JP2007069025A - Game control device - Google Patents

Game control device Download PDF

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JP2007069025A
JP2007069025A JP2006339173A JP2006339173A JP2007069025A JP 2007069025 A JP2007069025 A JP 2007069025A JP 2006339173 A JP2006339173 A JP 2006339173A JP 2006339173 A JP2006339173 A JP 2006339173A JP 2007069025 A JP2007069025 A JP 2007069025A
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case
signal
movement amount
control device
game control
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Nobuichi Tsubota
伸壹 坪田
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes

Abstract

<P>PROBLEM TO BE SOLVED: To provide a game control device, constructed to have a higher degree of freedom in holding a case. <P>SOLUTION: In this game control device, a first case 20a held by one hand in a free space and a second case 20b held by one hand in a free space are separately provided, and the first case 20a and the second case 20b are limited in maximum space between them by a cord C interposed between them. The first case 20a incorporated with an acceleration sensor AS and held by one hand in a free space and the second case 20b held by one hand in a free space are separately provided. <P>COPYRIGHT: (C)2007,JPO&INPIT

Description

本発明は、コンピュータゲーム、ビデオゲーム、TVゲームなどと称せられるゲームを制御するのに非常に好ましい装置に関する。  The present invention relates to a highly preferred apparatus for controlling games called computer games, video games, TV games and the like.

このようなゲーム制御装置は、特許文献1に示されるように横長のケースを備えたものが一般的であった。
実開平2−91595号公報
Such a game control device is generally provided with a horizontally long case as disclosed in Patent Document 1.
Japanese Utility Model Publication 2-91595

しかし、そのケースは両手で保持するように構成されているため、常に両手を等間隔に維持しなければならない。そうすると、両腕の相対的な動きが拘束されてしまい、ことに長時間にわたる使用は好ましくない。例えば、肩こりなどに悩まされる人も出てくる。本発明は、このような実情を鑑み、ケースの保持に関して、より自由度のある構造を有するゲーム制御装置を提供することを目的とする。  However, since the case is configured to be held with both hands, the hands must always be maintained at equal intervals. As a result, the relative movement of both arms is constrained, and use over a long time is not preferable. For example, some people suffer from stiff shoulders. The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a game control device having a structure with a higher degree of freedom for holding a case.

第一の構造発明は、自由空間にて片手で把握できるように構成した第一のケースと、自由空間にて片手で把握できるように構成した第二のケースとを、別々に設け、第一のケースと第二のケースは、それらの間に介在するコードにより、それらの最大間隔が制限されていることを特徴とするゲーム制御装置である。
第二の構造発明は、加速度センサーが内蔵され自由空間にて片手で把握できるように構成した第一のケースと、自由空間にて片手で把握できるように構成した第二のケースとを、別々に設けたことを特徴とするゲーム制御装置である。
また、第二の構造発明において、第一のケースと第二のケースは、それらの間に介在するコードにより、それらの最大間隔が制限されていることを特徴とするものであってもよい。
また、前記最大間隔は、人が両手を最大限離隔したときの両手の間隔よりも小さいことを特徴とするものであってもよい。
The first structural invention separately provides a first case configured to be grasped with one hand in free space and a second case configured to be grasped with one hand in free space, The case and the second case are game control devices characterized in that the maximum distance between them is limited by a code interposed therebetween.
In the second structure invention, the first case configured to be grasped with one hand in the free space with the built-in acceleration sensor and the second case configured to be grasped with one hand in the free space are separately provided. A game control apparatus provided in the above.
In the second structural invention, the first case and the second case may be characterized in that a maximum distance between them is limited by a cord interposed therebetween.
The maximum distance may be smaller than the distance between both hands when a person separates both hands to the maximum.

