U.S. patent application number 12/410375 was filed with the patent office on 2009-09-17 for feedback gaming peripheral.
Invention is credited to Thomas J. Roberts.
Application Number | 20090233710 12/410375 |
Document ID | / |
Family ID | 41063648 |
Filed Date | 2009-09-17 |
United States Patent
Application |
20090233710 |
Kind Code |
A1 |
Roberts; Thomas J. |
September 17, 2009 |
FEEDBACK GAMING PERIPHERAL
Abstract
Systems and methods for providing various forms of feedback are
provided and can be implemented in a system, for example, between a
gamer and a gaming system. One or more embodiments might be
included and directed toward providing feedback between a gamer and
the gaming system by way of one or more various forms of gaming
peripherals or devices that might be used by a gamer in playing a
game. Various bio-feedback mechanisms might be implemented to
provide feedback from the game controller to the game in response
to the condition, state, or behavior or the user. For example, in
one embodiment, heart rate monitors, temperature sensors, skin
resistivity sensors, or other biological or physiological sensors
can be included with, incorporated in or integrated into the gaming
peripheral to sense a gamer's biological or physiological sensors
condition.
Inventors: |
Roberts; Thomas J.; (Alpine,
CA) |
Correspondence
Address: |
SHEPPARD, MULLIN, RICHTER & HAMPTON LLP
333 SOUTH HOPE STREET, 48TH FLOOR
LOS ANGELES
CA
90071-1448
US
|
Family ID: |
41063648 |
Appl. No.: |
12/410375 |
Filed: |
March 24, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11874662 |
Oct 18, 2007 |
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12410375 |
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60894445 |
Mar 12, 2007 |
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Current U.S.
Class: |
463/30 ;
463/36 |
Current CPC
Class: |
A63F 2300/1037 20130101;
A63F 13/06 20130101; A63F 13/212 20140902; A63F 2300/1012 20130101;
A63F 13/285 20140902 |
Class at
Publication: |
463/30 ;
463/36 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A bio-feedback device for a gaming environment, comprising: a
biosensor module configured to sense a biological condition of a
user of the game controller; a conversion module configured to
convert the biological condition into information compatible with a
game console that is representative of the biological condition;
and a communication interface configured to send information
representative of the biological condition to the game console.
2. The bio-feedback device of claim 1, wherein the biosensor module
comprises a plurality of electrodes.
3. The bio-feedback device of claim 2, wherein the representative
biological information comprises a heart rate or a temperature of
the user of the bio-feedback device.
4. The bio-feedback device of claim 2, wherein the representative
biological information comprises an amount of pressure the user of
the bio-feedback device is exerting on the biosensor module.
5. The bio-feedback device of claim 2, wherein the representative
biological information comprises resistivity of the skin of the
user of the bio-feedback device.
6. The bio-feedback device of claim 1, wherein the biosensor module
comprises a moisture sensor.
7. The bio-feedback device of claim 1, further including a stimulus
module configured to receive an instruction from the game console
and to apply a sensory feedback to the user of bio-feedback
device.
8. The game controller of claim 7, wherein the sensory feedback is
an electric shock a change of temperature, or acoustical
pressure.
9. The bio-feedback device of claim 5, wherein the biosensor module
comprises a galvanometer to measure the resistivity of the skin of
the user of the bio-feedback device.
10. The bio-feedback device of claim 1, wherein the communication
interface is configured to send information representative of the
biological condition to the game console via a communication path
that is separate from a communication path through which a
conventional game controller is connected to the game console.
11. The bio-feedback device of claim 1, wherein the communication
interface is configured to send information representative of the
biological condition to the game console via a conventional game
controller connected to the game console.
12. The bio-feedback device of claim 1, wherein the biosensor
module or conversion module are disposed in a cuff configured to be
attached to a wrist, finger or other appendage of the user.
13. The bio-feedback device of claim 1, wherein the biofeedback
device is integrated into a game controller.
14. The bio-feedback device of claim 1, wherein the biofeedback
device is configured as a gaming device that is separate from a
conventional game controller.
15. An interactive system comprising: a game console configured to
provide a game play to a user via a monitor; and a bio-feedback
device for a gaming environment, comprising: a biosensor module
configured to sense a biological condition of a user of the game
controller; a conversion module configured to convert the
biological condition into information compatible with a game
console that is representative of the biological condition; and a
communication interface configured to send information
representative of the biological condition to the game console.
16. The interactive system of claim 15, wherein the biosensor
module comprises a plurality of electrodes.
17. The interactive system of claim 15, wherein the biological
condition comprises a heart rate, a grip pressure, a temperature,
or moisture information of the user of the game controller.
18. The interactive system of claim 15, wherein the biofeedback
device further includes a stimulus module configured to receive an
instruction from the game console and to apply a sensory feedback
to the user of the game controller.
19. The interactive system of claim 15, wherein the representative
biological information comprises resistivity of the skin of the
user of the bio-feedback device.
20. A gaming peripheral, comprising: an interface configured to
communicate with a game console; and a biosensor module configured
to collect information on a biological condition of a user of the
game controller and to send the information to the game console via
the user interface.
21. The gaming peripheral of claim 20, wherein the biosensor module
comprises a plurality of electrodes.
22. The gaming peripheral of claim 20, wherein the information
comprises heart rate, grip pressure, temperature, or moisture
information of the user of the gaming peripheral.
23. The gaming peripheral of claim 20, further including a stimulus
module configured to receive an instruction from the game console
and to apply a sensory feedback to the user of the gaming
peripheral.
24. The gaming peripheral of claim 23, wherein the sensory feedback
is an electric shock or a change of temperature.
25. The gaming peripheral of claim 20, wherein the wherein the
biological condition comprises resistivity of the skin of the user
of the bio gaming peripheral.
26. The gaming peripheral of claim 20, wherein the biosensor module
is a heart rate monitor, a pressure sensor, or a temperature
sensor.
27. The gaming peripheral of claim 20, wherein the biosensor module
comprises a galvanometer to measure the resistivity of the skin of
the user of the gaming peripheral device.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation-in-part of and claims the
benefit of U.S. patent application Ser. No. 11/874,662 filed Oct.
18, 2007, which claims the benefit of U.S. Provisional Patent
Application No. 60894,445 filed on Mar. 12, 2007.
