
and/or motion based gaming action in accordance with an embodiment
of the present invention;
[0020] FIGS. 10-12 are diagrams of an embodiment of a coordinate
system of a gaming system in accordance with an embodiment of the
present invention;
[0021] FIGS. 13-15 are diagrams of another embodiment of a
coordinate system of a gaming system in accordance with an
embodiment of the present invention;
[0022] FIG. 16 is a diagram of a method for determining position
and/or motion tracking in accordance with an embodiment of the
present invention;
[0023] FIG. 17 is a diagram of another method for determining
position and/or motion tracking in accordance with an embodiment of
the present invention;
[0024] FIG. 18 is a diagram of another method for determining
position and/or motion tracking in accordance with an embodiment of
the present invention;
[0025] FIG. 19 is a diagram of another embodiment of a coordinate
system of a gaming system in accordance with an embodiment of the
present invention;
[0026] FIG. 20 is a schematic block diagram of an embodiment of an
RFID reader and an RFID tag in accordance with an embodiment of the
present invention;
[0027] FIG. 21 is a schematic block diagram of a user's hand
grasping a gaming object with a capacitive sensor in a first manner
is accordance with an embodiment the present invention;
[0028] FIG. 22 is a schematic block diagram of a user's hand
grasping a gaming object with a capacitive sensor in a second
manner is accordance with an embodiment the present invention;
and
[0029] FIG. 23 is a flowchart representation of a method in
accordance with an embodiment of the present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0030] FIG. 1 is a schematic block diagram of an overhead view of
an embodiment of a gaming system that includes a game console and a
gaming object. A video display 98 is shown that can be coupled to
game console 100 to display video generated by game console 100 in
conjunction with the set-up and playing of the game and to provide
other user interface functions of game console 100. It should also
be noted that game console 100 can include its own integrated video
display that displays, either directly or via projection, video
content in association with any of the functions described in
conjunction with video display 98.
[0031] The gaming system has an associated physical area in which
the game console and the gaming object are located. The physical
area may be a room, portion of a room, and/or any other space where
the gaming object and game console are proximally co-located (e.g.,
airport terminal, at a gaming center, on an airplane, etc.). In the
example shown the physical area includes desk 92, chair 94 and
couch 96.
[0032] In an embodiment of the present invention, the gaming object
110 may be a wireless game controller and/or any object used or
worn by the player to facilitate play of a video game. For example,
the gaming object 110 may include a simulated sword, a simulated
gun, a paddle, racquet, bat, or other sporting good, a helmet, a
vest, a hat, shoes, socks, pants, shorts, gloves, or other element
of a costume or article of clothing, a guitar, baton, keyboard, or
other music related item, etc. It should be noted that the gaming
object 110 may represent or resemble another object from the game,
may be coupled to an object that is worn or otherwise coupled to a
user or be as simple as a standard box, pod or other object that is
held by the user. Further, the functionally of game object 110 can
be included in a multi-function device such as a mobile telephone,
personal digital assistant, or other personal electronic device
that performs other non-gaming functions.
[0033] In this system, the game console 100 optionally determines
the orientation of the gaming object 110 within the physical area
using one or more orientation sensors. In addition, the game
console 110 can further track the motion of the gaming object using
one or more motion tracking techniques to facilitate video game
play. In this embodiment, the game console may determine an initial
orientation and/or position of the gaming object 110 within a
tolerance (e.g., within a meter an/or within 1-5 degrees) at an
update rate (e.g., once every second or once every few seconds) and
tracks the motion or changes in the orentation within a motion
tracking tolerance (e.g., within a few millimeters) at a tracking
update rate (e.g., once every 10-100 milliseconds) based on motion
data and/or orientation data generated in response to the actions
of a user.
[0034] In addition, the gaming object 110 can be an object that can
include a joystick, touch pad, touch screen, wheel, one or more
buttons and/or other sensor, actuator or other user interface
device that generates other user data in response to the actions of
a user. In operation, the gaming object 110 and gaming console 100
communicate via wireless transceivers over a wireless communication
link that will be described in greater detail in conjunction with
FIG. 4. Game console 100 generates display data for display on a
display device such as video display 98. While shown as a home game
console 100, gaming object 110 can optionally communicate with
other game devices such as an arcade game, a game server that is
connected to a local area network, a communication network or
public data network such as the Internet, or other game devices.
Further while the communication between gaming object 110, is shown
as direct communication, gaming object may optionally communicate
with a base station or access point that transfers communications
to and from the gaming object 110 to the gaming object via a local
area network, a communication network or public data network such
as the Internet.
[0035] In an embodiment of the present invention, the video display
98 displays one or more interactive items in the set-up or
execution of at least one game or otherwise in association with a
gaming application executed by the game console 100. These
interactive items are interactive in response to the orientation
data generated based on one or more orientation sensors and other
interaction data. For instance, during the initiation of a game,
one or more menu items can be displayed on the video display 98 for
selection by the user via pointing the gaming object at the menu
item and selecting the menu item by the press of a button. In
another example, the user can "shoot" at an interactive item on the
video display 98, such as a clay pigeon displayed in conjunction
with a skeet shooting game, by pointing the gaming object 110 at
the clay pigeon and pressing a button or trigger to initiate a
shot.
[0036] Further, the gaming object 110 includes a sensor that
generates user data in the form of biofeedback data in response to
an action of a user. The gaming objects sends an RF signal that
indicates the biofeedback data to a game device such as game
console 100. The game device executes a gaming application that is
based the biofeedback data. In this fashion, the set-up, user
authentication, and/or operation of a game can be adjusted based on
the biofeedback data.