第一の構造発明によれば、第一のケースと第二のケースをそれぞれ、片手で把握できる上、第一のケースと第二のケースを把握したまま、それらを前記最大間隔の範囲内で相対的に移動可能となる。そうすると、常に両手を等間隔に維持しておく必要がなくなるため、より長時間の使用が可能になり、長時間もののゲームにも適合したゲーム制御装置を提供できる。また、前記最大間隔を適長にすることにより、必要以上の両腕の相対的な動きの範囲を制限することも可能なため、動かし過ぎによる両腕の疲労も防止できる。さらにまた、例えば、立ったままゲームを行うような場合などでは、片方のケースをうっかり手放しても、そのケースが床に落下衝突する可能性が小さくなり、ケースなどの損傷を招きにくい。
第二の構造発明によれば、第一のケースと第二のケースをそれぞれ、片手で把握できる上、第一のケースと第二のケースを把握したまま、それらを相対的に移動可能となる。そうすると、常に両手を等間隔に維持しておく必要がなくなるため、より長時間の使用が可能になり、長時間もののゲームにも適合したゲーム制御装置を提供できる。また、第二のケースを動かしても、その影響が加速度センサーが内蔵された第一のケースに伝わりにくいため、加速度センサーに不用意な加速度が加わりにくいという特有の効果を奏する。
また、第二の構造発明において、第一のケースと第二のケースの間に介在するコードにより、第一のケースと第二のケースの最大間隔が制限されていると、その最大間隔を適長にすることにより、必要以上の両腕の相対的な動きの範囲を制限することも可能なため、動かし過ぎによる両腕の疲労も防止できる。さらにまた、例えば、立ったままゲームを行うような場合などでは、片方のケースをうっかり手放しても、そのケースが床に落下衝突する可能性が小さくなり、ケースなどの損傷を招きにくい。
また、前記最大間隔は、人が両手を最大限離隔したときの両手の間隔よりも小さいものであると、必要以上の両腕の相対的な動きの範囲を制限することが可能なため、動かし過ぎによる両腕の疲労を防止できる。さらにまた、例えば、立ったままゲームを行うような場合などでは、片方のケースをうっかり手放しても、そのケースが床に落下衝突する可能性が小さくなり、ケースなどの損傷を招きにくい。
According to the first structural invention, each of the first case and the second case can be grasped with one hand, and the first case and the second case can be grasped within the range of the maximum distance while grasping the first case and the second case. It becomes relatively movable. In this case, it is not necessary to always keep both hands at equal intervals, so that it can be used for a longer time, and a game control device suitable for a game of a long time can be provided. Further, by setting the maximum distance to an appropriate length, it is possible to limit the range of relative movement of both arms more than necessary, so that fatigue of both arms due to excessive movement can be prevented. Furthermore, for example, when playing a game while standing, even if one of the cases is inadvertently released, the possibility of the case falling and colliding with the floor is reduced, and the case is less likely to be damaged.
According to the second structural invention, the first case and the second case can be grasped with one hand, respectively, and the first case and the second case can be relatively moved while grasping. . In this case, it is not necessary to always keep both hands at equal intervals, so that it can be used for a longer time, and a game control device suitable for a game of a long time can be provided. In addition, even if the second case is moved, the effect is not easily transmitted to the first case with the built-in acceleration sensor, so that a special effect is obtained that it is difficult for inadvertent acceleration to be applied to the acceleration sensor.
In the second structural invention, if the maximum distance between the first case and the second case is limited by the cord interposed between the first case and the second case, the maximum distance is set appropriately. By making the length longer, it is possible to limit the range of relative movement of both arms more than necessary, so fatigue of both arms due to excessive movement can also be prevented. Furthermore, for example, when playing a game while standing, even if one of the cases is inadvertently released, the possibility of the case falling and colliding with the floor is reduced, and the case is less likely to be damaged.
In addition, if the maximum distance is smaller than the distance between both hands when a person has the maximum distance between both hands, it is possible to limit the range of relative movement of both arms more than necessary. It can prevent fatigue of both arms due to overpass. Furthermore, for example, when playing a game while standing, even if one of the cases is inadvertently released, the possibility of the case falling and colliding with the floor is reduced, and the case is less likely to be damaged.

次に、本発明の実施形態を含む各種の実施形態を説明するが、それはあくまで例示的な実施形態であり、本発明をそのような実施形態に特有な事項に基づいて限定解釈してはならず、本発明の技術的範囲は、特許請求の範囲の請求項に示した事項さらにはその事項と実質的に等価である事項に基づいて定めなければならない。  Next, various embodiments including embodiments of the present invention will be described. However, the embodiments are merely exemplary embodiments, and the present invention should not be limitedly interpreted based on matters peculiar to such embodiments. The technical scope of the present invention should be determined based on the matters shown in the claims of the claims and matters substantially equivalent to the matters.