TECHNICAL FIELD
[0002] The present invention relates to bio-feedback or stimulus
response, and more particularly, some embodiments relate to the use
of bio-feedback or stimulus response for video or computer
games.
DESCRIPTION OF THE RELATED ART
[0003] Interactive video games typically allow the user, or player,
to provide some form of input to a game. This is commonly
accomplished by the use of a controller of one form or another. In
one example, a controller might be a hand-held controller that has
input features such as a plurality of buttons, analog joysticks,
D-pad directional control and other user input devices that provide
a means for a gamer to input desired controls to the game software.
Such user input would typically affect the game activity on the
video screen.
[0004] For example, a typical controller for a PlayStation.RTM. or
Xbox.RTM. gaming console might have buttons (for example X, O,
.DELTA., .quadrature. or X, A, B, Y buttons); analog joysticks to
control game piece movement; a four-way D-Pad; trigger buttons; and
other miscellaneous input buttons. Pressure sensitive buttons and
analog joysticks mean that an ADC (analog-to-digital converter)
port for these controls can be added to allow appropriate response
with minimal latency. As other examples, a controller might be
configured as a joystick as is popular for flight simulator games,
a steering wheel and pedal combination as is popular for driving
games, and guitar or other musical instruments for interactive
music-based games. As these examples illustrate, a controller for a
gaming console or computer game might take on many diverse
forms.
[0005] Until the advent of the popular PlayStation platform (circa
1996), feedback from video game play was generally limited to the
visual and the audible. Players were provided information through
the use of visual feedback via the display monitor and with various
sounds. As technology has improved and processing speeds increased,
the amount and quality of the audio and visual feedback has
steadily improved. Additionally, video game interactivity has been
enhanced by the addition of tactile feedback through the
controller. It is now common for video game manufacturers to
incorporate tactile feedback into game controllers. The most common
form of physical feedback is vibration, also known as rumble, in
the controller. Such vibration is often accomplished by providing
motors with offset weighting on their shafts to provide a vibration
or rumble sensation when the shaft is rotated. This might be
triggered, for example, to make the controller rumble when a bomb
is dropped, a car crashes, etc.
[0006] Tactile feedback is accomplished by having one or more built
in motors inside of a game controller that spin an intentionally
unbalanced weighted shaft. The vibration or rumble corresponds to
an action in the game software or in the game set-up software. For
example, in some fighting games, when a controlled game character
is hit, the controller will vibrate. Or as another example, in a
driving game, when a crash or car-to-car impact is experienced, the
controller will vibrate. This type of vibration is known as
`passive` vibration, that is, it is accomplished by simply
`shaking` the controller. Game controller vibration can be tailored
to offer specific tactile sensations that simulate the type or
extent of activity occurring in the game.
[0007] Another form of tactile feedback, can be accomplished with
servo-mechanisms. A series of motors built into a game controller,
directly or indirectly through the use of drive belts or gears, are
connected to a game controllers control surfaces to actively oppose
physical input made by the gamer. This is known as force feedback,
and requires more complex servo mechanisms and controller design
than does passive vibration feedback. For example, in a steering
wheel controller, force feedback would require a servo mechanism
attached to the shaft of the steering wheel. Upon certain
electronic commands, for example, in a high-speed turn, the servo
mechanism would act to make the steering wheel physically more
difficult to turn.
[0008] The various types of vibration or force feedback have become
very common in modern day video games. However, for various
reasons, gamers and game developers are looking for additional
methods of physical feedback in order to maintain the current level
of interactivity. Gamers are reluctant to modify their current
handheld controller configuration. That is, they are comfortable
with the current design of the handheld controller, which by now
has become intuitive and accepted by (indeed, institutionalized by)
the video game industry. Indeed, vibration and force feedback
mechanisms are all contained inside the common game controller
housings. Typically, extraneous attachments are not successful in
the marketplace, because it is a departure from the accepted game
controller configurations.
BRIEF SUMMARY OF EMBODIMENTS OF THE INVENTION
[0009] According to various embodiments of the invention, various
features and functions can be included with a gaming controller or
other gaming appliance or peripheral device to enhance the gaming
experience. For example, in one embodiment, the current invention
can include for example, a means by which additional or alternative
physical feedback sensations can be felt by the gamer. As a further
example, a gaming controller can be configured to provide feedback
to the user in the form of an electro-stimulus (i.e., an electric
shock), in the form of temperature gradients, or otherwise. In
another embodiment, the invention might be implemented to provide a
mechanism by which bio-feedback from the gamer is sensed. For
example, sensors or other mechanisms might be incorporated (for
example, into the hand-hold portion of the controller) to sense
biological, physiological or other factors or conditions such as,
for example, the gamer's heart rate, the gamer's temperature, the
level of sweat, the degree of pressure exerted on the grips, and so
on. In yet another embodiment, additional audio or visual stimulus
mechanisms can be incorporated into the controller such as, for
example, a speaker or other audio transducer, and a monitor or
display such as, for example, a small LCD panel attached to or
incorporated in the controller.
[0010] In one embodiment, these functions might be implemented such
that they can be experienced during game play with no other
alterations to the standard and accepted game controller
configuration. For example, heart rate monitoring and
electro-stimulus might be accomplished by incorporating conductive
form factored electrodes into the handles of a game controller. In
one embodiment, electrodes might be created by coating the two
controller handles with conductive material (e.g., electroplate) or
by inserting some other electrically conductive material on the
controller handle or handles, or on the joystick or at appropriate
places on the wheel. Preferably, the conductors are provided in a
form factored way so as to provide little or no difference in
comfort and feel when a gamer is holding a game controller and
playing a game.
[0011] As such, in one embodiment, electrodes can be provided at
the touch surfaces of the game controller to sense the gamers
temperature, pulse or other biological or physiological factors, or
to provide electro stimulus to the gamer. Modules (hardware or
software or a combination thereof) can be provided within the
controller by which the electronic stimulus is generated at the
electrodes, as well as modules by which the heart rate is monitored
through the electrodes. Also, the appropriate software drivers can
be provided by which stimulus and feedback is communicated between
the gaming application and the controller (for example, through the
game system).
