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Force feedback mechanism for gamepad device

  • US 7,507,158 B2
  • Filed: 07/27/2004
  • Issued: 03/24/2009
  • Est. Priority Date: 01/29/2001
  • Status: Expired due to Fees
First Claim
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1. A method for producing a haptic experience felt by an operator and corresponding to a condition in an electronic game environment of a host computer by developing a plurality of reactive haptic forces that are 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 computer by triggering generation of a haptic sensation effect by the input device;

    (b) accessing at least one parameter for each of the plurality of reactive haptic forces that simulate the haptic sensation effect, where said at least one parameter for each of the plurality of reactive haptic forces is stored in a memory; and

    (c) generating the plurality of reactive haptic forces along a plurality of directional axes as defined by said at least one parameter for each of the plurality of reactive haptic forces 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 plurality of reactive haptic forces, but the mass is not directly drivingly coupled to any other object, a change in momentum of said at least one mass along at least one directional axis producing the plurality of reactive haptic forces that are applied to the housing and are thus transmitted through the housing to create the haptic experience felt by the operator holding the housing, corresponding to a condition in the electronic game environment.

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