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Force feedback mechanism for gamepad device

  • US 7,503,852 B2
  • Filed: 08/04/2004
  • Issued: 03/17/2009
  • Est. Priority Date: 01/29/2001
  • Status: Expired due to Fees
First Claim
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1. A method for producing a haptic sensation felt by an operator and corresponding to a condition in an electronic game environment of a specific host device application by developing at least one customized parameter used for producing a reactive haptic force that is applied to the operator through a housing on an input device held by the operator, comprising the steps of:

  • (a) responding to a condition in the electronic game environment of a host device by triggering generation of the reactive haptic force by the input device;

    (b) determining at least one customized parameter for producing the reactive haptic force that simulates the haptic sensation; and

    (c) generating the reactive haptic force along any of a plurality of directional axes by driving at least one mass disposed within the housing of the input device and operatively interconnected to a prime mover wherein the prime mover comprises a gear and an arm attached to the gear, the gear being pivotally mounted to the housing and rotating around a fixed axis, the arm extending outwardly normal to the fixed axis of rotation of the gear, wherein the movable mass is connected to the distal end of the arm such that upon the gear rotating, the movable mass moves through an arc along the plurality of directional axes such that the movement of the mass along the plurality of directional axes causes the reactive haptic force, but the mass is not directly drivingly coupled to any other object, said mass being moved by the prime mover in a manner as defined by said at least one customized parameter, a change in momentum of said at least one mass along at least one directional axis producing the reactive haptic force that is applied to the housing by transmission through the housing to create the haptic sensation felt by the operator holding the housing, corresponding to the condition in the electronic game environment.

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