図1に示す参考実施形態は、加速度センサーASと、加速度センサーASに発生する加速度信号aに基づいて移動量信号cを生成する移動量信号生成手段1と、移動量信号cを基準信号dと比較する比較手段2と、比較に対応して開または閉に維持される制御手段3とを備えたゲーム制御装置を構成する。一般的に、移動量信号cは速度信号bを中間生成してから生成するとよい。
なお、優先権主張に係る先の出願(特願平4−269550号)においても、当然に上位概念で言い替えられる事項、または、自明で等価な置換事項などを示すと以下の通りである。
加速度センサーASに発生する加速度信号aに基づいて移動量信号cを生成する移動量信号生成手段1を、加速度センサーASという具体的手段にとらわれることなく上位概念で言い替えると、自由空間における装置の原点からの移動量に対応する移動量信号cを生成する移動量信号生成手段1となるのは明らかである。
移動量信号cを基準信号dと比較する比較手段2は当然ながら、移動量信号cの大小を判定する判定手段としてもよい自明で等価なものである。すなわち、図1あるいはその他にも図示した比較手段2は判定手段に当然置換できる。
また、制御手段3に関しては、キャラクターに対する制御を鑑み、判定(または、比較)に対応してキャラクターを能動または非能動(または、相異なる状態)に制御するための制御手段3といってもよい。
また、当然ながら、判定(または、比較)に対応して開または閉(または「相異なる2値」、または「HまたはLレベル」)に維持されるという表現と、判定(または、比較)に対応して開または閉(または「相異なる2値」、または「HまたはLレベル」)に制御されるという表現とを相互置換できる。その理由は、例えば、制御手段3の後段または制御手段3自体の後段にシフトレジスタ、データセレクタ、マルチプレクサその他適宜手段を用いて、制御信号を直列的に時分割出力することが自明だからである。この場合、見かけ上の開閉サイクル状態が生ずる。そうすると、例えば、閉に維持されるという表現が、見かけ上の開閉サイクル状態を含まないと受け取られ兼ねない。そのための置換である。開閉サイクル状態とは、例えば、シフトレジスタの直列信号出力の1周期毎に、開信号の特定箇所にキャラクターを能動化するための閉信号が出力される状態である。なお、この他に、キャラクターの能動化に対応したコンピュータ本体の受付信号が、見かけ上ではない真の開閉サイクル状態になる場合も考えると、閉に制御されるという表現の方が適切となる。
そして、これらの事項は、以下に示す各実施形態においても当然同様に適用される。
The reference embodiment shown in FIG. 1 includes an acceleration sensor AS, a movement amount signal generating unit 1 that generates a movement amount signal c based on an acceleration signal a generated in the acceleration sensor AS, and the movement amount signal c as a reference signal d. A game control device is provided that includes a comparison means 2 for comparison and a control means 3 that is maintained open or closed corresponding to the comparison. In general, the movement amount signal c is preferably generated after intermediate generation of the speed signal b.
In the previous application related to the priority claim (Japanese Patent Application No. 4-269550), naturally, the matters that can be paraphrased by the superordinate concept or the obvious equivalent equivalent items are as follows.
In other words, the movement amount signal generating means 1 that generates the movement amount signal c based on the acceleration signal a generated in the acceleration sensor AS is not limited to the specific means of the acceleration sensor AS. It is obvious that the movement amount signal generating means 1 generates the movement amount signal c corresponding to the movement amount from the first position.
Of course, the comparison means 2 for comparing the movement amount signal c with the reference signal d is self-evident and equivalent as a determination means for determining the magnitude of the movement amount signal c. That is, the comparison means 2 shown in FIG. 1 or other figures can naturally be replaced with a determination means.
The control means 3 may be referred to as control means 3 for controlling the character to be active or inactive (or different states) in response to the determination (or comparison) in view of the control over the character. .
In addition, of course, the expression that is maintained open or closed (or “different binary values” or “H or L level”) corresponding to the determination (or comparison) and the determination (or comparison) Correspondingly, expressions that are controlled to be open or closed (or “different binary” or “H or L level”) can be interchanged. This is because, for example, it is obvious that the control signal is serially time-division output using a shift register, a data selector, a multiplexer, or other appropriate means after the control means 3 or after the control means 3 itself. In this case, an apparent open / close cycle state occurs. Then, for example, the expression of being kept closed may be received unless it includes an apparent open / close cycle state. This is a replacement. The open / close cycle state is, for example, a state in which a close signal for activating a character is output at a specific position of the open signal for each cycle of serial signal output of the shift register. In addition to this, considering that the acceptance signal of the computer main body corresponding to the activation of the character is in a true open / close cycle state which is not apparent, the expression of being controlled to be closed is more appropriate.
These matters are naturally applied to the following embodiments as well.

加速度センサーASは2次元あるいは3次元等の加速度を検出するもので、ピエゾ抵抗入り半導体素子、容量検出型半導体素子、歪ゲージ素子、電磁素子、磁性流体型素子、圧電素子その他適宜手段で構成される。ことにピエゾ抵抗入り半導体素子は将来さらに有望である。使用される加速度センサーASは超低周波応答性に優れたものがよい。例えば、加速度信号周波数で約200Hz以下の周波数帯域において応答性がよく、しかし、それ以上の周波数帯域では応答性が低下しているものが好ましい。このような特性を加速度センサーAS自体で得るのが難しい場合の対応については後述する。  The acceleration sensor AS detects two-dimensional or three-dimensional acceleration, and is composed of a piezoresistive semiconductor element, a capacitance detection type semiconductor element, a strain gauge element, an electromagnetic element, a magnetic fluid type element, a piezoelectric element, and other appropriate means. The In particular, a semiconductor element containing a piezoresistor is more promising in the future. The acceleration sensor AS to be used should be excellent in ultra-low frequency response. For example, it is preferable that the responsiveness is good in the frequency band of about 200 Hz or less in the acceleration signal frequency, but the responsiveness is lowered in the frequency band higher than that. A case where it is difficult to obtain such characteristics with the acceleration sensor AS itself will be described later.