[0037] Further details including many optional functions and
features are described in conjunction with FIGS. 2-23 that
follow.
[0038] FIG. 2 is a schematic block diagram of a side view of an
embodiment of a gaming system of FIG. 1. In particular, a user 106
is represented schematically as holding a particular gaming object
110 in his or her hand or hands. User data 102 and orientation data
is generated by the gaming object 110 and communicated via a
wireless communication path 104 with the game console 100. The user
data 102 and orientation data 105 can include user selections,
commands, position data indicating the position, orientation,
and/or motion of the gaming object 110 or other user data that is
generated based on the actions of the user in conjunction with the
playing, and set-up of a particular game, and/or the user's other
interactions with the game console 100.
[0039] FIG. 3 is a schematic block diagram of an overhead view of
another embodiment of a gaming system that includes a game console,
a plurality of players and a plurality of gaming objects. In this
instance, game console 100 communicates with both gaming object 110
and gaming object 110'and receives corresponding user data and
orientation data, such as user data 102 and orientation data 105,
from each gaming object. In an embodiment of the present invention,
game console 100 operates on a separate frequency for each device,
however, time division multiplexing, carrier sense multiple access
collision avoidance (CSMA/CA) or other multiple access techniques
can likewise be used.
[0040] FIG. 4 is a block diagram representation of a gaming system
in accordance with an embodiment of the present invention. In
particular, a gaming system is shown that includes game console 100
and gaming object 110. Gaming object 110 includes an actuator 114
for generating user data, such as user data 102 in response to the
actions of a user, such as user 106.
[0041] Actuator 114 can include a microphone, button, joy stick,
wheel, keypad, keyboard, a resistive strip, touch pad or touch
screen, and/or a motion sensor (such as an on-chip gyrator or
accelerometer or other position or motion sensing device) along
with other driver circuitry for generating user data 102 based on
the actions of the user 106.
[0042] In an embodiment of the present invention, the actuator 114
includes a capacitive or resistive sensor, such as a resistive or
capacitive touchpad or touch screen. By touching the touchpad or
touch screen, particularly in response to soft keys or other visual
queues displayed by a touch screen or other display, the resistive
capacitive sensor can be operable to generate user data 102 that
includes an audio output command, such as to change a volume
setting, to select, enable or disable background music or other
audio effects; an audio input command, that enables or disables
voice commands, sets an input level or an input device. In a
similar fashion, the capacitive sensor can generate set-up
commands, gaming data, preferences data, product registration data,
and/or authentication data or other user data 102 in response to
the actions of a user, such as user 106.
[0043] In an embodiment of the present invention, the actuator 114
includes a resistive sensor, capacitive sensor, microphone, optical
sensor or other sensor that generates user data 102 that includes
biofeedback data that can be used by game console 100 to adjust a
game parameter of the gaming application based on the biofeedback
data. For instance in an adventure game, an excitement level of the
game can be reduced in response to biofeedback indicating a heart
rate or level of perspiration that is too high or increasing too
rapidly. In another embodiment, the game can sense the fear of a
user via biofeedback that indicates a high heart rate or level of
perspiration. In a sports game, biofeedback can indicate a level of
fatigue of the user based on heart rate or perspiration levels and
take action to taunt the player in a light-heated way or otherwise
adjust the level of difficulty of the game based on the user's
fatigue.
[0044] Optional orientation sensor 112 can include a photosensor
that generates the orientation data 105 based on an optical signal
from a video display such as a video display integrated in game
console 100 or separate video display 98. In this fashion, the
optical signal can be used to generate orientation data 105 that
represents the orientation of the gaming object 110. In a further
embodiment, orientation sensor 112 includes a plurality of sensors
such as motion sensors, RF tags or other that generate orientation
data that indicates the orientation of the gaming object 110 based
on the relative positions of the plurality of sensors.
[0045] Transceiver 120 sends data, such as user data 102 and
orientation data 105 to transceiver 130 of game console 100 via RF
signals 108. In addition, gaming object 110 optionally receives RF
signals 108 from game console 100 that contain other gaming data
such as control data, optional display data for display on a touch
screen or other display screen incorporated in gaming object
110.
[0046] Gaming object 110 optionally contains a processor 122',
memory 120' and bus 125'. When included, processor 122' can execute
one or more application to perform the operation of a smart gaming
controller, to facilitate the generation and transmission of user
data 102 and orientation data 105, to perform other gaming
operations and to optionally perform non-gaming functions and
applications. Transceiver 120 can communicate with transceiver 130
via a wireless telephony protocol operating in a short range or low
power mode, via a Bluetooth standard interface, via a 802.11 or
other wireless local area network protocol, or via another wireless
protocol.
[0047] In another embodiment, transceiver 120 is coupled to receive
an RF signal 108 initiated by game console 100, such as a 60 GHz RF
signal or other RF signal. In a similar fashion to a passive RFID
tag, transceiver 120 converts energy from the RF signal 108 into a
power signal for powering the transceiver 120 or all or some
portion of the gaming object 110. By the gaming object 110 deriving
power, in while or in part, based on RF signal 108, gaming object
110 can optionally be portable, small and light. Transceiver 120
conveys the user data 102 and orientation data 105 back to the game
console 100 by backscattering the RF signal 108 based on user data
102 and orientation data 105.
