U.S. patent application number 13/394601 was filed with the patent office on 2012-07-05 for method and means for a throwable gaming control.
This patent application is currently assigned to BALL-IT OY. Invention is credited to Johannes Vaananen.
Application Number | 20120172129 13/394601 |
Document ID | / |
Family ID | 41395110 |
Filed Date | 2012-07-05 |
United States Patent
Application |
20120172129 |
Kind Code |
A1 |
Vaananen; Johannes |
July 5, 2012 |
METHOD AND MEANS FOR A THROWABLE GAMING CONTROL
Abstract
A throwable gaming control (710) for controlling at least one
event in a computer game, includes at least one magnetic sensor
(110) and at least one acceleration sensor (120) is characterised
in that: at least one acceleration sensor (120) is arranged to the
center of gravity of the game control and/or to the proximity of
the center of gravity of the gaming control and at least one
magnetic sensor (110) is arranged to a position of least internal
magnetic noise, and/or a position of low internal magnetic noise.
The best mode of the invention is considered to be the combination
of an acceleration sensor in the center of gravity of a wireless
spherical mouse that in addition houses a magnetic sensor (110) in
a magnetic noise free position. This spherical mouse can be used to
play for example basketball with real basketball like movements in
a computer game (70).
Inventors: |
Vaananen; Johannes; (Oulu,
FI) |
Assignee: |
BALL-IT OY
Oulu
FI
|
Family ID: |
41395110 |
Appl. No.: |
13/394601 |
Filed: |
September 22, 2010 |
PCT Filed: |
September 22, 2010 |
PCT NO: |
PCT/EP10/63967 |
371 Date: |
March 7, 2012 |
Current U.S.
Class: |
463/37 |
Current CPC
Class: |
A63F 13/02 20130101;
A63F 13/812 20140902; A63F 2300/105 20130101; A63F 2300/1062
20130101; A63F 2300/8011 20130101; A63F 13/44 20140902; A63F 13/211
20140902; A63F 2300/1043 20130101 |
Class at
Publication: |
463/37 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Oct 2, 2009 |
EP |
09172022.7 |
Claims
1. A throwable gaming control for controlling at least one event in
a computer game, comprising at least one magnetic sensor (110) and
at least one acceleration sensor (120) characterised in that, at
least one acceleration sensor (120) is arranged to the center of
gravity of the game control and/or to the proximity of the center
of gravity of the gaming control and, at least one magnetic sensor
(110) is arranged to a position of least internal magnetic noise,
and/or a position of low internal magnetic noise.
2. A method of using the throwable gaming control of claim 1,
comprising at least one acceleration sensor (120) and at least one
magnetic sensor (110), characterised by the following steps:
observing the acceleration of the gaming control (300), identifying
the state of motion of the gaming control as airborne when the
acceleration of the gaming control deviates from gravity g for a
period of time exceeding the threshold time (T1) (310), if the
gaming control is identified as not airborne; further identifying
the state of motion of the gaming control as airborne when the
rotational energy and rotational speed of the gaming control are
stable for a period of time exceeding a second threshold time (T2)
(320).
3. A method of using the throwable gaming control of claim 2,
characterised in that, after identifying the said airborne state
the catching of the throwable gaming control is identified by:
observing the acceleration of the gaming control, identifying the
state of motion of the gaming control as catched when the
acceleration of the gaming control is similar to gravity g for a
period of time exceeding the third threshold time (T3), if the
gaming control is identified as not airborne; further identifying
the state of motion of the gaming control as catched when the
rotational energy and rotational speed of the gaming control are
not stable for a period of time exceeding a fourth threshold time
(T4).
4. A method of using the throwable gaming control of claim 1 for
distinguishing a drop and a throw in a motion controlled computer
game with a throwable gaming control and comprises at least one
magnetic sensor and at least one acceleration sensor, characterised
in that, the acceleration data prior to the identification of the
airborne state of motion is observed (400), integrating the
acceleration of the gaming control as function of time for a
threshold period (T3) to derive first integral (410), integrating
the gravity as a function of time for the threshold period (T3) to
derive second integral (420), subtracting said second integral from
the said first integral to derive the remainder of the integrals
(430), a positive remainder of the integrals is interpreted as a
throw of the gaming control in the said computer game, a negative
remainder of the integral is interpreted as a drop in the said
computer game (440).