[0012] In one embodiment, A bio-feedback peripheral for a gaming
environment, includes a biosensor module configured to sense a
biological condition of a user of the game controller; a conversion
module configured to convert the biological condition into
information compatible with a game console that is representative
of the biological condition; and a communication interface
configured to send information representative of the biological
condition to the game console. Accordingly, representative
biological information can include a heart rate, temperature,
sweatiness or skin resistivity of the user of the bio-feedback
device, as well as the amount of pressure the user of the
bio-feedback device is exerting on the biosensor module. The
bio-feedback device can also include a stimulus module configured
to receive an instruction from the game console and to apply a
sensory feedback to the user of bio-feedback device. Sensory
feedback can include an electric shock a change of temperature, or
pressure.
[0013] The bio-feedback device can be configured to send
information representative of the biological condition to the game
console via a communication path that is separate from a
communication path through which a conventional game controller is
connected to the game console. Alternatively, The bio-feedback
device can be configured to send information representative of the
biological condition to the game console via a conventional game
controller connected to the game console. The biosensor module or
conversion module can be disposed in a cuff configured to be
attached to a wrist, finger or other appendage of the user.
[0014] Other features and aspects of the invention will become
apparent from the following detailed description, taken in
conjunction with the accompanying drawings, which illustrate, by
way of example, the features in accordance with embodiments of the
invention. The summary is not intended to limit the scope of the
invention, which is defined solely by the claims attached
hereto.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] The present invention, in accordance with one or more
various embodiments, is described in detail with reference to the
following figures. The drawings are provided for purposes of
illustration only and merely depict typical or example embodiments
of the invention. These drawings are provided to facilitate the
reader's understanding of the invention and shall not be considered
limiting of the breadth, scope, or applicability of the invention.
It should be noted that for clarity and ease of illustration these
drawings are not necessarily made to scale.
[0016] Some of the figures included herein illustrate various
embodiments of the invention from different viewing angles.
Although the accompanying descriptive text may refer to
orientations such as "top," "bottom" or "side" views, such
references are merely descriptive and do not imply or require that
the invention be implemented or used in a particular spatial
orientation unless explicitly stated otherwise.
[0017] FIG. 1 is a block diagram illustrating a generalized version
of a gaming system as one example of an environment with which the
invention can be implemented.
[0018] FIG. 2 is a diagram illustrating an example amplitude
frequency and duty cycle of a bio-stimulus waveform in accordance
with one embodiment of the invention.
[0019] FIG. 3 is a diagram illustrating a rough equivalent circuit
of an electro stimulus controller in accordance with one embodiment
of the invention.
[0020] FIG. 4 is a diagram illustrating an example of controllers
in accordance with one embodiment of the invention.
[0021] FIG. 5 is a diagram illustrating an example functional block
diagram of a controller in accordance with one embodiment of the
invention.
[0022] FIG. 6 is a diagram illustrating another example functional
block diagram of a controller in accordance with one embodiment of
the invention.
[0023] FIG. 7 is a diagram illustrating an example of a circuit to
measure resistivity in accordance with one embodiment of the
invention.
[0024] The figures are not intended to be exhaustive or to limit
the invention to the precise form disclosed. It should be
understood that the invention can be practiced with modification
and alteration, and that the invention be limited only by the
claims and the equivalents thereof.
DETAILED DESCRIPTION OF THE EMBODIMENTS OF THE INVENTION
[0025] The present invention is directed toward systems and methods
for providing various forms of feedback between a gamer and the
gaming system. Particularly, one or more embodiments are directed
toward providing feedback between the gamer and the gaming system
by way of one or more various forms of controllers that might be
used by a gamer in playing a game or in setting up or configuring
the game.
[0026] Before describing the invention in detail it is useful to
describe a few example environments with which the invention can be
implemented. One such example is that of a gaming system used by
one or more video game players, or gamers, to play computer games
or video games. FIG. 1 is a block diagram illustrating a
generalized version of a gaming system 100 as one example of an
environment with which the invention can be implemented. Referring
now to FIG. 1, the example gaming system includes a gaming console
102, a monitor 106, and gaming controllers 104. The illustrated
example also includes an interface to a communication medium or
communication network 108 such as, for example, the internet or
other communication channel.
[0027] In one environment, gaming console 102 might be implemented
as a PlayStation.RTM., Xbox.RTM., Wii.TM. or other like gaming
console. In another implementation, gaming console 102 might be
implemented as a personal computer or other like computing device.
A gaming console 102 would typically include a processor or other
computing device providing the ability to allow gaming
applications, which are typically software applications, to be run
thereon. A gaming application might be installed, for example,
through the use of CD ROM drives, DVD drives, or other storage
medium or communications interfaces. Typically, a gaming console
102 can be analogized to a computer or computing system to run the
gaming software. In another environment, the gaming console 102
might be implemented as a personal computer.
[0028] A monitor 106 is typically provided to allow the gaming
environment to display to the gamer during game play. Monitor 106
can also be used to display menus and other features to the gamer
to enhance the game play environment. Various interfaces might be
provided between gaming console 102 and monitor 106 to provide the
proper video signal to drive monitor 106. For example, RGB, NTSC,
VGA, and other signal types or specifications can be used to
provide communications between gaming console 102 and monitor
106.
[0029] Although not illustrated, speakers can also be provided,
typically with monitor 106, to provide audible information to the
gamer during game play and during set up. For example, in one
embodiment, monitor 106 might be implemented as a television with
built in speakers that is connected to the gaming console via a
coaxial or other audio and video input.
[0030] Also illustrated in the example environment are gaming
controllers 104 that can be used to allow gamers to provide input
to the game software as well as to receive feedback from the game
software during set up and game play. As described in the
background section, controllers 104 can include, for example, X, Y,
A, B buttons, trigger buttons, analog joysticks, key pads, and
other devices to allow the user to provide input to the game. Thus
by actuating the various buttons, switches or joysticks, the gamer
can control the operation of the game or control characters or
vehicles in the game. The interface between controllers 104 and
gaming console 102 might be either wired and/or wireless interfaces
as may be desired. Likewise, throughout this document, references
to communication or signal interfaces can be implemented using
wired or wireless interfaces, unless otherwise specified.
[0031] Also illustrated in the example of FIG. 1 is a
communications connection to a network 108. For example, a user may
wish to connect the gaming console 102 to the internet or other
communication medium whereby game information can be downloaded or
uploaded to various websites, online services such as Xbox
Live.TM., or other entities or services. Also, through a
communication medium 108, gamers might compete amongst other gamers
at their gaming systems 100, even if such other gamers at remote or
distant locations. Note that depending on the gaming environment,
remote gaming systems 100 might or might not have similar
configurations to one another.
