U.S. patent application number 13/600091 was filed with the patent office on 2013-05-02 for electronic communication between a gamepad and an electronic device.
This patent application is currently assigned to BLADEPAD, LLC. The applicant listed for this patent is David Baum, Reed Quinn. Invention is credited to David Baum, Reed Quinn.
Application Number | 20130106687 13/600091 |
Document ID | / |
Family ID | 48171872 |
Filed Date | 2013-05-02 |
United States Patent
Application |
20130106687 |
Kind Code |
A1 |
Baum; David ; et
al. |
May 2, 2013 |
ELECTRONIC COMMUNICATION BETWEEN A GAMEPAD AND AN ELECTRONIC
DEVICE
Abstract
One example embodiment includes a method for connecting an
electronic device to a gamepad. The method includes providing a
gamepad including one or more controls. The method also includes
detecting a Bluetooth protocol. The method further includes
detecting an electronic device. The method additionally includes
connecting the gamepad to the electronic device wirelessly using
the Bluetooth protocol.
Inventors: |
Baum; David; (Provo, UT)
; Quinn; Reed; (Highland, UT) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Baum; David
Quinn; Reed |
Provo
Highland |
UT
UT |
US
US |
|
|
Assignee: |
BLADEPAD, LLC
Provo
UT
|
Family ID: |
48171872 |
Appl. No.: |
13/600091 |
Filed: |
August 30, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61551905 |
Oct 26, 2011 |
|
|
|
Current U.S.
Class: |
345/156 ;
455/41.2 |
Current CPC
Class: |
A63F 2300/204 20130101;
A63F 13/73 20140902; A63F 13/90 20140902; A63F 2300/1043 20130101;
A63F 13/98 20140902; A63F 13/24 20140902; A63F 13/92 20140902; A63F
2300/1031 20130101; A63F 13/06 20130101; A63F 13/02 20130101; A63F
13/235 20140902 |
Class at
Publication: |
345/156 ;
455/41.2 |
International
Class: |
H04B 7/00 20060101
H04B007/00; G09G 5/00 20060101 G09G005/00 |
Claims
1. A method for connecting an electronic device to a gamepad, the
method comprising: providing a gamepad including one or more
controls; detecting a Bluetooth protocol; detecting an electronic
device; and connecting the gamepad to the electronic device
wirelessly using the Bluetooth protocol.
2. The method of claim 1, wherein the gamepad further includes a
case for securing the electronic device.
3. The method of claim 1, wherein detecting the electronic device
includes detecting previously connected devices.
4. The method of claim 1, wherein detecting the electronic device
includes detecting electronic devices capable of a Bluetooth
connection.
5. The method of claim 2, wherein the gamepad further includes a
shelf configured to: releasably attach the case to the gamepad; and
allow the gamepad to move relative to the case.
6. The method of claim 1, wherein the gamepad further includes a
logic device.
7. The method of claim 1, wherein the logic device includes a
microcontroller.
8. The method of claim 1, wherein the one or more controls include
an analog stick.
9. The method of claim 1, wherein the one or more controls include
a button.
10. The method of claim 1, wherein the one or more controls
includes a directional pad.
11. A method of electronic communication between a gamepad and an
electronic device, the method comprising: identifying an input by a
user, wherein the input is received from a gamepad, wherein the
gamepad includes one or more controls; converting the input to a
Bluetooth function; transmitting the Bluetooth function to the
electronic device wirelessly; and changing the Bluetooth function
into an application defined instruction.
12. The method of claim 11, wherein the input includes movement of
an analog stick.
13. The method of claim 11, wherein the input by the user includes
pressing a button.
14. The method of claim 11, wherein the input by the user includes
control on a direction pad.
15. The method of claim 11 further comprising providing a Bluetooth
low energy module for converting the input to a Bluetooth function
and transmitting the Bluetooth function to the electronic device
wirelessly.
16. A method of electronic communication between a gamepad and an
electronic device, the method comprising: providing a gamepad
including one or more controls; identifying an input by a user,
wherein the input is received from the gamepad; converting the
input into a command; transforming the command into a Bluetooth
function; transmitting the Bluetooth function to the electronic
device wirelessly; and changing the Bluetooth function into an
application defined instruction.