5. A method of using the throwable gaming control of claim 1 for
determining the distance travelled of the throwable gaming control
that comprises at least one acceleration sensor and at least one
magnetic sensor, characterised by the following steps: observing
the time spent by the thrown gaming control in the airborne state
and/or the acceleration prior to the airborne state (500),
comparing the time spent in the airborne state with the approximate
air resistance of the throwable gaming control (510), deducing the
distance travelled in the airborne state based on the air
resistance and the time spent in the airborne state (520).
6. A method of using the throwable gaming control as claimed in
claim 5, characterised in that, the vertical and the horizontal
distance components traversed in the airborne state are calculated
separately.
7. A method of using the throwable gaming control as claimed in
claim 6, characterised in that, the throwable gaming control (710)
is catched in a higher position that where it was originally
released, the flight distance measured from the actual time in the
airborne state is shorter than the earlier anticipated flight
distance, in the computer game controlled by the gaming control, a
higher catched throw just said is interpreted as compensation to
the earlier throw.
8. A method of using the throwable gaming control of claim 1 for
determining the direction of motion of a throwable gaming control
that comprises at least one acceleration sensor (120) and at least
one magnetic sensor (110) characterised by the following steps:
observing the direction of the acceleration vector of the gaming
control prior to the airborne state (600), observing the
counterforce of the acceleration vector after the end of the
airborne state (610), using said acceleration vector and
acceleration counter force vector to deduce the direction of the
throw that the said throwable gaming control experienced (620).
9. Method of manufacture of a throwable gaming control, comprising
at least one acceleration sensor (120) and at least one magnetic
sensor (110), characterised in that, at least one magnetic sensor
is placed in a low magnetic noise position on at least one circuit
board (200), at least one acceleration sensor is placed at or close
to the centre of gravity of the throwable gaming control on the
circuit board (210), the at least one circuit board and the said
sensors are padded into a padding (220).
10. A memory unit comprising a software program product arranged to
read the sensor data of the gaming control of claim 1.
11. A memory unit comprising a software program product as claimed
in claim 10, characterised in that, said software program product
is arranged to provide the user input method of observing the
acceleration of the gaming control (300), identifying the state of
motion of the gaming control as airborne when the acceleration of
the gaming control deviates from gravity g for a period of time
exceeding the threshold time (T1) (310), if the gaming control is
identified as not airborne; further identifying the state of motion
of the gaming control as airborne when the rotational energy and
rotational speed of the gaming control are stable for a period of
time exceeding a second threshold time (T2) (320).
12. A software program product arranged to read the sensor data of
the gaming control of claim 1.
13. A software program product as claimed in claim 12,
characterised in that, said software program product is arranged to
provide the user input method of observing the acceleration of the
gaming control (300), identifying the state of motion of the gaming
control as airborne when the acceleration of the gaming control
deviates from gravity g for a period of time exceeding the
threshold time (T1) (310), if the gaming control is identified as
not airborne; further identifying the state of motion of the gaming
control as airborne when the rotational energy and rotational speed
of the gaming control are stable for a period of time exceeding a
second threshold time (T2) (320).
Description
TECHNICAL FIELD OF INVENTION
[0001] The invention relates to a throwable gaming control used in
motion controlled games. In particular, the invention relates to
improving the sensory performance of a throwable gaming control,
when the gaming control is actually airborne during a motion
controlled game.
BACKGROUND
[0002] The arrival of motion controlled gaming controls has
revolutionised the computer gaming industry. The most notable
example of this trend to the general public has been the success of
the Nintendo Wii.TM., with which people can play for example a
computer game of tennis as if they were playing the real game, i.e.
by controlling the game with tennis like movements. In this game
the gaming control is the tennis bat.