[0032] The example illustrated in FIG. 1 also depicts feedback
devices 110 that can be used to provide feedback from the gaming
console to the user or from the user to the console, or both, in
accordance with embodiments of the invention described herein. As
illustrated in FIG. 1, the feedback devices 110 can communicate to
the gaming console 102 via a separate communication path from the
controllers 104. For example, feedback devices 110 can communicate
through the USB ports or like communication ports as those found on
gaming consoles such as the XBOX, PlayStation and personal computer
platforms. Feedback devices 110 can also be configured to connect
through ports of handheld gaming consoles 102. As a further
example, feedback devices 110 can communicate with gaming consoles
102 via wireless communication interfaces.
[0033] In yet another embodiment, feedback devices 110 can
communicate with the gaming console via a communication path
through the gaming controllers 104. For example, the communication
controller can be equipped with another communication interface and
the feedback devices 110 communicatively coupled (whether hard
wired or wirelessly) to the gaming controllers 104. As one specific
example of this case, a feedback device 110 can be configured for
communicative coupling to a Wii controller via the Wii controller's
Wii Nunchuck pass-through port. As these examples serve to
illustrate, there are a number of mechanisms by which a feedback
device 110 can be interfaced to a controller or to the gaming
console.
[0034] From time-to-time, the present invention is described herein
in terms of this example environment. Description in terms of this
example environment is provided to allow the various features and
embodiments of the invention to be portrayed in the context of an
exemplary application. After reading this description, it will
become apparent to one of ordinary skill in the art how the
invention can be implemented in different and alternative
environments.
[0035] The present invention is directed toward systems and methods
for providing various forms of feedback between a gamer and the
gaming system. Particularly, one or more embodiments are directed
toward providing feedback between the gamer and the gaming system
by way of one or more various forms of controllers that might be
used by a gamer in playing a game or in setting up or configuring
the game. For example, various biofeedback mechanisms might be
implemented to provide feedback from the game controller to the
game in response to the condition, state, or behavior or the user.
For example, in one embodiment, heart rate monitors, temperature
sensors, pressure sensors, or other biological or physiological
sensors can be included with, incorporated in or integrated into
the controller to sense a gamer's biological and physiological
condition. Appropriate circuitry or modules can be included to
convert the biological or physiological condition into appropriate
information that can be provided to the game and incorporated into
the gaming experience. In another embodiment, such monitors and
sensors can be configured to communicate with the gaming console
via a communication path that is separate from that used by the
gaming controllers.
[0036] Likewise, game information and game activity data can be
used to generate feedback signals from the game or the game console
to the controller to actuate various feedback mechanisms from the
game to the gamer. For example, in one embodiment, an electro
stimulus mechanism can be provided to reward or penalize the gamer
with sensations such as an electrical shock, temperature or other
tactile feedback, in accordance with various game events. For
example, electrodes can be embedded into the portion of the
controller that is contacted by the gamer to provide an electrical
or other shock to the gamer in the event of or the occurrence of
certain activities. As another example, electrodes can be
configured for attachment to the gamer's wrists (or elsewhere) to
provide the stimulus feedback to the gamer at locations other than
on the controller.
[0037] As just one example of this bio-feedback mechanism, consider
a situation where a gamer is playing a form of war game or battle
game. Further consider scenarios where the gamer might be shot or
otherwise injured by opponents in the game. On the occurrence of
such an event, the game might be configured to provide an
appropriate signal to the controller to generate a shock to the
user as a penalty or as a way of notifying the user that he or she
has been shot or otherwise injured. As this simple example serves
to illustrate, there are a number of scenarios, conditions or
events that might be occurring during course of game play that may
result in the game sending a signal to provide the electro stimulus
feedback.
[0038] As other examples, Peltier or other thermo-electric devices
might be provided with the controller to allow feedback,
particularly tactile feedback, in the form of a temperature change.
For example, the occurrence of certain events in the game might
cause the controller, or contacts on the controller, to heat or
cool as a way of rewarding or penalizing the game based on game
performance or game activity. Peltier devices, for example, can be
configured to be biased so as to switch the feedback from a cooling
stimulus to a heating stimulus.
[0039] As these simple examples serve to illustrate, a large number
and variety of forms of tactical feedback might be provided.
Preferably, of course, electro stimulus and temperature stimulus
are controlled or limited in such a way so as to avoid injury to
the player. Thus, while the feedback might be configured to vary or
escalate depending on the circumstances of the game, limits can be
built into the system to avoid an electro stimulus that might be
too severe or temperatures above or below certain threshold ranges
as may appropriately be established.
[0040] A number of different configurations might be provided to
allow the various feedback mechanisms to be implemented. As
discussed, in one embodiment the sensors, contacts, electrodes or
other materials used to sense or provide the feedback might be
incorporated into the controller at locations where the user would
typically grip the controller. These are preferably formed in such
a way to provide little or no change to the ergonomics of the
controller or so as to provide a comfortable or ergonomic gripping
surface and form factor. In one embodiment, as the above implies,
these components are integrated into the controller such that the
user experience is unchanged from conventional gaming interaction,
other than the feedback or stimulus they provide.
[0041] In another embodiment, different form factors or
configurations can be provided that deviate from conventional
controller form factors or configurations. Additionally, separate
modules, components or units can be provided in a unit that is
physically separate from the controller. For example, electrodes or
other contacts might be configured to be placed in contact with the
player's wrist, chest or other areas. Such contacts can be provided
with communications interfaces to allow them to be in communicative
contact with controllers 104 or gaming console 102, for example.
One example of an embodiment in which the feedback or stimulus
modules are separate from controllers 104 is that of devices 110
illustrated in FIG. 1. These devices 110 can be configured in a
variety of form factors to accommodate placement of electrodes or
other contacts as desired for the gaming environment. For example,
wrist bands or cuffs, finger cuffs, head bands, gloves or other
like mechanisms can be used to hold the electrodes into place
during game play.
[0042] In one embodiment, technology employed to implement electro
stimulus feedback might be implemented based on transcutaneous
electrical nerve stimulation technology, or TENS. In such an
embodiment, an electro stimulus circuit can be provided. Such a
circuit might include, for example, an oscillator or pulse
generator, a transformer and a charge capacitor. The pulse
generator can be configured to generate a pulse that is converted,
for example, from low voltage battery power to a higher voltage,
low current signal by the transformer. A charge capacitor can also
be used. In one embodiment, the pulse generator can be formed using
a simple oscillator with a fixed or variable frequency. For
example, a frequency might be about 1 to 3 cycles per second, but
could be higher or lower depending on the sensation desired.