[0048] Game console 100 includes an interface module 132 for
coupling to the gaming object 110. In particular, interface module
132 includes transceiver 130 that communicates with transceiver 120
either directly or via a network. Game console 100 further includes
a memory 124 and processor 122 that are coupled to interface module
132 via a bus 125. In operation, processor 122 executes one or more
routines such as an operating system, utilities, and one or more
applications such as video game applications or other gaming
applications that produce video information that is converted to
display signal 128 via driver 126.
[0049] Processors 122 and 122' can each include a dedicated or
shared processing device. Such a processing device may be a
microprocessor, micro-controller, digital signal processor,
microcomputer, central processing unit, field programmable gate
array, programmable logic device, state machine, logic circuitry,
analog circuitry, digital circuitry, and/or any device that
manipulates signals (analog and/or digital) based on operational
instructions. The memories 124 and 124' can each be a single memory
device or a plurality of memory devices. Such a memory device may
be a read-only memory, random access memory, volatile memory,
non-volatile memory, static memory, dynamic memory, flash memory,
and/or any device that stores digital information. Note that when
the processors 122 or 122' implement one or more of their functions
via a state machine, analog circuitry, digital circuitry, and/or
logic circuitry, the memory storing the corresponding operational
instructions is embedded with the circuitry comprising the state
machine, analog circuitry, digital circuitry, and/or logic
circuitry. While particular bus architectures are shown,
alternative bus architectures including architectures having two or
more buses or direct connectivity between the various modules of
game console 100 and gaming object 110, can likewise be employed
within the broad scope of the present invention.
[0050] As discussed in conjunction with FIG. 1 the game console 100
can generate display data for display on a display device that
contains at least one interactive item that is interactive in
response to the orientation data 105 and interaction data included
in user data 102. For instance, an optic sensor in a gaming object
110 that simulates a gun can generate optical feedback to determine
if the "gun" is pointed at a particular object, such as a clay
pigeon, that is displayed on the screen. If interaction data is
generated, such as by the user 106 simulating the pull of a
trigger, when the gaming object 110 is pointed at the interactive
item, the interaction can result. In the case of the clay pigeon
discussed above, the clay pigeon can be shown to be broken by the
simulated "shot" from the simulated gun. In a similar fashion, game
console can display an interactive menu having menu items that are
selectable by pointing the gaming object 110 at the menu item and
generating interaction that indicates the user's intent to select
the item.
[0051] Game console 100 optionally includes a recognition module
128 that operates to recognize one or more patterns in biofeedback
data, such as voice data, image data or other biofeedback data and
to generate a recognition signal in response thereto. For example,
when biofeedback data includes voice data, recognition module 128
can perform pattern recognition on the voice data to recognize
and/or authenticate the speaker as corresponding to a particular
registered user. In operation, the gaming object 110 can prompt the
user to generate voice samples used to train a speaker recognition
routine included in recognition module 128. When the voice signals
received as part of user data 102 are recognized as part of an
authentication routine as corresponding to a particular user, the
recognition module 128 can respond by generating a recognition
signal to processor 122 that indicates this correspondence.
[0052] In a further example, when biofeedback data includes voice
data, recognition module 128 can perform pattern recognition on the
voice data to recognize voice commands such as game commands,
set-up commands, other commands or other biofeedback via either
speaker dependent speech recognition that operates based on
training data received from gaming object 110 or via speaker
independent speech recognition. When the voice signals received as
part of user data 102 are recognized as corresponding to a
particular command, the recognition module 128 can respond by
generating a recognition signal to processor 122 that indicates
this correspondence for use by the gaming application. In this
fashion, a user can issue voice commands such as "jump", "stop",
"go back", "commence firing" or any other commands used in
conjunction with a gaming application. Further, a shout generated
by the user can be recognized as a shout and used by a game to
alert characters of the game, to modify an anger or fear level or
other emotional state of the user's character in the game or other
characters in the game, or to modify one or other game
parameters.
[0053] In another example, when biofeedback data includes image
data corresponding to a portion of the user such as the face,
fingerprint, palm print, retina or other portion of the user,
recognition module 128 can perform pattern recognition on the image
data to recognize and/or authenticate the image as corresponding to
a particular registered user. In operation, the gaming object 110
can prompt the user to generate image samples used to train an
image recognition routine included in recognition module 128. When
the image data received as part of user data 102 are recognized as
part of an authentication routine as corresponding to a particular
user, the recognition module 128 can respond by generating a
recognition signal to processor 122 that indicates this
correspondence.
[0054] In yet another example, when biofeedback data includes image
data corresponding to a portion of the user, such as the face,
recognition module 128 can perform pattern recognition on the image
data to recognize portions of the image as corresponding to an
emotional response of particular registered user. In particular,
analysis of the user's expression based on the eyes, mouth,
eyebrows, brow or other features can be used to determine if the
user is fatigued, afraid, angry, sad, disappointed, excited, etc.
The recognition of one or more of these emotional states by
recognition module 128 can be used to generate a corresponding
recognition signal that can be used by processing module 122 to
modify the emotional state of the user's character in the game or
other characters in the game, or to modify one or other game
parameters.
[0055] FIG. 5 is a diagram of an example of the collection of image
data by the gaming object 110 in accordance with an embodiment of
the present invention. In particular, a gaming object 259, such as
gaming object 110, is shown that includes an image sensor 382.
Image sensor 382 can be a charge coupled device (CCD) or other
image sensor that generates image data in the form of either a
still image or video. As shown, image sensor 382 operates by
capturing an image that can be used to generate user data 102 in
the form of image data. While the image 380 is shown to correspond
to a head shot of a user, such as user 106, the image can
correspond to a fingerprint, palm print, face, retina or other
portion of a user's body.