[0003] On the other hand it has been shown in the prior art that
the gaming control can also perform the function of the ball in the
game, for example EP 2008697A1 shows a publication where the user
pretends to throw a baseball by pretending to throw a gaming
control in a motion controlled game. This document is cited here as
reference.
[0004] US 2006/0287085 is also a useful exhibit into throwable
gaming controls. For example in paragraph 61 of the said
publication a gaming control that corresponds to a football in a
game is used. The event of throwing the gaming control and its
release is recognised by acceleration sensors, i.e. a particular
change in the acceleration of the controller may signal the release
of the American football. This document is also cited here as
reference.
[0005] WO 2007/132386 features a gaming system where a robust
display can be thrown around. This document is cited here as
reference.
[0006] US 2006/0189386 A1 features a throwable portable peripheral
gaming device, which may be shaped like a ball. This document is
cited here as reference.
[0007] However, the prior art is burdened by some significant
disadvantages. An important disadvantage is that the actual throw,
or a gesture to throw, is strenuous to the gaming control and its
sensors. This leads to poor operation of the gaming control in
these situations and also reduces the durability of the gaming
control. Furthermore, the quality of motion controlled data
provided by the sensors sensing the motion is poor in the above
references, as mechanical and electromagnetic noise easily
interferes with the motion control signals of the prior art gaming
controls.
SUMMARY
[0008] The invention under study is directed towards a system and a
method for effectively realising a gaming control that works
robustly when thrown or gestured to be thrown by a player of the
computer game. A further object of the invention is to present a
system and a method for increasing the durability of the gaming
control.
[0009] An even further object of the invention is to provide motion
controlled user input data detected with sensors that is of higher
quality and has lower levels of mechanical and/or electromagnetic
noise in it.
[0010] In one aspect of the invention the sensors that are
necessary to measure the motion of the throwable gaming control are
realised on a circuit board. The circuit board with the sensors is
intended to be placed into a padding to shield it from impacts and
hits. With due consideration for the mass distribution of both the
padding and the circuit board, and the system as a whole, the
acceleration sensors are placed at the center of gravity of the
system on the circuit board, or very close to it. This is a
desirable position for a acceleration sensor, because when the
throwable gaming control is actually being thrown and rotates in
mid-air, in this position the accelerometer experiences the least
amount of centripetal and/or centrifugal forces. It is preferable
to minimise the centripetal and/or centrifugal forces that the
accelerometer experiences merely because the throwable gaming
control is rotating around itself. These forces confuse the
determination of the state of motion of the throwable gaming
control. In particular it is difficult to determine whether the
throwable gaming control is actually airborne, moving where? and at
what speed?, if centripetal/fugal accelerations confuse readings.
From the point of view of the accelerometer, it is impossible to
distinguish whether the acceleration is transverse, gravity
originated or centrifugal and/or centripetal, so it is preferable
to place the accelerometer to the position where the centrifugal
and/or centripetal forces are the smallest, and through which the
gravity vector acts without a couple.
[0011] In another or the same aspect of the invention the magnetic
sensor is placed on the limb of a circuit board. This is because
there it is furthest from the other electrical wires of the gaming
control and therefore is subjected to the least amount of internal
magnetic noise. This is preferable because the reduced magnetic
noise improves the determination of the Earth's magnetic field by
the magnetic sensor. The accuracy of the measurement of the Earth's
magnetic field is important in the determination of the orientation
of the throwable gaming control. Therefore minimising non-Earth
originated magnetic field in the proximity of the magnetic sensor
allows the sensor to deliver more accurate readings.
[0012] According to further aspects of the invention, the improved
state of motion data that can be derived from the inventive
throwable gaming control enables several computing methods that can
be used to enhance motion controlled computer games. In one aspect
of the invention, the state of motion of the throwable gaming
control is deduced, and the acceleration, rotational energy and
rotational speed of the throwable gaming control are used to
distinguish whether the gaming control is actually thrown to
mid-air, i.e. the gaming control is airborne, or whether it is not
airborne. In another aspect of the invention when the throwable
gaming control is deduced to be airborne, the inventive sensory
data is used to distinguish whether the throwable gaming control
was indeed thrown by the player, or merely dropped. In a further
different aspect of the invention the inventive sensory system and
data derived thereby is used to measure the distance travelled by
the throwable gaming control in its airborne state.