[0043] A charge capacitor output can be used to change the output
to direct current and store it in a capacitor. In one embodiment,
low voltage CMOS circuitry can be provided to conserve power, and
might be implemented using a choke in place of the transformer. As
the above discussion suggests, conventional TENS circuits can be
used. Of course, limits should be incorporated to avoid injury,
harm, or unwanted levels of discomfort.
[0044] The operating frequency of the oscillator or oscillators,
current levels and durations can be used to control the intensity
and duration of the electrical stimulus. These might be controlled
for example, in response to events or occurrences in the game such
that varying levels or types of electro stimulus feedback are
provided in response to various events in the game. For example, a
gaming application may provide one level of intensity or duration
of electrical stimulus in response to a given type of blow or
injury sustained by the character of the gamer, and a more intense
or longer duration stimulus in response to a more serious event. In
one embodiment of the invention, as discussed above, conventional
TENS technology can be used to provide the electrical stimulus.
TENS technology is common in consumer markets and often is sold
over the counter for therapeutic purposes. Similar technology can
be used to generate the electrical stimulus provided as feedback to
the gamer. Of course, there might be associated risks of abuse,
tampering or other factors that could result in unwanted effects of
the electrical stimulus. Additionally, a gamer or other participant
would be advised to consult with a physician to ensure that
unwanted side affects or harm would not occur. In terms of risk or
danger that might be posed to the human body, such risks are
usually discussed in terms of the amount of current that flows
through the body. For example, the OSHA website lists certain
levels of current and their effect on the human body as provided in
Table 1
TABLE-US-00001 TABLE 1 1 milliampere Tingle 5 milliamperes Slight
shock felt; not painful but disturbing. Average individual can let
go. Strong involuntary reactions can lead to other injuries. 6-25
milliamperes (women) Painful shock, loss of muscular control 9-30
milliamperes (men) Painful shock, loss of muscular control
[0045] Given that the range of human body resistance is between 0.5
MOhm and 2 MOhms, at 75 Volts, the maximum current expected would
be on the order of 150 microAmperes or 0.150 milliamps.
[0046] In spite of the low current flowing through the hands of the
gamer, typical commercially available TENS units carry warnings.
The warnings include: 1) not to be used with a pacemaker, 2) not to
be used on the stomach when pregnant, 3) not be used on the face or
mouth (although there is currently work being done on electro
stimulating face lift apparatus). Such warnings, and any others as
might be appropriate can be included with the controllers, console,
game as well as manuals, documentation and packaging materials.
[0047] FIG. 2 is a diagram illustrating an example amplitude
frequency and duty cycle of a bio-stimulus waveform in accordance
with one embodiment of the invention. Referring now to FIG. 2, the
bio-stimulus waveform is approximated in this diagram is an example
of an electro-stimulus waveform. This example illustrates input
waveform characteristics that might be controlled by a controller
or other stimulus module in accordance with one embodiment of the
invention. This waveform is approximated as a square wave generated
by a pulse generator. In one embodiment, the frequency is set at 70
Hz, and the duration of the stimulus is set at 10 to 50
milliseconds. In one embodiment, the duration can be configured as
a continuously variable duration or configured to vary in a
stepwise fashion. For example, in one embodiment, the duration
might step from 10 to 50 milliseconds in 10 millisecond
increments.
[0048] Likewise, the amplitude or intensity of the electro stimulus
can be configured to be constant or variable, and variable
intensity can be controlled in a stepwise or continuous fashion.
For example, in one embodiment, the amplitude is set in a range of
45 to 62 volts in a step wise fashion. In one embodiment, five
steps might be provided. As also illustrated in FIG. 2, the duty
cycle of the example stimulus signal is 40%. This waveform
illustrates only one example of a stimulus characteristic.
Preferably, the stimulus characteristics are shapeable and
configurable. The use of variable components and control mechanisms
in a TENS circuit can result in a configurable stimulus
characteristic that can vary in frequency, duration and
amplitude.
[0049] FIG. 3 is a diagram illustrating a rough equivalent circuit
of an electro stimulus controller in accordance with one embodiment
of the invention. As illustrated in FIG. 3, the human body is
estimated in this case to provide a resistance between the electro
stimulus electrodes 168 of approximately 0.5 to 1.5 Mohms. Assuming
a maximum amplitude of 65 volts and a nominal 1 Mohm body
resistance, the amount of current, i, flowing through the body
would be approximately 65 microamperes. This is much less than the
1 milliampere stimulus outlined by the OSHA website. As an
additional measure of relativity, a 9-volt battery placed on the
tongue results in approximately 300 microamperes flowing through
the tongue. TENS units are typically less than or equal to 500
microamperes. These are both greater than a 65 microampere maximum
current. Of course, after reading this description, one of ordinary
skill in the art would understand how changes in the configuration
can be provided to increase or decrease the current levels, as well
as how changes in a gamer's body resistance might impact the
current levels.
[0050] As noted, another feature that might be provided in
accordance with the invention is a bio-feedback feature to monitor,
for example, one or more biological or physiological functions or
status of the gamers. For example, in one embodiment, a heart rate
monitor is used to measure the heart rate of a gamer participating
in a gaming event. In one embodiment, the invention can be
implemented to employ heart rate monitor technology that is similar
to or identical to technology used in heart rate monitoring sensors
for exercise equipment, home pulse rate monitors and the like.
Additionally, in a more complex embodiment, an EKG or
electrocardiogram like sensor arrangement can be used to trace the
voltage generated by the cardiac or heart muscle during a heartbeat
or a series of heartbeats.
[0051] Likewise, other biological or physiological characteristics
can be sensed during game setup or game playing. For example,
temperature sensors such as thermocouples can be used to sense the
temperature of the gamer at the sensor location. For example,
sensors placed at hand locations on a controller or otherwise
attached to the gamer can sense the temperature of a gamer's hands
or other body locations, and use this as a form of biofeedback to
effect the game operation. Temperature absolute values as well as
changes in temperature might be used to provide feedback to the
game. Thus the game can be configured to incorporate temperature
values and respond accordingly, or to look at temperature changes
or trends and also respond. In one embodiment, the system might be
configured to compare temperatures or temperature deltas to
established baselines to determine how to react to this form of
bio-feedback. Also, the system might be configured to factor out
normal temperature changes such as the normal temperature increase
that is expected when a user picks up a room-temperature controller
and holds it for a period of time.
