Methods and systems for dynamic calibration of movable game controllers
First Claim
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1. A method for controlling a video game using a wireless game controller, the method comprising:
- sensing linear and angular accelerations of the controller over a broad range of controller motion;
sensing an electromagnetic alignment element over a narrow range of controller motion, less than the broad range of controller motion, the narrow range limited to an alignment between the electromagnetic alignment element and the controller;
tracking the sensed linear and angular accelerations to calculate a path of the controller as the controller passes through the broad range of controller motion outside of and including the narrow range of controller motion;
computing, from the calculated path, an animation path of the controller and driving an animation of an object from the animation path;
dynamically correcting the animation path responsive to the sensed electromagnetic alignment element as the controller passes through the narrow range of motion; and
restricting the calculated path based upon a mechanical model of a human figure.
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Abstract
A video gaming system includes a wireless controller that senses linear and angular acceleration to calculate paths of controller movement over a broad range of controller motion. The system also includes an electromagnetic alignment element, such as a set of LEDS. The controller includes an additional sensor to sense light from the LEDs over a relatively restricted range of controller motion, and use this sensed light to dynamically calibrate the controller when the controller passes through the restricted range of motion over which the sensor senses the light.
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Citations
17 Claims
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1. A method for controlling a video game using a wireless game controller, the method comprising:
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sensing linear and angular accelerations of the controller over a broad range of controller motion; sensing an electromagnetic alignment element over a narrow range of controller motion, less than the broad range of controller motion, the narrow range limited to an alignment between the electromagnetic alignment element and the controller; tracking the sensed linear and angular accelerations to calculate a path of the controller as the controller passes through the broad range of controller motion outside of and including the narrow range of controller motion; computing, from the calculated path, an animation path of the controller and driving an animation of an object from the animation path; dynamically correcting the animation path responsive to the sensed electromagnetic alignment element as the controller passes through the narrow range of motion; and restricting the calculated path based upon a mechanical model of a human figure. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A game system comprising:
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an electromagnetic alignment element to emit light; a motion sensing wireless game controller having; a sensor to sense the light from the alignment element over a narrow range of controller motion in which the alignment element is within range of the sensor, the sensor to generate first output responsive to the light over the narrow range of motion; an accelerometer to generate second output responsive to linear motion of the controller over a broad range of motion of the controller greater than the narrow range of motion; and a gyroscope to generate third output responsive to angular motion of the controller over the broad range of motion; wherein the first, second, and third outputs collectively represent controller movement over the broad range of motion; and a tracker to receive the first output over the narrow range of motion and the second and third outputs over the broad range of motion, the tracker to produce from the second and third outputs game-controller signals that represent position and orientation of the controller over the broad range of motion and outside the narrow range of motion over time; wherein the tracker, responsive to a controller motion describing a path through the broad range of motion and intersecting the narrow range of motion, dynamically corrects the game-controller signals responsive to the first output while passing through the narrow range of motion. - View Dependent Claims (9, 10, 11, 12, 13, 14, 15, 16, 17)
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Specification