[0056] As discussed in conjunction with FIG. 4, this image data can
be used as biofeedback data for authentication, modifying game
parameters or for other purposes in conjunction with the set-up or
execution of one or more gaming applications.
[0057] FIG. 6 is a diagram of an example of positioning and/or
motioning of a game controller to select an item on the display of
a game console. In an embodiment, a game controller 260 such as
gaming object 110, and console utilize tracking of the orientation
of the controller to provide a selection of a menu item displayed
on a video display associated with game console 100. Gaming object
260, such as a geometric solid such as a handheld device that can
be positioned and oriented in three dimensional space. In
operation, the gaming object 260 can have three dimensional
coordinates (x, y, z) and be oriented along roll, pitch and yaw
axes based on, for instance, up/down and side-to-side motion,
rotation, tilt and translation and rotation about other axes.
[0058] In this embodiment, gaming object 136 includes an
orientation sensor 112, such as optical sensor 136 that generates
orientation data 105 when the orientation of gaming object 260
corresponds to an orientation in alignment with the menu item. In
this case, the light emitted by "item 2" in the menu is received by
the optical sensor and used to generate orientation data 105. In
response, the game console 100 can highlight the menu item when the
orientation of the gaming object 260 corresponds to an orientation
aligned with the menu item.
[0059] In the example shown, the "item 2" is highlighted when the
gaming object is pointed at this menu item. This provides visual
feedback to a user of gaming object 260 of hat item the gaming
object 260 is pointed at. If the user indicates his or her
selection of the highlighted item, via an actuator 114 (such as by
the click of a button), game console 100 can respond by performing
the function associated with this menu item in conjunction with the
particular menu displayed.
[0060] In an embodiment of the present invention, the orientation
data is preprocessed in the optical sensor 136 or processing module
122' based on an image generated therefrom to generate orientation
data 105. In the alternative, orientation data 105 corresponding to
the image or other optical output is sent to game console 100 for
processing by processing module 122 to determine which the
orientation data corresponds to any of the menu items being
displayed based on timing of the signal in correspondence to the
timing of the displayed image, or based on a recognition of an
image or portion of an image corresponding to the displayed item or
a portion thereof.
[0061] While presented in conjunction with the selection of a menu
item, in concert with the clay pigeon/gun example previously
presented, the interactive item displayed on display 98 can
alternatively be a graphics item displayed in conjunction with a
game. In this embodiment, an interaction is generated, such as the
breaking of the clay pigeon, when the orientation of the gaming
object 260 corresponds to an orientation in alignment with the
graphics item on display 98.
[0062] FIG. 7 is a diagram of an example of positioning and/or
motioning of a game controller to interact with an item on the
display of a game console in accordance with another embodiment of
the present invention. In this embodiment, gaming object 261, such
as gaming object 110, is implemented with sensing tags 140 for use
in generating orientation data 105 that indicates the orientation
of the gaming object 261. In particular, the relative position of
the sensing tags 140 in three-dimensional space can be used to
determine the orientation of the gaming object 261.
[0063] In this embodiment, the positioning of the sensing tags can
be determined within a positioning tolerance (e.g., within a meter)
at a positioning update rate (e.g., once every second or once every
few seconds) the motion of the sensing tags 140 can be tracked
within a motion tracking tolerance (e.g., within a few millimeters)
at a motion tracking update rate (e.g., once every 10-100
milliseconds) within a position and motion tracking area that is
range of game console 100.
[0064] In an embodiment of the present invention, each of the
sensing tags 140 is implemented via an RF tag. In this mode of
operation, the game console 100 sends one or more RF signals 108 on
a continuous basis and reads the orientation data 105 generated by
each of the sensing tags 140 periodically (e.g., once every 10-100
milliseconds) to update the positioning of sensing tags 140. In
another mode of operation, the game console 100 generates the sends
one or more RF signals 108 periodically (e.g., once every 10-100
milliseconds) and reads the orientation data 105 generated by each
of the sensing tags 140 only when required to update the
orientation of game object 261. In a further mode of operation, the
sensing tags 140 can be RF tags that contain motion sensors or
other position sensors and the game object 261 itself reads the
position of each of the sensing tags 140 and generates orientation
data 105 that is compiled and sent to the game console 100.
[0065] FIG. 8 is a diagram of a method for processing a position
and/or motion that begins by placing the controller and/or gaming
console in a menu selection mode as shown in step 330. In this
mode, the controller is set up to process a menu selection as
opposed to a gaming function. The method continues by establishing
the gaming object 100's current position and orientation with
respect to an initial position in a display area as shown in step
332. For example, regardless of the current position and
orientation (assuming it is in range), the gaming object 100's
current position and orientation is processed to correspond to a
particular location on the menu display.
[0066] The method proceeds by highlighting the menu item
corresponding to the initial position (e.g., a start menu button)
as shown in step 334. The method then continues by tracking the
motion of the gaming object and mapping the motion to coordinates
of the menu display area (e.g., in an embodiment, the mapping of
the motion will be limited to somewhere with the menu display area)
as shown in steps 336 and 338. The method continues by determining
whether the motion has moved to another item in the menu list as
shown in step 340. If yes, the method proceeds by highlighting the
new item as shown in step 342.
[0067] The method then proceeds by determining whether a selection
of the highlighted item is received as shown in step 344. If not,
the process continues by tracking the motion in step 336. If a
selection is received, the process continues by processing the menu
selection as shown in step 346. This may be done in a convention
manner.