[0052] As another example, moisture sensors can be incorporated
into the controller or other feedback mechanisms to provide
feedback as to the level of sweatiness of the gamer's hands.
Various different configurations of moisture sensors are well known
in the art and can be incorporated into a controller or otherwise
interfaced to the gaming environment to sense this biological or
physiological condition of the gamers. In one embodiment, the
system might be configured to compare moisture levels or deltas to
established baselines to determine how to react to this form of
bio-feedback. Also, the system might be configured to factor out
normal moisture changes such as might occur when a user picks up a
`dry` controller. One known technique for measuring sweatiness or
moisture of the skin is to measure the resistivity of the subject's
skin.
[0053] One example of a circuit that can be used to measure the
resistivity of the gamer's skin is a galvanometer in conjunction
with a wheatstone bridge. The wheatstone bridge is effectively two
voltage dividers connected in parallel. The galvanometer is
connected between the output terminals, and is used to monitor the
current flowing from one voltage divider to the other. An example
of this is illustrated in FIG. 7. With reference to FIG. 7A, if the
bridge is balanced, the two voltage dividers have the same ratio,
or R1/R2=R3/R4. In this case, no current flows in either direction
through the galvanometer 710. If one of the resistors changes value
from this balanced state, the bridge becomes unbalanced and current
flows through the galvanometer. Thus, the galvanometer becomes a
sensitive indicator of the balance condition. Even in an unbalanced
state, the galvanometer 710 can detect changes in the resistance of
one of the elements of the voltage divider.
[0054] Therefore, if one of the resistors is replaced with a
resistive path through the gamer's skin, the galvanometer can sense
changes in the resistance of the gamer's skin. Accordingly, in one
embodiment, device 110 includes a pair of electrodes and, when
affixed to the user, the resistance of the user's skin between the
two electrodes replaces one of the resistors in the bridge. In the
example illustrated in FIG. 7B, the device 110 provides the
resistance in place of resistor R4 in the galvanometer circuit.
Accordingly, changes in the amount of moisture in the gamer's skin
(from sweat, for example) will be revealed by current changes in
the galvanometer 710. Therefore, the gaming system can be
configured to check a baseline level of current for a gamer and
calibrate to that level. This can be done, for example, at the
beginning of the game or at points of low stress in the game. Then,
current can be sensed to detect increases and decreases in
resistance to detect relative amounts of sweat in the gamer's skin
(or other resistivity changes). Wrist cuffs, finger cuffs, and
other mechanisms can be used to affix the device to the gamer for
game play.
[0055] Because the circuit is most sensitive when all four
resistors have similar resistance values, R1, R2 and R3 can be
chosen based on predicted skin resistances between the electrodes.
However, because baseline skin resistivity can vary from user to
user, calibration techniques such as those mentioned above are
preferably used. It is important to note that skin resistance can
vary widely depending on factors such as moisture levels and
cleanliness of the skin. Accordingly, caution is required when
specifying operating parameters and resistance values so as to not
cause harm to the gamer or others. As noted above, currents as
small as 1 mA can result in detectable sensation.
[0056] As yet another example, pressure sensors can be incorporated
into the controller or other feedback mechanisms to provide
feedback as to the level of pressure or force a gamer is imparting
on the sensors. Various different configurations of pressure
sensors or transducers are well known in the art and can be
incorporated into a controller or otherwise interfaced to the
gaming environment to sense this condition.
[0057] In operation, these various forms of bio-feedback, alone or
in combination, can be used to affect the gaming experience. For
example, a gamer may be penalized in playing a game if he or she
experiences an increased heart rate of other biological or
physiological change. Because changes in biological or
physiological function can impact the way that we perform or behave
in real life situations, these changes might also be used by the
invention to provide a more realistic gaming experience or add
another element or dimension to the game. For example, consider a
player in a given gaming environment who is not responding well to
the pressure of the gaming outcome or adverse events that may
transpire in the game. Such a player might experience an
accelerated heart rate, sweaty palms, excessive blinking or other
biological or physiological response. Such responses might be
sensed by sensors and provided to the game to be used by the game
to impact the game play.
[0058] For example, adverse biological or physiological responses
(e.g., accelerated heart rate) might be used to increase the
difficulty level of the to mimic real life adverse impacts of not
responding well to stressful situations. As examples, a gamer may,
in a gaming environment be penalized with slower system response
times, faster depletion of energy levels or ammunition supplies,
higher levels of detectability by opponents, increased sensitivity
to attacks or blows or other injuries, greater difficulty in
performing physically challenging or sensitive operations (such as
loading an ammunition clip, for example), and so on. Of course, a
game environment can be implemented where the converse is true and
a gamer who responds to situations or events in a manner that
reflects a cool or calm approach to the situation might be rewarded
by his or her character being provided with increased stamina or
energy, increased levels of weaponry, better performing machinery
or controls, and so on.
[0059] Modern digital circuitry has sufficient power to filter and
calculate the heart rate or other biological or physiological data
to a degree of accuracy that can be useful to the game play
environment. Digital data from a heart rate monitor or other
biological or physiological sensor can be fed back to the game to
impact how the game may be played. Given the fact that such a low
voltage is present on the hands, a heart rate monitoring circuit is
typically susceptible to electronic noise, thereby decreasing the
accuracy of the heart rate reading. However, algorithms and filters
which can process electronic signals in a fairly cost effective
integrated circuit allow for "accurate enough" heart rate
measurements.
[0060] FIG. 4 is a diagram illustrating an example of controllers
in accordance with one embodiment of the invention. In the example
illustrated in FIG. 4, the controller includes a standard array of
buttons, analog joysticks, d-pads and triggers as might be commonly
found in a conventional controller. Because such input mechanisms
are well known in the art, they are not described further herein.
Neither are reference numerals provided on the figure as these are
such well known mechanisms. However, as noted elsewhere in this
document, the invention can be configured to be implemented with a
number of different controllers, devices, or video game
peripherals, and this is merely one example.