17. The method of claim 16 further comprising powering-on the
gamepad.
18. The method of claim 17, wherein powering-on the gamepad
includes moving the gamepad into a specified position.
19. The method of claim 16 further comprising determining if the
gamepad has a valid security protocol.
20. The method of claim 19 further comprising powering-off the
gamepad if the security protocol is not valid.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of and priority to U.S.
Provisional Patent Application Ser. No. 61/551,905 filed on Oct.
26, 2011, which application is incorporated herein by reference in
its entirety.
[0002] This application is related to co-pending U.S. application
Ser. No. ______, on Aug. 30, 2012, and entitled, "ELECTRONIC DEVICE
GAMING SYSTEM" (Attorney Docket No. 10385.3), which application is
incorporated herein by reference in its entirety.
BACKGROUND OF THE INVENTION
[0003] Conventional game systems use a specified hardware
configuration in a console with controls that are attached either
through a wired connection or wirelessly to the console. The
console is then connected to a display (if the console does not
include a display) and the user uses the controls to perform
desired actions within a game. The game is sold separately and
loaded into the console when game play is desired.
[0004] However, the game console is rarely adaptable. For example,
the hardware is normally selected and manufactured for several
years before new gaming consoles are released. That means that
users are often using outdated technology, preventing the user from
getting the maximum experience from the game.
[0005] In addition, the game console is not portable. I.e., in
order to get the desired hardware, the consoles are made of a size
and design such that the hardware is wired to the display. This
means that the console is usually left in one location and other
uses must plan around the console location. For example, if the
console is connected to a television, then no one else can use that
particular television when the console is in use.
[0006] In addition, games for these consoles tend to be expensive.
I.e., because they are specialized for specific hardware and
because they are subject to specific distribution channels, the
cost of the games tends to be higher than other types of games.
This means that users need to factor in the cost of the games in
addition to the cost of the console.
[0007] Because of these limitations, users are increasingly turning
to mobile devices for gaming. For example, users can download and
install games on an iPhone, a tablet, an Android phone or other
similar device with little hassle and for much lower prices than
console games. In addition, this is hardware that users tend to own
and upgrade on a regular basis anyway, so it does not factor into
the cost of the gaming experience.
[0008] However, gaming on mobile devices has its own drawbacks. For
example, many of these devices use a touchscreen. This means that
the screen is used as the controller as well as the display. Often,
the user's fingers can get in the way of information on the
display, making it more difficult to view all of the information
available to the user.
[0009] In addition, touchscreens do not allow for the precision
control that a controller offers. I.e., controllers can allow for a
specific input with a specific result. If the user is trying to use
a button array on a touchscreen instead, they are more likely to
make mistakes.
[0010] Accordingly, there is a need in the art for a system that
allows a user to play a game on desired hardware. Additionally,
there is a need in the art for the system to allow the user to have
precise control. Moreover, there is a need in the art for the
controls to not use display area for the control.
BRIEF SUMMARY OF SOME EXAMPLE EMBODIMENTS
[0011] This Summary is provided to introduce a selection of
concepts in a simplified form that are further described below in
the Detailed Description. This Summary is not intended to identify
key features or essential characteristics of the claimed subject
matter, nor is it intended to be used as an aid in determining the
scope of the claimed subject matter.
[0012] One example embodiment includes a method for connecting an
electronic device to a gamepad. The method includes providing a
gamepad including one or more controls. The method also includes
detecting a Bluetooth protocol. The method further includes
detecting an electronic device. The method additionally includes
connecting the gamepad to the electronic device wirelessly using
the Bluetooth protocol.
[0013] Another example embodiment includes a method of electronic
communication between a gamepad and an electronic device. The
method includes identifying an input by a user, wherein the input
is received from a gamepad, wherein the gamepad includes one or
more controls. The method also includes converting the input to a
Bluetooth function. The method further includes transmitting the
Bluetooth function to the electronic device wirelessly. The method
additionally includes changing the Bluetooth function into an
application defined instruction.
[0014] Another example embodiment includes a method of electronic a
communication between a gamepad and an electronic device. The
method includes providing a gamepad including one or more controls.