[0013] According to even further aspects of the invention, the
inventive gaming control, among other throwable gaming controls,
can be implemented so that it is used ingeniously to simulate the
game of basketball. In this aspect of the invention the throwable
gaming control is thrown but catched higher than the point from
which it was thrown. This allows the player to compensate throws in
a basketball game by catching them early, to make them shorter, for
example.
[0014] Furthermore, according to another aspect of the invention
the direction of motion of the throw that the throwable gaming
control experienced is deduced by deducing the direction of the
acceleration vector of the gaming control prior to the airborne
state, i.e. release, and also computing the acceleration
counterforce vector when the throwable gaming control stops; for
example by it dropping on the ground, hitting a wall or by someone
catching it.
[0015] Some or all of the aforementioned advantages of the
invention are accrued with a throwable gaming control that has the
accelerometer at the center of gravity and the magnetometer at a
low magnetic noise position and uses the improved sensory data to
recognise the motion inputs provided by the players with the
aforementioned computing methods.
[0016] A throwable gaming control for controlling at least one
event in a computer game, comprising at least one magnetic sensor
and at least one acceleration sensor is in accordance with the
invention and characterised in that, [0017] at least one
acceleration sensor is arranged to the center of gravity of the
game control and/or to the proximity of the center of gravity of
the gaming control.
[0018] A throwable gaming control for controlling at least one
event in a computer game, comprising at least one magnetic sensor
and at least one acceleration sensor is in accordance with the
invention and characterised in that, [0019] at least one magnetic
sensor is arranged to a position of least internal magnetic noise,
and/or a position of low internal magnetic noise.
[0020] A throwable gaming control for controlling at least one
event in a computer game, comprising at least one magnetic sensor
and at least one acceleration sensor is in accordance with the
invention and characterised in that, [0021] at least one
acceleration sensor is arranged to the center of gravity of the
game control and/or to the proximity of the center of gravity of
the gaming control and/or, [0022] at least one magnetic sensor is
arranged to a position of least internal magnetic noise, and/or a
position of low internal magnetic noise.
[0023] A software program product arranged to read the sensor data
of the gaming control of the preceding paragraph is in accordance
with the invention. A memory unit comprising a software program
product arranged to read the sensor data of the gaming control of
the preceding paragraph is in accordance with the invention.
[0024] "proximity" in this application is construed as being 20% or
less of an relative distance off the center of gravity in the
gaming control in comparison to the overall size scale, such as
length, width and/or height of the gaming control in one embodiment
of the invention. However, the said relative distance may also be
10%, 30%, 40%, 50%, 60%, 70%, 80% and/or 90% of the length, width
and/or height scale of the gaming control in accordance with the
invention in some embodiments.
[0025] A method for determining the state of motion of a throwable
gaming control, comprising at least one acceleration sensor and at
least one magnetic sensor is in accordance with the invention and
characterised by the following steps: [0026] observing the
acceleration of the gaming control, [0027] identifying the state of
motion of the gaming control as airborne when the acceleration of
the gaming control deviates from gravity g for a period of time
exceeding the threshold time (T1), [0028] if the gaming control is
identified as not airborne; further identifying the state of motion
of the gaming control as airborne when the rotational energy and
rotational speed of the gaming control are stable for a period of
time exceeding a second threshold time (T2).
[0029] A method for distinguishing a drop and a throw in a motion
controlled computer game with a throwable gaming control and
comprises at least one magnetic sensor and at least one
acceleration sensor is in accordance with the invention and
characterised in that, [0030] the acceleration data prior to the
identification of the airborne state of motion is observed, [0031]
integrating the acceleration of the gaming control as function of
time for a threshold period (T3) to derive first integral, [0032]
integrating the gravity as a function of time for the threshold
period (T3) to derive second integral, [0033] subtracting said
second integral from the said first integral to derive the
remainder of the integrals, [0034] a positive remainder of the
integrals is interpreted as a throw of the gaming control in the
said computer game, a negative remainder of the integral is
interpreted as a drop in the said computer game.