[0068] FIG. 9 is a diagram of a method for processing a position
and/or motion based gaming action that begins by placing the gaming
object (e.g., a controller) and/or game console in a gaming mode as
shown in step 350. The method continues by establishing the gaming
object's current position and orientation with respect to an
initial position in a gaming display area as shown in step 352. For
example, if the game being played is a shooting arcade game and the
gaming object is functioning as a gun, this step determines the
initial aiming of the gun.
[0069] The method continues by determining whether the position and
orientation of the gaming object is within the gaming display area
as shown in step 354. If yes, the method continues by providing a
display icon corresponding to the position and orientation as shown
in step 356. For example, the icon may be cross hairs of a gun to
correspond to the aiming of the video game gun. The method
continues by tracking the motion of the gaming object and mapping
the motion to the gaming display area as shown in steps 358 and
360.
[0070] The method continues by determining whether an action has
been received as shown in step 362. For example, has the trigger of
the gun been pulled? If not, the process repeats as shown. If yes,
the process continues by processing the action as shown in step
364. For example, the processing may include mapping the shooting
of the gun in accordance with the aiming of the gun.
[0071] FIGS. 10-12 are diagrams of an embodiment of a coordinate
system of a localized physical area that may be used for a gaming
system. In these figures an xyz origin is selected to be somewhere
in the localized physical area and each point being tracked and/or
used for positioning on the player and/or on the gaming object 110
is determined based on its Cartesian coordinates (e.g., x1, y1,
z1). As the player and/or gaming object moves, the new position of
the tracking and/or positioning points are determined in Cartesian
coordinates with respect to the origin. As discussed in conjunction
with FIG. 9, the positions of the sensing tags 140 can be used to
determine an orientation of the gaming object 110.
[0072] FIGS. 13-15 are diagrams of another embodiment of a
coordinate system of a localized physical area that may be used for
a gaming system. In these figures an origin is selected to be
somewhere in the localized physical area and each point being
tracked, such as the position of each sensing tag 140 or other
position used for determining the positioning or orientation of the
gaming object 110 is determined based on its vector, or spherical,
coordinates (.rho., .phi., .theta.), which are defined as:
.rho..gtoreq.0 is the distance from the origin to a given point P.
0.ltoreq..phi..ltoreq.180.degree. is the angle between the positive
z-axis and the line formed between the origin and P.
0.ltoreq..theta..ltoreq.360.degree. is the angle between the
positive x-axis and the line from the origin to the P projected
onto the xy-plane. .phi. is referred to as the zenith, colatitude
or polar angle, while .theta. is referred to as the azimuth..phi.
and .theta. lose significance when .rho.=0 and .theta. loses
significance when sin(.phi.)=0 (at .phi.=0 and .phi.=180.degree.).
To plot a point from its spherical coordinates, go .rho. units from
the origin along the positive z-axis, rotate .phi. about the y-axis
in the direction of the positive x-axis and rotate .theta. about
the z-axis in the direction of the positive y-axis. As the sensing
tags and/or gaming object 110 moves, the new position of the
tracking and/or positioning points are determined in vector, or
spherical, coordinates with respect to the origin that can be used
to determine not only the position of the gaming object 110 but its
orientation as well.
[0073] While FIGS. 10-15 illustrate two types of coordinate
systems, other three-dimensional coordinate systems may be used for
tracking motion and/or establishing position and orientation within
a gaming system.
[0074] FIG. 16 is a diagram of another method for determining
position and/or motion tracking that begins in step 300 by
determining a reference point within a coordinate system (e.g., the
vector coordinate system of FIGS. 9-11). The reference point may be
the origin or any other point within the localized physical area.
In particular, the reference point can be the location of the game
console 100, the location of the game object 110 at a particular
time, such as a set-up time, the location of one of a plurality of
sensing tags 140, however, other reference points can likewise be
used.
[0075] The method continues in one or more branches. Along one
branch, a vector with respect to the reference point is determined
to indicate the initial position of the gaming object 110 and/or
the sensing tags 140 based on the reference point as shown in step
302. This branch continues by updating the positions to track the
motion and/or orientation of gaming object 110 based on orientation
data 105 as shown in step 304.
[0076] The other branch includes determining a vector with respect
to the reference point for the gaming object 110 to establish its
initial position as shown in step 306. This branch continues by
updating the gaming object 110's position to track the gaming
object's motion using orientation data as shown in step 308. Note
that the rate of tracking the motion of the player and/or gaming
object may be done at a rate based on the video gaming being played
and the expected speed of motion. Further note that a tracking rate
of 10 milliseconds provides 0.1 mm accuracy in motion tracking.
[0077] FIG. 17 is a diagram of another method for determining
position and/or motion tracking that begins in step 310 by
determining the coordinates of the sensing tags position in the
physical area. The method then continues by determining the
coordinates of a gaming object's initial position as shown in step
312. The method then proceeds by updating the coordinates of the
sensing tags position in the physical area to track the game
objects orientation as shown in step 314. The method also continues
by updating the coordinates of a gaming object's position to track
its motion as shown in step 316.
[0078] FIG. 18 is a diagram of another method for determining
position and/or motion tracking that begins in step 320 by
determining a reference point within the physical area in which the
gaming object lays and/or in which the game system lays. The method
then proceeds by determining a vector for the sensing tags initial
position with respect to a reference point of a coordinate system
(e.g., one of the systems shown in FIGS. 12-14) as shown in step
322. As an example, if the physical area is a room, a point in the
room is selected as the origin and the coordinate system is applied
to at least some of the room.