The method also includes identifying an input by a user, wherein
the input is received from the gamepad. The method further includes
converting the input into a command. The method additionally
includes transforming the command into a Bluetooth function. The
method moreover includes transmitting the Bluetooth function to the
electronic device wirelessly. The method also includes changing the
Bluetooth function into an application defined instruction.
[0015] These and other objects and features of the present
invention will become more fully apparent from the following
description and appended claims, or may be learned by the practice
of the invention as set forth hereinafter.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] To further clarify various aspects of some example
embodiments of the present invention, a more particular description
of the invention will be rendered by reference to specific
embodiments thereof which are illustrated in the appended drawings.
It is appreciated that these drawings depict only illustrated
embodiments of the invention and are therefore not to be considered
limiting of its scope. The invention will be described and
explained with additional specificity and detail through the use of
the accompanying drawings in which:
[0017] FIG. 1A illustrates a top perspective view of an example of
an electronic device gaming system;
[0018] FIG. 1B illustrates a bottom perspective view of the example
of an electronic device gaming system;
[0019] FIG. 1C illustrates a side view of the example of an
electronic device gaming system;
[0020] FIG. 2 illustrates an example of the electronic device
gaming system in an open position;
[0021] FIG. 3 illustrates an example of a case;
[0022] FIG. 4 illustrates an example of a shelf;
[0023] FIG. 5 illustrates a block diagram of a gamepad;
[0024] FIG. 6 illustrates an example of a gamepad;
[0025] FIG. 7 is a flowchart illustrating an example of a method
for connecting an electronic device to a gamepad; and
[0026] FIG. 8 is a flowchart illustrating a method of electronic
communication between a gamepad and an electronic device.
DETAILED DESCRIPTION OF SOME EXAMPLE EMBODIMENTS
[0027] Reference will now be made to the figures wherein like
structures will be provided with like reference designations. It is
understood that the figures are diagrammatic and schematic
representations of some embodiments of the invention, and are not
limiting of the present invention, nor are they necessarily drawn
to scale.
[0028] FIGS. 1A, 1B and 1C illustrate an example of an electronic
device gaming system 100. FIG. 1A illustrates a top perspective
view of the example of an electronic device gaming system 100; FIG.
1B illustrates a bottom perspective view of the example of an
electronic device gaming system 100; and FIG. 1C illustrates a side
view of the example of an electronic device gaming system 100. In
at least one implementation, the electronic device gaming system
100 can protect an enclosed electronic device. Additionally or
alternatively, the electronic device gaming system 100 can include
a controller, as described below.
[0029] FIGS. 1A, 1B and 1C show that the electronic device gaming
system 100 can include a case 102. In at least one implementation,
the case 102 can be configured to protect the electronic device.
I.e., the case 102 can be configured to receive the electronic
device and provide some measure of protection for the electronic
device. For example, the case 102 can include a shock resistant
material that is configured to absorb the shock of an impact
delivered to the electronic device.
[0030] FIGS. 1A, 1B and 1C also show that the electronic device
gaming system 100 can include a input device 104 attached to the
case 102. In at least one implementation, the input device 104 can
include any device which allows a user to input a command for an
electronic device. For example, the input device 104 can include a
gamepad. A gamepad can include one or more controls for playing a
game on the electronic device. I.e., the gamepad can include the
controls required or desired to play a game that is run and/or
displayed on the electronic device, as described below.
Additionally or alternatively, the input device 104 can include a
keyboard, a touchpad, a touch screen, a mouse, a scroll wheel, a
headset (e.g., a Bluetooth headset), connections for external
devices, such as controllers or joysticks, motion detectors, any
other desired input or any combination thereof.
[0031] FIGS. 1A, 1B and 1C further show that the electronic device
gaming system 100 can include a shelf 106. In at least one
implementation, the shelf 106 can be configured to releasably
attach the case 102. I.e., the shelf 106 can allow the case 102 to
be removed from the input device 104. When the case 102 has been
removed, the shelf 106 can act as a cover, protecting the input
device 104, as described below. One of skill in the art will
appreciate that the shelf 106 can be directly attached to the
electronic device if the electronic device is so configured. I.e.,
the electronic device can be configured to receive the shelf 106
directly.