[0035] A method for determining the distance travelled of a
throwable gaming control that comprises at least one acceleration
sensor and at least one magnetic sensor, is in accordance with the
invention and characterised by the following steps: [0036]
observing the time spent by the thrown gaming control in the
airborne state and/or the acceleration prior to the airborne state,
[0037] comparing the time spent in the airborne state with the
approximate air resistance of the throwable gaming control, [0038]
deducing the distance travelled in the airborne state based on the
air resistance and the time spent in the airborne state.
[0039] A method for determining the direction of motion of a
throwable gaming control that comprises at least one acceleration
sensor and at least one magnetic sensor, is in accordance with the
invention and characterised by the following steps: [0040]
observing the direction of the acceleration vector of the gaming
control prior to the airborne state, [0041] observing the
counterforce of the acceleration vector after the end of the
airborne state, [0042] using said acceleration vector and
acceleration counter force vector to deduce the direction of the
throw that the said throwable gaming control experienced.
[0043] Method of manufacture of a throwable gaming control,
comprising at least one acceleration sensor and at least one
magnetic sensor, is in accordance with the invention and
characterised in that, [0044] at least one magnetic sensor is
placed in a low magnetic noise position on at least one circuit
board, [0045] at least one acceleration sensor is placed at or
close to the centre of gravity of the throwable gaming control on
the circuit board, [0046] the at least one circuit board and the
said sensors are padded into a padding.
[0047] In addition and with reference to the aforementioned
advantage accruing embodiments, the best mode of the invention is
considered to be the combination of an acceleration sensor in the
centre of gravity of a wireless spherical mouse that in addition
houses a magnetic sensor in a magnetic noise free position. This
spherical mouse can be used to play for example a computer game of
basketball with real basketball-like movements.
BRIEF DESCRIPTION OF THE DRAWINGS
[0048] In the following the invention will be described in greater
detail with reference to exemplary embodiments in accordance with
the accompanying drawings, in which
[0049] FIG. 1 demonstrates an embodiment of the inventive gaming
control 10 as a block diagram.
[0050] FIG. 2 demonstrates an embodiment 20 of the manufacturing
method of the inventive throwable gaming control in accordance with
the invention.
[0051] FIG. 3 demonstrates an embodiment 30 of the inventive method
used to recognise whether the throwable gaming control is
airborne.
[0052] FIG. 4 demonstrates an embodiment 40 of the inventive method
used to recognise whether the throwable gaming control is being
thrown or being dropped.
[0053] FIG. 5 demonstrates an embodiment 50 of the inventive method
used to measure the distance travelled by the throwable gaming
control when it is being thrown or being dropped.
[0054] FIG. 6 demonstrates an embodiment 60 of the inventive method
used to measure the direction travelled by the throwable gaming
control when it is being thrown or being dropped.
[0055] FIG. 7 shows an embodiment 70 of a use scenario of the
inventive gaming control in which the gaming control is used to
play a motion controlled basketball in a computer game.
[0056] Some of the embodiments are described in the dependent
claims.
DETAILED DESCRIPTION OF EMBODIMENTS
[0057] FIG. 1 shows an exemplary embodiment 10 of the inventive
throwable gaming control. The gaming control is preferably used to
control motion controlled computer and/or video games. The sensors
that sense the motion of the gaming control are typically realised
on at least one circuit board 100 in many embodiments. At least one
circuit board and the sensors 110, 120 are typically housed in at
least one padding 130. In some embodiments of the invention the
throwable gaming control is the shape of a ball, and can be a
wireless spherical mouse as described in the publication
WO2007/077124 of the applicant, which is cited here as
reference.