[0079] The method then continues by determining a vector of a
gaming object 110's initial position as shown in step 324. The
method then proceeds by updating the vector of the sensing tag's
position in the physical area to track the gaming object's
orientation as shown in step 326. The method also continues by
updating the vector of the gaming object's position to track its
motion as shown in step 328.
[0080] FIG. 19 is a diagram of another embodiment of a coordinate
system of a gaming system that is an extension of the coordinate
systems discussed above. In this embodiment, the coordinate system
includes a positioning coordinate grid and a motion tracking grid,
where the motion tracking grid is of a finer resolution than the
positioning coordinate grid. In general, the player or gaming
object 110's position within the physical area can have a first
tolerance (e.g., within a meter) and the motion tracking of the
player and/or the gaming object has a second tolerance (e.g.,
within a few millimeters). As such, the position of the player
and/or gaming object can be updated infrequently in comparison to
the updating of the motion (e.g., the position can be updated once
every second or so while the motion may be updated once every 10
milliseconds).
[0081] FIG. 20 is a schematic block diagram of an embodiment of an
RFID reader and an RFID tag. In particular, RFID reader 205
represents a particular implementation of transceiver 130 and RFID
tag 235 represents a particular implementation of transceiver 120.
In addition, RFID tag can be used in an implementation of sensing
tags 140 in communication with RFID reader 235 incorporated in game
console 100. As shown, RFID reader 205 includes a protocol
processing module 40, an encoding module 42, an RF front-end 46, a
digitization module 48, a predecoding module 50 and a decoding
module 52, all of which together form components of the RFID reader
205. RFID 205 optionally includes a digital-to-analog converter
(DAC) 44.
[0082] The protocol processing module 40 is operably coupled to
prepare data for encoding in accordance with a particular RFID
standardized protocol. In an exemplary embodiment, the protocol
processing module 40 is programmed with multiple RFID standardized
protocols to enable the RFID reader 205 to communicate with any
RFID tag, regardless of the particular protocol associated with the
tag. In this embodiment, the protocol processing module 40 operates
to program filters and other components of the encoding module 42,
decoding module 52, pre-decoding module 50 and RF front end 46 in
accordance with the particular RFID standardized protocol of the
tag(s) currently communicating with the RFID reader 205. However,
if a plurality of RFID tags 235 each operate in accordance with a
single protocol, this flexibility can be omitted.
[0083] In operation, once the particular RFID standardized protocol
has been selected for communication with one or more RFID tags,
such as RFID tag 235, the protocol processing module 40 generates
and provides digital data to be communicated to the RFID tag 235 to
the encoding module 42 for encoding in accordance with the selected
RFID standardized protocol. This digital data can include commands
to power up the RFID tag 235, to read user data or other commands
or data used by the RFID tag in association with its operation. By
way of example, but not limitation, the RFID protocols may include
one or more line encoding schemes, such as Manchester encoding, FM0
encoding, FM1 encoding, etc. Thereafter, in the embodiment shown,
the digitally encoded data is provided to the digital-to-analog
converter 44 which converts the digitally encoded data into an
analog signal. The RF front-end 46 modulates the analog signal to
produce an RF signal at a particular carrier frequency that is
transmitted via antenna 60 to one or more RFID tags, such as RF ID
rag 235.
[0084] The RF front-end 46 further includes transmit blocking
capabilities such that the energy of the transmitted RF signal does
not substantially interfere with the receiving of a back-scattered
or other RF signal received from one or more RFID tags via the
antenna 60. Upon receiving an RF signal from one or more RFID tags,
the RF front-end 46 converts the received RF signal into a baseband
signal. The digitization module 48, which may be a limiting module
or an analog-to-digital converter, converts the received baseband
signal into a digital signal. The predecoding module 50 converts
the digital signal into an encoded signal in accordance with the
particular RFID protocol being utilized. The encoded data is
provided to the decoding module 52, which recaptures data, such as
user data 102 and/or orientation data 105 therefrom in accordance
with the particular encoding scheme of the selected RFID protocol.
The protocol processing module 40 processes the recovered data to
identify the object(s) associated with the RFID tag(s) and/or
provides the recovered data to the processing module 122 for
further processing.
[0085] The processing module 40 may be a single processing device
or a plurality of processing devices. Such a processing device may
be a microprocessor, micro-controller, digital signal processor,
microcomputer, central processing unit, field programmable gate
array, programmable logic device, state machine, logic circuitry,
analog circuitry, digital circuitry, and/or any device that
manipulates signals (analog and/or digital) based on hard coding of
the circuitry and/or operational instructions. The processing
module may have an associated memory element, which may be a single
memory device, a plurality of memory devices, and/or embedded
circuitry of the processing module. Such a memory device may be a
read-only memory, random access memory, volatile memory,
non-volatile memory, static memory, dynamic memory, flash memory,
cache memory, and/or any device that stores digital information.
Note that when the processing module 40 implements one or more of
its functions via a state machine, analog circuitry, digital
circuitry, and/or logic circuitry, the memory element storing the
corresponding operational instructions may be embedded within, or
external to, the circuitry comprising the state machine, analog
circuitry, digital circuitry, and/or logic circuitry.