[0032] FIG. 2 illustrates an example of the electronic device
gaming system 100 in an open position. In at least one
implementation, the input device 104 can move relative to the case
102. I.e., the user can place the input device 104 in a position
that is parallel to the case 102 such that the input device 104 is
both protected and hidden. The user can then slide the input device
104 relative to the case 102, exposing the controls.
[0033] FIG. 2 shows that the electronic device gaming system 100
can be configured to receive an electronic device 202. In at least
one implementation, the electronic device 202 can be placed in the
case 102. I.e., the case 102 can releasably retain the electronic
device 202. The electronic device 202 can include any desired
device. For example, the electronic device 202 can include a mobile
phone, tablet, iPhone, Android phone, laptop or any other desired
electronic device.
[0034] FIG. 2 also shows that the shelf 106 can be slidably
attached to the input device 104. I.e., the shelf 106 can move
relative to the input device 104 and vice versa. For example, the
shelf 106 can allow the input device 104 to be slid out for play
when the electronic device 202 is in the case 102 or otherwise
located proximately to the input device 104. In at least one
implementation, the input device 104 can include a lock button. In
at least one implementation, the lock button can lock the position
of the input device 104 relative to the shelf 106. For example, the
lock button may engage when the input device 104 is in a particular
position relative to the shelf 106. The user may then need to
release the lock button to allow movement. One of skill in the art
will appreciate that the input device 104 can be slidably attached
directly to the electronic device 202 if the electronic device 202
is so configured. I.e., the electronic device 202 can be configured
to receive the input device 104 directly without the presence of a
shelf and/or case. One of skill in the art will further appreciate
that the input device 104 can be slidably attached directly to the
case 102 if the case 102 is so configured. I.e., the case 102 can
be configured to receive the input device 104 directly without the
presence of a shelf.
[0035] FIG. 2 additionally shows that the shelf 106 can include an
opening 204. In at least one implementation, the opening 204 can
allow a camera or other mechanism on the electronic device 202 to
be used when desired. In particular, the opening 204 can be
configured to match the size and shape of the electronic device
202. I.e., the opening 204 can be placed to ensure the desired
access to the electronic device 202.
[0036] FIG. 2 moreover shows that the case 102 can include a second
opening 206. In at least one implementation, the second opening 206
can be configured to be placed parallel to the opening 204 in the
shelf 106 when the case 102 is attached to the shelf 106. I.e., the
second opening 206 and the opening 204 can be placed to preserve
access when the case 102 is attached to the shelf 106.
[0037] FIG. 3 illustrates an example of a case 102. In at least one
implementation, the case 102 is configured to secure an electronic
device. In particular, the case 102 can secure the electronic
device relative to a gamepad. Additionally or alternatively, the
case 102 can protect the electronic device. I.e., the case 102 can
provide resistance to scratches or impacts.
[0038] FIG. 3 shows that the case 102 can include a channel 302. In
at least one implementation, the channel is configured to slidably
receive a portion of a shelf. In particular, the channel 302 can
receive a protrusion which is then slid into place, securing the
shelf to the case 102.
[0039] FIG. 3 also shows that the case 102 can include a lip 304.
In at least one implementation, the lip 304 can include a narrowing
of the channel 302. I.e., the lip 304 can include an area of the
channel 302 which is smaller than an alternative portion of the
channel. The lip 304 can be configured to allow the protrusion on
the shelf to attach to be releasably secured to the case 102. I.e.,
the protrusion on the shelf will slide over the lip 304, securing
the shelf to the case 102.
[0040] FIG. 4 illustrates an example of a shelf 106. In at least
one implementation, the shelf 106 can allow movement of a gamepad
relative to a phone case. That is, the shelf 106 can allow a case
and gamepad to be connected to one another and to move relative to
one another.
[0041] FIG. 4 shows that the shelf 106 can include a protrusion
402. In at least one implementation, the protrusion 402 is
configured to be inserted into a channel 302 on a case. In
particular, the protrusion 402 can be inserted into a channel 302
on a case then secured to the case 102, allowing the shelf 106 to
be attached to the case.