[0058] The throwable gaming control 10 houses several sensors, such
as at least one acceleration sensor, at least one magnetic sensor
and at least one gyroscope. In some preferable embodiments of the
invention the acceleration sensor 120 is placed in the centre of
mass and/or gravity of the throwable gaming control. In some
embodiments this is at the centre of the circuit board 100 and/or
padding 130. If the throwable gaming control is a spherical mouse,
the circuit board is preferably the shape of a coin, i.e. circular
or elliptic, and the padding 130 is arranged into a spherical
and/or spherically elliptic shape to enclose the circuit board 100
and the sensors 110, 120 on it inside the padding 130. The magnetic
sensor 110 is preferably placed into a position of low internal
magnetic noise on the circuit board 100. In some embodiments of the
invention this is at the limb of the circuit board 100, where there
are less electric wires and connections that generate
electromagnetic fields, i.e. magnetic noise. In some embodiments of
the invention the magnetic sensor can be electrically insulated
from the circuit board, except for its own power and data
connections to the circuit board.
[0059] It should be noted that the position of the magnetic sensor
can be optimised separately with no regard given to the position of
the acceleration sensor in some embodiments of the invention. It
should also be noted that the position of the acceleration sensor
can be optimised separately with no regard given to the position of
the magnetic sensor in some embodiments of the invention. It should
also further be noted that the embodiment 10 can be readily
permuted and/or combined with any of the embodiments 20, 30, 40,
50, 60 and/or 70.
[0060] FIG. 2 shows an exemplary method of producing the throwable
gaming control of the invention as a flow diagram. In phase 200 at
least one magnetic sensor is placed in a low magnetic noise
position on at least one circuit board. If no circuit board is
used, the magnetic sensor may be floated or suspended by wires or
supports in another low magnetic noise position. In phase 210 at
least one acceleration sensor is placed at or close to the centre
of gravity of the throwable gaming control on the circuit board.
This is because in this position the centrifugal and/or centripetal
accelerations are the smallest, which may confuse translational
state of motion determinations. In phase 220 the at least one
circuit board and the said sensors are padded into a padding. The
padding can be made from rubber or plastic or any other material
and it can be of any shape. In some embodiments the padding is
spherical, thus making the gaming control into the shape of a
sphere. In phase 230 the overall size of the gaming control is
minimized In many consumer applications it is preferable that the
gaming control is small and fits into a pocket, but in some other
embodiments it can be made into a different size, for example to
the shape and size of a football or a basketball. The
aforementioned gaming control is preferable when the computer game
relates to football or basketball in accordance with the
invention.
[0061] It should also further be noted that the embodiment 20 can
be readily permuted and/or combined with any of the embodiments 10,
30, 40, 50, 60 and/or 70 and be used to create any of the
embodiments 10, 30, 40, 50, 60 and/or 70.
[0062] FIG. 3 shows a method for determining the state of motion of
a throwable gaming control in accordance with the invention. In
phase 300 the acceleration of the gaming control is observed,
typically by an acceleration sensor, magnetic sensors and/or
gyroscopes. In phase 310 the state of motion of the gaming control
is identified as airborne when the acceleration of the gaming
control deviates from gravity g for a period of time exceeding the
threshold time (T1). In some embodiments this threshold time is
about 100 ms, but it may be different depending on the computer
game or the player in accordance with the invention.
[0063] Typically and in accordance with the invention if the gaming
control is identified as not airborne with the above test, there is
still a possibility that it might in fact be airborne. The
rotational forces might have confused the acceleration sensors. In
phase 320 the state of motion of the gaming control is identified
as airborne when the rotational energy and rotational speed of the
gaming control are stable for a period of time exceeding a second
threshold time (T2). T2 is also typically about 100 ms in some
embodiments of the invention. Based on either one of the
aforementioned tests, or both of them, the gaming control is
recognised to be airborne in phase 320.
[0064] It is in accordance with the invention that after
identifying the said airborne state the catching of the throwable
gaming control by the same player or another player is identified
by first recording the acceleration of the gaming control. Then
identifying the state of motion of the gaming control is identified
as catched when the acceleration of the gaming control is similar
to gravity g for a period of time exceeding the third threshold
time (T3). In many embodiments this is sufficient to determine that
the thrown gaming control has been catched. Typically T3 is about
100 ms, but it can be of any value in accordance with the
invention.