[0086] RFID tag 235 that includes a power generating circuit 240,
an oscillation module 244, a processing module 246, an oscillation
calibration module 248, a comparator 250, an envelope detection
module 252, a capacitor C1, and a transistor T1. The oscillation
module 244, the processing module 246, the oscillation calibration
module 248, the comparator 250, and the envelope detection module
252 may be a single processing device or a plurality of processing
devices. Such a processing device may be a microprocessor,
micro-controller, digital signal processor, microcomputer, central
processing unit, field programmable gate array, programmable logic
device, state machine, logic circuitry, analog circuitry, digital
circuitry, and/or any device that manipulates signals (analog
and/or digital) based on hard coding of the circuitry and/or
operational instructions. One or more of the modules 244, 246, 248,
250, 252 may have an associated memory element, which may be a
single memory device, a plurality of memory devices, and/or
embedded circuitry of the module. Such a memory device may be a
read-only memory, random access memory, volatile memory,
non-volatile memory, static memory, dynamic memory, flash memory,
cache memory, and/or any device that stores digital information.
Note that when the modules 244, 246, 248, 250, 252 implement one or
more of their functions via a state machine, analog circuitry,
digital circuitry, and/or logic circuitry, the memory element
storing the corresponding operational instructions may be embedded
within, or external to, the circuitry comprising the state machine,
analog circuitry, digital circuitry, and/or logic circuitry.
[0087] In operation, the power generating circuit 240 generates a
supply voltage (V.sub.DD) from a radio frequency (RF) signal that
is received via antenna 254. The power generating circuit 240
stores the supply voltage V.sub.DD in capacitor C1 and provides it
to modules 244, 246, 248, 250, 252.
[0088] When the supply voltage V.sub.DD is present, the envelope
detection module 252 determines an envelope of the RF signal, which
includes a DC component corresponding to the supply voltage
V.sub.DD. In one embodiment, the RF signal is an amplitude
modulation signal, where the envelope of the RF signal includes
transmitted data. The envelope detection module 252 provides an
envelope signal to the comparator 250. The comparator 250 compares
the envelope signal with a threshold to produce a stream of
recovered data.
[0089] The oscillation module 244, which may be a ring oscillator,
crystal oscillator, or timing circuit, generates one or more clock
signals that have a rate corresponding to the rate of the RF signal
in accordance with an oscillation feedback signal. For instance, if
the RF signal is a 900 MHz signal, the rate of the clock signals
will be n*900 MHz, where "n" is equal to or greater than 1.
[0090] The oscillation calibration module 248 produces the
oscillation feedback signal from a clock signal of the one or more
clock signals and the stream of recovered data. In general, the
oscillation calibration module 248 compares the rate of the clock
signal with the rate of the stream of recovered data. Based on this
comparison, the oscillation calibration module 248 generates the
oscillation feedback to indicate to the oscillation module 244 to
maintain the current rate, speed up the current rate, or slow down
the current rate.
[0091] The processing module 246 receives the stream of recovered
data and a clock signal of the one or more clock signals. The
processing module 246 interprets the stream of recovered data to
determine a command or commands contained therein. The command may
be to store data, update data, reply with stored data, verify
command compliance, read user data, an acknowledgement, etc. If the
command(s) requires a response, the processing module 246 provides
a signal to the transistor T1 at a rate corresponding to the RF
signal. The signal toggles transistor T1 on and off to generate an
RF response signal that is transmitted via the antenna. In one
embodiment, the RFID tag 235 utilizing a back-scattering RF
communication. Note that the resistor R1 functions to decouple the
power generating circuit 240 from the received RF signals and the
transmitted RF signals.
[0092] The RFID tag 235 may further include a current reference
(not shown) that provides one or more reference, or bias, currents
to the oscillation module 244, the oscillation calibration module
248, the envelope detection module 252, and the comparator 250. The
bias current may be adjusted to provide a desired level of biasing
for each of the modules 244, 248, 250, and 252.
[0093] FIG. 21 is a schematic block diagram of a user's hand
grasping a gaming object with a capacitive sensor in a first manner
is accordance with an embodiment the present invention. In this
embodiment gaming object 372, such as gaming object 110, includes a
resistive or capacitive sensor 370 shown as a sensing strip. When a
user grasps the gaming object 372 in his or her hand 99, the hand
99 comes in contact with the sensor 370.
[0094] In an embodiment of the present invention, the sensor 370
can be a capacitive sensor that includes a layer that can store an
electrical charge. When a user touches the sensor a portion of the
charge is transferred to the user reducing the charge in the
capacitive layer. The sensor 370 includes a driver that differences
in charge from end to end of the strip to determine the amount and
location of the touch that can be output as user data, such as user
data 102. In another embodiment, the sensor 370 can be a resistive
sensor, such as four or five wire tough pad or strip or other
resistive sensor.
[0095] The sensor 370 can isolate biofeedback data such as a user's
heart rate, a level of perspiration, or other biometric data that
can be included in user data 102. In an embodiment of the present
invention, the sensor 370 generates user data 102 that includes
biofeedback data that can be used by game console 100 to adjust a
game parameter of the gaming application based on the biofeedback
data. For instance in a adventure game, an excitement level of the
game can be reduced in response to biofeedback indicating a heart
rate or level of perspiration that is too high or increasing too
rapidly. In another embodiment, the game can sense the fear of a
user via biofeedback that indicates a high heart rate or level of
perspiration. In a sports game, biofeedback can indicate a level of
fatigue of the user based on heart rate or perspiration levels and
take action to taunt the player in a light-heated way or otherwise
adjust the level of difficulty of the game based on the user's
fatigue.