[0042] FIG. 4 also shows that the protrusion 402 can include a
groove 404. In at least one implementation, the groove 404 can be
slid over a lip on a case. In particular, as the groove 404 can fit
over the lip, preventing movement of the shelf 106 relative to the
case. I.e., the groove 404 has very little lateral clearance
relative to the lip, meaning that that shelf 402 is permitted to
move only small amounts laterally relative to the case.
[0043] FIG. 5 illustrates a block diagram of a gamepad 500. In at
least one implementation, the gamepad 500 is configured to connect
to an external electronic device for gaming. For example, the
gamepad 500 is one example of an input device 104 that can be used
with the electronic device gaming system 100 of FIG. 1. In
particular, the gamepad 500 can allow a user to control one or more
elements of a game which is being run and/or displayed on the
electronic device.
[0044] FIG. 5 shows that the gamepad 500 can include a logic device
502. In at least one implementation, a logic device 502 can include
any device capable of performing logic functions. For example, the
logic device 502 can perform Boolean logic or can produce a
pre-determined output based on input. The logic device 502 can
include ROM memory, programmable logic device (PLD), programmable
array logic (PAL), generic array logic (GAL), complex programmable
logic device (CPLD), field programmable gate arrays (FPGA), logic
gates, processors or any other device capable of performing logic
functions.
[0045] In at least one implementation, the logic device 502 can
control the functions of the other components of the gamepad 500.
In particular, the logic device 502 can ensure that the components
of the gamepad 500 perform their desired function at the
appropriate time and in the appropriate manner. The timing of
functions can be critical to ensure that the electronic device is
in communication with the gamepad 500 and that the gamepad 500
provides data as quickly as possible to the electronic device.
[0046] In at least one implementation, the logic device 502 can
free the processor or controller of the electronic device to
perform other tasks. Additionally or alternatively, the logic
device 502 can ensure that enough resources are available to the
gamepad 500 to reduce or eliminate lag time for commands. In
particular, the logic device 502 can be used for processing
commands input from a user and communicating the commands to the
electronic device.
[0047] For example, the logic device 502 can include a
microcontroller. In at least one implementation, a microcontroller
(sometimes abbreviated pC, uC or MCU) is a small computer on a
single integrated circuit containing a processor core, memory, and
programmable input/output peripherals. Program memory in the form
of NOR flash or one time programable ROM is also often included on
chip, as well as a typically small amount of RAM. Microcontrollers
will generally have the ability to retain functionality while
waiting for an event such as a button press or other interrupt;
power consumption while sleeping (CPU clock and most peripherals
off) may be just nanowatts, making many of them well suited for
long lasting battery applications.
[0048] FIG. 5 also shows that the gamepad 500 can include a control
array 504. In at least one implementation, the control array 504
can include a set of buttons or other controls that allow a user to
input commands. For example, the control array can include
direction pads, analog sticks, buttons, touch screens or any other
desired input, as described below.
[0049] FIG. 5 further shows that the gamepad 500 can include a
Bluetooth low energy ("BLE") module 506. In at least one
implementation, the BLE module 506 can allow the gamepad 500 to
connect to an electronic device. Bluetooth is a open wireless
technology standard for exchanging data over short distances (using
short-wavelength radio transmissions in the ISM band from 2400-2480
MHz) from fixed and mobile devices, creating personal area networks
(PANs) with high levels of security. I.e., the BLE module 506
allows commands to be sent from the gamepad 500 to the electronic
device and vice versa.
[0050] FIG. 6 illustrates an example of a gamepad 500. In at least
one implementation, the gamepad 500 can be used to control a game
on an electronic device. In particular, the gamepad 500 can connect
wirelessly to the electronic device to convert input from the user
into a command on the electronic device.
[0051] FIG. 6 shows that the gamepad 500 can include a direction
pad ("D-pad") 602. In at least one implementation, the D-pad 602
can include a flat, usually thumb-operated directional control with
one button on each point. In particular, only the directions
provided on the D-pad 602 buttons can be used, with no intermediate
values. However, combinations of two directions (up and left, for
example) can provide diagonals and the D-pad 602 can be used to
provide eight-directional input if appropriate.