[0065] Now, if the gaming control is identified as not airborne it
is in accordance with the invention to perform further tests to
certify this fact. In one of these tests, the state of motion of
the gaming control is further identified as catched when the
rotational energy and rotational speed of the gaming control are
not stable for a period of time exceeding a fourth threshold time
(T4). Typically T4 is also about 100 ms, but it can be of any value
in accordance with the invention. Thus, based on either one of the
aforementioned tests, or both of them, the gaming control is
recognised to have been catched from the airborne state.
[0066] It should also further be noted that the embodiment 30 can
be readily permuted and/or combined with any of the embodiments 10,
20, 40, 50, 60 and/or 70.
[0067] FIG. 4 shows an embodiment of a method for distinguishing a
drop and a throw in a motion controlled computer game with a
throwable gaming control, that is airborne at the time of making
the distinction in some embodiments, and comprises at least one
magnetic sensor and at least one acceleration sensor.
[0068] In phase 400 the acceleration data prior to the
identification of the airborne state of motion is measured,
typically with an acceleration sensor, but also gyroscopes and/or
magnetic sensors might be used in one way or the other to make the
measurement. In phase 410 the acceleration of the gaming control is
integrated as function of time for a threshold period (T5) to
derive the first integral. In most embodiments the integration is
performed by a microprocessor, or a similar computerised task
processing apparatus. In some embodiments the microprocessor may
reside in either the gaming control, or a remote computer, for
example a computer that runs the computer game program in which the
gaming control is used to control the game.
[0069] In phase 420 the gravity is integrated as a function of time
for the threshold period (T5) to derive a second integral. The
threshold period T5 may be of any length, but it is typically 100
ms. In phase 430 said second integral is subtracted from the said
first integral to derive the remainder of the integrals. In phase
440 a positive remainder of the integrals is typically interpreted
as a throw of the gaming control in the said computer game and a
negative remainder of the integral is interpreted as a drop in the
said computer game in some embodiments of the invention.
[0070] It should also further be noted that the embodiment 40 can
be readily permuted and/or combined with any of the embodiments 10,
20, 30, 50, 60 and/or 70.
[0071] FIG. 5 shows an embodiment of a method for determining the
distance travelled of a throwable gaming control. Typically the
gaming control comprises at least one acceleration sensor and at
least one magnetic sensor, and possibly also at least one
gyroscope. In phase 500 the time spent by the thrown gaming control
in the airborne state and/or the acceleration prior to the airborne
state is measured. Preferably both parameters are measured, but the
measurement of only either one is also possible and in accordance
with the invention. In phase 510 the time spent in the airborne
state and/or the said acceleration are compared with the
approximate air resistance of the throwable gaming control. The air
resistance can be measured by a separate gauge in the gaming
control or a remote computer, or a numerical value of the air
resistance might be stored into the memory of the gaming control or
computer or both in some embodiments of the invention. In phase 520
the distance travelled in the airborne state is deduced based on
the air resistance and the time spent in the airborne state and/or
acceleration prior to the airborne state. In some embodiments the
vertical and the horizontal distance components traversed in the
airborne state are calculated separately. In some embodiments at
least one magnetic sensor is used to distinguish these distance
components.
[0072] It should also further be noted that the embodiment 50 can
be readily permuted and/or combined with any of the embodiments 10,
20, 30, 40, 60 and/or 70.
[0073] FIG. 6 shows a method for determining the direction of
motion of a throwable gaming control that typically comprises at
least one acceleration sensor and at least one magnetic sensor. The
determination is typically done during a throw, but can also be
done after it or based on a throw gesture in some embodiments. In
phase 600 the direction of the acceleration vector of the gaming
control prior to the airborne state is measured and observed. The
direction of the acceleration vector is typically determined by the
magnetic sensor determining a reference direction with respect to
the Earth's magnetic field and an acceleration sensor and/or
gyroscope determining the rest of the directional information in
some embodiments. In phase 610 the counterforce of the acceleration
vector is observed after the end of the airborne state. The
direction of this vector is likewise determined by the magnetic
sensor determining a reference direction with respect to the
Earth's magnetic field and an acceleration sensor and/or gyroscope
determining the rest of the directional information in some
embodiments.