[0061] Also illustrated in FIG. 4 are a plurality of electrodes or
other contacts 182 that can be provided as feedback or stimulus
mechanisms. Various configurations of contacts 182 can be provided
depending on the stimulus or feedback desired. For example, a
single contact 182, multiple contacts 182, two touch points on both
hand, or through multiple touch points on both hands, etc. As a
further example, a single contact 182 might be provided on each
grip point of the controller, or multiple contacts might be
provided on one or more grip points.
[0062] Additionally, various combinations of electrodes 182 might
be implemented in a given application to provide multiple forms of
stimulus or feedback. For example, for simple electrode stimulus to
provide a shock to the user, one electrode at each grip point on
the controller might be sufficient. To prevent cheating, contacts
182 are preferably placed at a location where it might be difficult
or impossible to operate the controller without touching or
otherwise contacting them. Thus, electrode placement may vary or be
driven by controller shape. Also, it might be affected by
configuration of a controller for a particular game. Likewise,
controller configuration might itself be dictated by a game that
uses feedback. For example, a set of particular controller
configurations might be dictated by the game to force the gamer to
use buttons that might minimize his or her ability to avoid contact
with the electrodes. Similarly, the flexibility of reconfiguring
the controller might be somewhat limited by the game to minimize
the ability of a user to cheat the system by avoiding contact with
the electrodes.
[0063] Although contacts 182 are illustrated as being on the
topside of the handles of the controller, this is merely done for
ease of illustration. As one of ordinary skill in the art would
appreciate after reading this description, contacts 182, might be
placed at other locations as appropriate. Of course, with other
types or shapes of controllers, other locations, shapes and sizes
of contacts might be appropriate to allow proper contact.
[0064] Similarly, other locations, shapes and sizes might be
appropriately considered to meet design goals that might be
important such as, for example, ergonomics and aesthetics, as well
as to provide sufficient contact to ensure a proper functionality
and to minimize the opportunity for cheating.
[0065] As noted, in one embodiment, electrode placement might be
dictated to minimize the opportunity for a gamer to cheat. In
another environment, contacts 182 or additional sensors can be
provided to detect the presence of a gamer's hand on the
appropriate portions of the controller. Thus, the game might be
configured to sense and require proper placement of the hands in
order to enable game operation. Thus, the game might be configured
to disable operation, penalize the gamer, kill or injure the
gamer's character, or take other action if the gamer does not have
his or her hands placed properly on the controller so as to enable
the stimulus or feedback modes. Such sensors might also be
configured for reaction by the controller and might be, for
example, configured to disable the controller or otherwise effect
the operation of the controller if the hands are not properly
placed.
[0066] In another embodiment, the electrodes can be integrated or
combined with switches such that properly gripping the controller
and electrodes actuates the switches in an ergonomic fashion. Thus,
if the controller is not properly gripped, the switches are not
actuated and the controller or the game can detect improper use of
the controller. Preferably, such switches would be provided in a
place that they are actuated based on normal gripping operations of
the controller so as to not require additional manipulation by the
user which might otherwise interfere with gaming operations at the
controller. In yet another embodiment, the electrodes can be
configured as part of a separate unit that is attached to the
gamer's body. For example, wrist straps or cuffs, finger cuffs or
other mechanisms to affix the electrodes in contact with the body
might be used. As described above, these can be in communicative
contact with the console directly or via the controller.
[0067] The embodiment illustrated in FIG. 4 also includes an
auxiliary display 184 that might be included with the controller to
provide additional features to the gamer. For example, an LCD or
other small display device, whether color or black and white, or
whether graphical or textual, can be provided to enhance the gaming
experience. Such a display might be configured as a plug-in or a
flip-up display or it might be integrated with the controller in a
fixed configuration. Such a display might be provided to furnish
additional information to the user during the gaming experience.
For example, for sports games where users are required to scroll
through and select play options for example, such play options
might be configured to be displayed on auxiliary screen 184 rather
than on gaming monitor 106. As such, the gamer's confirmation of
scrolling through menus and selecting plays can better be hidden
from his or her opponents.
[0068] As another example, display 184 might be used to provide
other auxiliary display features to the user in addition to those
displayed on monitor 106. For example, in a driving game or flight
simulator, display 184 might be used to provide additional
information about the vehicle or aircraft that the gamer is
operating. Thus, additional information can be provided to the
gamer without cluttering the main gaming display 106, or allow
another gamer to see the displayed information in multi-player
games. Instruments, gauges, maps and other readouts are examples of
items that can be displayed in auxiliary display 184.
[0069] In one embodiment, the material that is displayed on
auxiliary display 184 might be soft selectable by the gamer. For
example, this might be done as a part of controller configuration.
Alternatively, switches on the controller might be used to allow
the gamer to toggle through display modes or screens in real time
during gaming operations. Thus, through controller setup or perhaps
through the proper actuation of buttons or switches, the user can
be provided with the ability to configure auxiliary display 184 to
display the content that he or she might desire during gaming
operations.
[0070] FIG. 5 is a diagram illustrating an example functional block
diagram of a controller in accordance with one embodiment of the
invention. Referring now to FIG. 5, the example controller includes
a control module 222, an audio module 224, an input module 226, a
stimulus module 228, a biosensor module 230 and an auxiliary
display module 232. Also a communication interface module 234 is
provided to enable communication between the controller and other
units, such as, for example, gaming console 102. One or more
biosensor modules 230 might be provided to receive data from the
biological or physiological sensors and, either alone or in
combination with control module 222, convert those signals into
appropriate data representations that can be properly interpreted
by the game application or game driver to sense the biofeedback and
operate on it accordingly. For example, a heart rate signal might
be converted into an 8-bit PCM data stream that can be sent to the
game application by way of communication interface module 234.
[0071] Stimulus module 228 can be provided to provide the
appropriate signals to drive electrodes or other contacts 182 that
might be installed to provide the desired stimulus. For example,
stimulus module 228 might be comprised for a TENS circuit driven by
the game to provide the appropriate levels of current to the
electrodes to provide the electro stimulus. Likewise, stimulus
module 228 might be implemented as selectable drivers to provide
the appropriate current in the desired polarity to Peltier devices
to adjust the temperature that is experienced by the game while
playing the game.
[0072] User input module 226 can be implemented to include
appropriate receivers, analog-to-digital converters to accept user
input at the keypads, joysticks and other switches. Auxiliary
display module 232 can include the appropriate converters and
drivers to provide a still or motion image signal to auxiliary
display 184. Auxiliary display module 232 might also be used to
provide soft or hard menus and cursors to allow setup selection for
game or controller operations locally to the controller. Thus, for
example, the display module might be used to allow the gamer to
reprogram or reconfigure the controller independently of a gaming
application.