[0052] FIG. 6 also shows that the gamepad 500 can include menu
buttons 604. In at least one implementation, the menu buttons 604
can allow a user to select among menu items in the electronic
device. In particular, the menu buttons 604 are configured to allow
a user to select menu options, rather than perform in-game
commands. For example, the menu buttons 604 can include a "select"
button, a "start" button, a "mode" button, a "home" button or any
other desired button.
[0053] FIG. 6 further shows that the gamepad 500 can include a set
of analog sticks 606. In at least one implementation, the set of
analog sticks 606, sometimes called a control stick or thumbstick,
is an input device that is used for two-dimensional input. An
analog stick 606 is a variation of a joystick, consisting of a
protrusion from the gamepad 500; input is based on the position of
this protrusion in relation to the default "center" position. For
example, the set of analog sticks 606 can use continuous electrical
activity running through potentiometers to determine their current
positition.
[0054] In at least one implementation, a potentiometer, informally,
a pot, in electronics technology is a component, a three-terminal
resistor with a sliding contact that forms an adjustable voltage
divider. I.e., as the analog stick 606 moves the sliding contact is
moved along the resistor. The measurement resistance measures the
position of the analog stick 606 along the axis of the
potentiometer. A second potentiometer perpendicular to the first
potentiometer allows for position measurement in a Cartesian
coordinate system.
[0055] FIG. 6 additionally shows that the gamepad 500 can include
one or more action buttons 608. In at least one implementation, the
action buttons 608 can allow a user to perform a desired action
within a game. I.e., the action buttons 608 are tied to a specific
action within the game. One of skill in the art will appreciate
that more than one action button 608 may perform a single action, a
particular action button may remain unused in a game, combinations
may be used to perform the desired action or any other desired
configuration of action button can be used to perform a desired
action.
[0056] FIG. 6 moreover shows that the gamepad 500 can include one
or more shoulder buttons 610. In at least one implementation, the
shoulder buttons 610 can be positioned along the rear edge (from a
standard holding position). The shoulder buttons 610 can allow a
user to input additional commands related to a particular action.
I.e., the shoulder buttons 610, or combinations thereof, can be
linked to particular actions as with the actions buttons 608.
[0057] FIG. 6 also shows that the gamepad 500 can include a
connection port 612. In at least one implementation, the connection
port 612 can allow the gamepad 500 to connect to an external
device. For example, the connection port 612 can allow the gamepad
500 to be connected to a computer to allow software within the
gamepad 500 to be updated. Additionally or alternatively, the
connection port 612 can be used to supply power to the gamepad 500.
For example, the connection port 612 can include a USB port or
other desired connection.
[0058] FIG. 7 is a flowchart illustrating an example of a method
700 for connecting an electronic device to a gamepad. In at least
one implementation, the game pad can be the gamepad 500 of FIG. 1.
Therefore, the method 700 will be described, exemplarily, with
reference to the gamepad 500 of FIG. 1. Nevertheless, one of skill
in the art can appreciate that the method 700 can be used with a
gamepad other than the gamepad 500 of FIG. 1.
[0059] FIG. 7 shows that the method 700 can include powering-on 702
the gamepad. In at least one implementation, powering-on 702 the
gamepad can include any action which indicates that the user
intends to use the gamepad. For example, powering-on 702 the
gamepad can include the user sliding the gamepad to an open
position. That is, the gamepad can be slid out from a shelf or
other closed position to an open or active position which
automatically powers-on 702 the gamepad. Additionally or
alternatively, powering-on 702 the gamepad can include the user
activating a power button or switch.
[0060] FIG. 7 also shows that the method 700 can include detecting
704 the Bluetooth protocol. In at least one implementation, the
Bluetooth protocol allows the gamepad and the electronic device to
communicate with one another wirelessly. Such a connection allows
the gamepad and/or the electronic device to be positioned relative
to one another as desired by the user. I.e., the gamepad can be
positioned by the user in a desired location relative to the
electronic device. Additionally or alternatively, a wireless
connection can allow the gamepad and/or the electronic device to be
connected to a power source while communicating with one another.
I.e., data ports can be used for power supply purposes, rather than
data exchange purposes.