[0074] In phase 620 the said acceleration vector and/or
acceleration counterforce vector are used to deduce the direction
of the throw that the said throwable gaming control experienced.
Either one of the vectors can be used individually or they can be
used in combination to determine the direction of the throw.
[0075] It should also further be noted that the embodiment 60 can
be readily permuted and/or combined with any of the embodiments 10,
20, 30, 40, 50 and/or 70.
[0076] FIG. 7 shows an exemplary use scenario of the invention, a
gaming embodiment 70 involving motion controlled basketball
computer game. In one of the embodiments the player 700 holds the
throwable gaming control 710 in his hand and imagines the
basketball hoop 720. He subsequently throws the gaming control
towards the imaginary hoop 720. The motion of the gaming control
710 gets converted into the motion of the ball in the computer game
shown on the screen 730. In a preferred embodiment of the
invention, only the height of the throw defines a controlling
variable for the game. In this embodiment the horizontal component
of the throw is preset in the game and independent of the
horizontal motion component experienced by the throwable gaming
control during throw. The height of the throw experienced by the
gaming control is thus the variable that controls the events in the
game. This is preferable because in many situations it would be
disadvantageous to be throwing the gaming control around the room,
or all over the place. When the height of the throw is the relevant
control parameter, the player can easily control events in the game
by throwing the game control just vertically up, a throw that is
easy for the player to catch also. In some embodiments the throw
imitates the pitch of Finnish Baseball=pesapallo, where the pitch
is thrown vertically by the pitcher for the batsman.
[0077] In some embodiments the throwable gaming control 710 is
catched in a higher position than where it was originally released
by the player 700 or another player. When the gaming control is
catched prematurely, the flight distance measured from the actual
time in the airborne state is shorter than the earlier anticipated
flight distance. In some embodiments of the invention, in the
computer game controlled by the gaming control 710, a throw catched
higher just said is interpreted as compensation to the earlier
throw. For example the compensation could be used to make the throw
shorter or lower or both. Also, it is possible that the gaming
control is catched lower, i.e. maturely, and consequently in the
game the throw is compensated to be higher or longer or both. It is
clearly in accordance with the invention that the correspondence
between different throw events and events in the game controlled by
the gaming control being thrown can be set arbitrarily, for example
at will of the programmer and/or designer making use of the
invention in his game.
[0078] It should also further be noted that the embodiment 70 can
be readily permuted and/or combined with any of the embodiments 10,
20, 30, 40, 50 and/or 60. All aforementioned use and method
embodiments can be performed with the gaming control of the
invention, and are therefore in accordance with the invention.
Similarly all software, such as computer games, which can be
operated by the user with the inventive gaming control are also in
accordance with the invention.
[0079] The invention has been explained above with reference to the
aforementioned embodiments and several commercial and industrial
advantages have been demonstrated. The methods and arrangements of
the invention allow more reliable motion controlled computer
gaming.
[0080] The invention has been explained above with reference to the
aforementioned embodiments. However, it is clear that the invention
is not only restricted to these embodiments, but comprises all
possible embodiments within the spirit and scope of the inventive
thought and the following patent claims.
REFERENCES
[0081] EP 2008697A1, Wei et al., "Self contained inertial
navigation system for interactive control using movable
controllers"
[0082] US 2006/0287085, Mao et al., "Inertially trackable hand-held
controller"
[0083] WO 2007/077124, Vaananen et al. "User operable pointing
device such as a mouse"
[0084] WO 2007/132386, Mertens Mark, J. "Gaming system with a
moveable display"
[0085] US 2006/0189386 A1, Rosenberg, Louis B. "Device, System and
Method for outdoor computer gaming".
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