[0096] In a further embodiment of the present invention, the user
data 102 generated by the sensor 370 can indicate the manner in
which the user grasps the gaming object, in terms of the level of
tightness, the position of the hand on the gaming object 372, etc.
each of these parameters can be included in user data 102 and the
game console 100 can adjust one or more game parameters in
response.
[0097] For instance, in a tennis game, the gaming object 372 may be
used to simulate a tennis racquet in a user's hand. The game may
attribute more power to the user's serve if the gaming object is
held near one end, signifying greater simulated racquet extension
during the serve. However, if the position of the gaming object is
not shifted to a more normal position near the center of the gaming
object for a ground stroke shot, a greater probability of a
"miss-hit" shot can attributed based on the user data 102.
Similarly, in a baseball game, a bunt by a user may require the
user to shift his or her hand position on the gaming controller to
simulate "choking-up" on the simulated bat.
[0098] It should be noted that these examples are merely
illustrative of the many possible applications of the use of user
data 102 generated in the context of a game.
[0099] FIG. 22 is a schematic block diagram of a user's hand
grasping a gaming object with a capacitive sensor in a second
manner is accordance with an embodiment the present invention. As
compared with FIG. 21, the user's hand 99 is in a different
position on the gaming object 372 covering more of the sensor 370.
As discussed in conjunction with FIG. 20, this change in the manner
in which the gaming object 372 is grasped can be indicated via user
data 102 and used to adjust one or more parameters of a game.
[0100] FIG. 23 is a flowchart representation of a method in
accordance with an embodiment of the present invention. In
particular a method is presented for use in conjunction with one or
more functions and features presented in conjunction with FIGS.
1-22. In step 400, biofeedback data is generated in response to an
action of a user. In step 402, an RF signal is sent to a game
device, wherein the RF signal indicates the biofeedback data. In
step 404, a gaming application is generated based the biofeedback
data.
[0101] In an embodiment of the present invention, the biofeedback
data includes image data corresponding to an image of the user. The
gaming application can recognize the user based on the image data.
The biofeedback data can includes voice data generated by the user
that is used to recognizes the user based on the voice data and/or
to recognize a game command based on the voice data.
[0102] In an embodiment of the present invention, the biofeedback
data can indicate a heart rate of the user and/or a perspiration
level of the user. The gaming application can adjust a game
parameter based on the biofeedback data. Further, the biofeedback
data can indicate a manner in which the user grasps the gaming
object.
[0103] As may be used herein, the terms "substantially" and
"approximately" provides an industry-accepted tolerance for its
corresponding term and/or relativity between items. Such an
industry-accepted tolerance ranges from less than one percent to
fifty percent and corresponds to, but is not limited to, component
values, integrated circuit process variations, temperature
variations, rise and fall times, and/or thermal noise. Such
relativity between items ranges from a difference of a few percent
to magnitude differences. As may also be used herein, the term(s)
"coupled to" and/or "coupling" and/or includes direct coupling
between items and/or indirect coupling between items via an
intervening item (e.g., an item includes, but is not limited to, a
component, an element, a circuit, and/or a module) where, for
indirect coupling, the intervening item does not modify the
information of a signal but may adjust its current level, voltage
level, and/or power level. As may further be used herein, inferred
coupling (i.e., where one element is coupled to another element by
inference) includes direct and indirect coupling between two items
in the same manner as "coupled to". As may even further be used
herein, the term "operable to" indicates that an item includes one
or more of power connections, input(s), output(s), etc., to perform
one or more its corresponding functions and may further include
inferred coupling to one or more other items. As may still further
be used herein, the term "associated with", includes direct and/or
indirect coupling of separate items and/or one item being embedded
within another item. As may be used herein, the term "compares
favorably", indicates that a comparison between two or more items,
signals, etc., provides a desired relationship. For example, when
the desired relationship is that signal 1 has a greater magnitude
than signal 2, a favorable comparison may be achieved when the
magnitude of signal 1 is greater than that of signal 2 or when the
magnitude of signal 2 is less than that of signal 1.
[0104] While the transistors in the above described figure(s)
is/are shown as field effect transistors (FETs), as one of ordinary
skill in the art will appreciate, the transistors may be
implemented using any type of transistor structure including, but
not limited to, bipolar, metal oxide semiconductor field effect
transistors (MOSFET), N-well transistors, P-well transistors,
enhancement mode, depletion mode, and zero voltage threshold (VT)
transistors.
[0105] The present invention has also been described above with the
aid of method steps illustrating the performance of specified
functions and relationships thereof. The boundaries and sequence of
these functional building blocks and method steps have been
arbitrarily defined herein for convenience of description.
Alternate boundaries and sequences can be defined so long as the
specified functions and relationships are appropriately performed.
Any such alternate boundaries or sequences are thus within the
scope and spirit of the claimed invention.
[0106] The present invention has been described above with the aid
of functional building blocks illustrating the performance of
certain significant functions. The boundaries of these functional
building blocks have been arbitrarily defined for convenience of
description. Alternate boundaries could be defined as long as the
certain significant functions are appropriately performed.
Similarly, flow diagram blocks may also have been arbitrarily
defined herein to illustrate certain significant functionality. To
the extent used, the flow diagram block boundaries and sequence
could have been defined otherwise and still perform the certain
significant functionality. Such alternate definitions of both
functional building blocks and flow diagram blocks and sequences
are thus within the scope and spirit of the claimed invention. One
of average skill in the art will also recognize that the functional
building blocks, and other illustrative blocks, modules and
components herein, can be implemented as illustrated or by discrete
components, application specific integrated circuits, processors
executing appropriate software and the like or any combination
thereof.
* * * * *