[0061] FIG. 7 further shows that the method 700 can include
determining 706 whether the security protocol is valid. In at least
one implementation, a valid security protocol allows desired
devices to connect to the electronic device while preventing
undesired connections. For example, the security protocol can
ensure that the gamepad does not access files or perform functions
that are not desired based on the nature of the gamepad.
[0062] FIG. 7 additionally shows that the method 700 can include
detecting 708 the electronic device if the security protocol is
valid. In at least one implementation, detecting 708 the electronic
device can include exchanging identifying information between the
gamepad and the electronic device. In particular, detecting 708 the
electronic device can include identifying previously connected
electronic devices and/or electronic devices that are within
communication range.
[0063] FIG. 7 moreover shows that the method 700 can include
connecting 710 the gamepad to the electronic device wirelessly. In
at least one implementation, connecting 710 the gamepad to the
electronic device wirelessly can include the gamepad and the
electronic device sending signals to one another. For example, the
gamepad can send control signals that are produced when a user
pushes a button, moves an analog stick or performs some other
action.
[0064] FIG. 7 also shows that the method 700 can include
powering-off 712 the gamepad if the security protocol is not
approved. In at least one implementation, powering-off 702 the
gamepad can preserve the battery or other power source of the
gamepad if the gamepad is unavailable for use. I.e., since the
gamepad cannot connect to an electronic device the battery or other
power source can be preserved until the problems with the security
protocol can be resolved.
[0065] One skilled in the art will appreciate that, for this and
other processes and methods disclosed herein, the functions
performed in the processes and methods may be implemented in
differing order. Furthermore, the outlined steps and operations are
only provided as examples, and some of the steps and operations may
be optional, combined into fewer steps and operations, or expanded
into additional steps and operations without detracting from the
essence of the disclosed embodiments.
[0066] FIG. 8 is a flowchart illustrating a method 800 of
electronic communication between a gamepad and an electronic
device. In at least one implementation, the method can allow a user
to implement controls in a desired application. That is, the user
can use a single gamepad with inputs converted into application
defined instructions which may vary from application to
application.
[0067] FIG. 8 shows that the method 800 can include identifying 802
an input from a user. I.e., a user inputs a command which is
identified 802 by the gamepad. For example, the gamepad can
identify a button push, a directional command on a directional pad,
movement of an analog stick or any other command input.
[0068] FIG. 8 also shows that the method 800 can include converting
804 the input into a command. In at least one implementation, the
command can be the same regardless of the game being played or the
electronic device. I.e., the command can be converted 804 into
machine code that is the same each time the particular input is
identified 802. The input can be converted 804 to a command by a
logic device or other device.
[0069] FIG. 8 further shows that the method 800 can include
transforming 806 the command into a Bluetooth function. In at least
one implementation, the Bluetooth function includes data that is
configured to be transmitted to the electronic device. The command
can be transformed 806 into a Bluetooth function by a logic device,
BLE module or some other device. One of skill in the art will
appreciate that converting 804 the input into a command and
transforming 806 the command into a Bluetooth function can include
a single step. That is, the input can be identified 802 and
transformed into a Bluetooth function without any intermediate
steps such as converting 804 the input into a command.
[0070] FIG. 8 additionally shows that the method 800 can include
transmitting 808 the Bluetooth function to the electronic device.
In at least one implementation, the Bluetooth function can be
transmitted 808 wirelessly to the electronic device. In particular,
the Bluetooth function can be transmitted 808 by a BLE module or
similar wireless device. Likewise, the Bluetooth function can be
received by a Bluetooth module or similar device in the electronic
device.
[0071] FIG. 8 moreover shows that the method 800 can include
changing 810 the Bluetooth function into an application defined
instruction. In at least one implementation, the application
defined instruction can include commands or inputs recognized by
the application. I.e., the Bluetooth function can remain the same
for each input, but be changed 810 into the desired instruction
within the application. For example, a movement of the analog stick
may move a character in one application but change a viewing
direction in another application.
[0072] The present invention may be embodied in other specific
forms without departing from its spirit or essential
characteristics. The described embodiments are to be considered in
all respects only as illustrative and not restrictive. The scope of
the invention is, therefore, indicated by the appended claims
rather than by the foregoing description. All changes which come
within the meaning and range of equivalency of the claims are to be
embraced within their scope.
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