[0073] Likewise, audio module 224 can provide the appropriate audio
amplifier or drivers to provide a signal to a speaker or
supplemental audio. A control module 222 can be provided to control
various operations of the controller. For example, a processor or
processors system can be provided to control the various operations
of controller 104.
[0074] FIG. 6 is a diagram illustrating an example functional block
diagram of a controller 600 in accordance with one embodiment of
the invention. Referring now to FIG. 6, controller 600 is similar
to the controller of FIG. 5 but with the addition of a memory
module 235. In one embodiment, memory module 235 may contain
predetermined stimulus responses for certain bio data gathered by
biosensor module 230 and user's input. In this way, controller 600
can immediately produce a stimulus based on a user's input or based
on a bio-feedback data collected by biosensor module 230 without
having to wait for instructions from the game console. For example,
in one embodiment, one or more of user input module 226, stimulus
module 228, biosensor module 230, and memory module 230 may work in
conjunction with one another to monitor a user's input or heart
rate and produce a stimulus such as, for example, an electric shock
or a change of temperature on controller 600 when a user press a
certain button such as Y, for example, or when the user's heart
rate exceeds a certain threshold. For example, in a game
environment, a user may perform a special move by pressing a series
of buttons, thus if the input from the activation of the series of
buttons matches with a profile in memory module 230, an electric
shock or other stimulus can be produced by stimulus module 228.
[0075] In one embodiment, memory module 235 can be uploaded with a
"stimulus vs. user input" and "stimulus vs. bio-feedback data"
definition tables by game console 102 at the start of a game for
example. A combination of stimulus vs. input and biofeedback table
could also be used. In this way, controller 600 can deliver the
proper stimulus without having to wait for instruction from game
console 102. Controller 600 can be configured to provide stimulus
based on information stored in memory module 235 or based on
instructions from game console 102, or a combination of both.
[0076] As used herein, the term module is used to describe a given
unit of functionality that can be performed in accordance with one
or more embodiments of the present invention. As used herein, a
module can be implemented utilizing any form of hardware, software,
or a combination thereof. In implementation, the various modules
described herein can be implemented as discrete modules or the
functions and features described can be shared in part or in total
among one or more modules. In other words, as would be apparent to
one of ordinary skill in the art after reading this description,
the various features and functionality described herein may be
implemented in any given application can be implemented in one or
more separate or shared modules in various combinations and
permutations. Even though various features or elements of
functionality may be individually described or claimed as separate
modules, one of ordinary skill in the art will understand that
these features and functionality can be shared among one or more
common software and hardware elements, and such description shall
not require or imply that separate hardware or software components
are used to implement such features or functionality.
[0077] While various embodiments of the present invention have been
described above, it should be understood that they have been
presented by way of example only, and not of limitation. Likewise,
the various diagrams may depict an example architectural or other
configuration for the invention, which is provided to aid in
understanding the features and functionality that can be included
in the invention. The invention is not restricted to the
illustrated example architectures or configurations, but the
desired features can be implemented using a variety of alternative
architectures and configurations. Indeed, it will be apparent to
one of skill in the art how alternative functional, logical or
physical partitioning and configurations can be used to implement
the desired features of the present invention. Also, a multitude of
different constituent module names other than those depicted herein
can be applied to the various partitions. Additionally, with regard
to flow diagrams, operational descriptions and method claims, the
order in which the steps are presented herein shall not mandate
that various embodiments be implemented to perform the recited
functionality in the same order unless the context dictates
otherwise.
[0078] Although the invention is described above in terms of
various exemplary embodiments and implementations, it should be
understood that the various features, aspects and functionality
described in one or more of the individual embodiments are not
limited in their applicability to the particular embodiment with
which they are described, but instead can be applied, alone or in
various combinations, to one or more of the other embodiments of
the invention, whether or not such embodiments are described and
whether or not such features are presented as being a part of a
described embodiment. Thus, the breadth and scope of the present
invention should not be limited by any of the above-described
exemplary embodiments.
[0079] Terms and phrases used in this document, and variations
thereof, unless otherwise expressly stated, should be construed as
open ended as opposed to limiting. As examples of the foregoing:
the term "including" should be read as meaning "including, without
limitation" or the like; the term "example" is used to provide
exemplary instances of the item in discussion, not an exhaustive or
limiting list thereof; the terms "a" or "an" should be read as
meaning "at least one," "one or more" or the like; and adjectives
such as "conventional," "traditional," "normal," "standard,"
"known" and terms of similar meaning should not be construed as
limiting the item described to a given time period or to an item
available as of a given time, but instead should be read to
encompass conventional, traditional, normal, or standard
technologies that may be available or known now or at any time in
the future. Likewise, where this document refers to technologies
that would be apparent or known to one of ordinary skill in the
art, such technologies encompass those apparent or known to the
skilled artisan now or at any time in the future.
[0080] A group of items linked with the conjunction "and" should
not be read as requiring that each and every one of those items be
present in the grouping, but rather should be read as "and/or"
unless expressly stated otherwise. Similarly, a group of items
linked with the conjunction "or" should not be read as requiring
mutual exclusivity among that group, but rather should also be read
as "and/or" unless expressly stated otherwise. Furthermore,
although items, elements or components of the invention may be
described or claimed in the singular, the plural is contemplated to
be within the scope thereof unless limitation to the singular is
explicitly stated.
[0081] The presence of broadening words and phrases such as "one or
more," "at least," "but not limited to" or other like phrases in
some instances shall not be read to mean that the narrower case is
intended or required in instances where such broadening phrases may
be absent. The use of the term "module" does not imply that the
components or functionality described or claimed as part of the
module are all configured in a common package. Indeed, any or all
of the various components of a module, whether control logic or
other components, can be combined in a single package or separately
maintained and can further be distributed across multiple
locations.
[0082] Additionally, the various embodiments set forth herein are
described in terms of exemplary block diagrams, flow charts and
other illustrations. As will become apparent to one of ordinary
skill in the art after reading this document, the illustrated
embodiments and their various alternatives can be implemented
without confinement to the illustrated examples. For example, block
diagrams and their accompanying description should not be construed
as mandating a particular architecture or configuration.
* * * * *