加速度センサーASに発生した加速度信号aは増幅手段4により所望の信号レベルに増幅され、適切な値のしきい値手段5を介して、A/D変換手段6でデジタル信号に変換される。このデジタル信号はCPU7で信号処理される。すなわち、加速度信号aは積分手段8で速度信号bとなり、さらに積分手段9で移動量信号cを得る。そして、移動量信号cと基準信号dとの比較(比較手段2による)に対応して、制御手段3は開または閉に維持される。そして、制御手段3の出力信号はコンピュータ本体に供給される。もちろん、この信号と他の信号とをCPU7にてコンピュータ本体に直列的に時分割供給してもよい。なお、加速度信号aに基づいて速度信号bや移動量信号cを生成する信号処理は厳密な積分でなくてもよく、実用に足る移動量信号cを生成できればよい。より適当なアルゴリズム開発は本参考実施形態をさらに有意義なものにする。また、図1(A)の2点鎖線内に示すものを単一の集積回路装置10としている。なお、メモリーを単一の集積回路装置10に組み込んでもよいし、メモリーは別の集積回路としてもよい。  The acceleration signal a generated in the acceleration sensor AS is amplified to a desired signal level by the amplification means 4 and converted into a digital signal by the A / D conversion means 6 via the threshold value means 5 having an appropriate value. This digital signal is processed by the CPU 7. That is, the acceleration signal a is converted into a speed signal b by the integrating means 8, and a moving amount signal c is obtained by the integrating means 9. Then, the control means 3 is kept open or closed corresponding to the comparison (by the comparison means 2) between the movement amount signal c and the reference signal d. The output signal of the control means 3 is supplied to the computer main body. Of course, this signal and other signals may be time-divisionally supplied in series to the computer main body by the CPU 7. Note that the signal processing for generating the speed signal b and the movement amount signal c based on the acceleration signal a does not have to be strict integration, and it is sufficient if the movement amount signal c sufficient for practical use can be generated. More appropriate algorithm development makes this reference embodiment more meaningful. Further, a single integrated circuit device 10 is shown in a two-dot chain line in FIG. The memory may be incorporated in a single integrated circuit device 10, or the memory may be a separate integrated circuit.

制御手段3の機能を分りやすくするためアナログ的に言えば、例えば、移動量信号cが基準信号dを超えている状態では制御手段3が閉に維持され、移動量信号cが基準信号dを超えていない状態では制御手段3が開に維持されるといった具合である。
すなわち、装置を原点からある方向に動かすことにより移動量信号cが基準信号dを超える状態になると、それまでは制御手段3が開に維持されていたのが切り替わって閉に維持され、これによってコンピュータ本体に閉信号が供給されてゲームキャラクターが制御(例えば移動制御)される。この制御状態は装置を原点に戻すまで続き、装置を原点に戻すと制御手段3が開に維持されて止まる。
In analogy to make the function of the control means 3 easy to understand, for example, in a state where the movement amount signal c exceeds the reference signal d, the control means 3 is kept closed, and the movement amount signal c changes the reference signal d. In the state where it does not exceed, the control means 3 is kept open.
That is, when the movement amount signal c exceeds the reference signal d by moving the device in a certain direction from the origin, the control means 3 that has been kept open until then is switched and kept closed. A close signal is supplied to the computer main body to control the game character (for example, movement control). This control state continues until the apparatus is returned to the origin, and when the apparatus is returned to the origin, the control means 3 is maintained open and stopped.

これにより自由空間において装置を原点からX,−X,Y,−Y等の方向に動かすだけでゲームキャラクターを制御できる。そして、装置を原点からある方向にシフトさせた状態に維持する限り、制御手段3は例えば閉に維持されているので、例えばゲームキャラクターの連続的移動制御が可能である。これは従来の制御装置において方向制御スイッチボタンを押し続けて閉状態に維持しているのと同効であり、本参考実施形態ではこの機能が装置を原点から空間的にシフトさせておくだけで得られる。ゲームキャラクターの制御感覚は従来の制御装置を使用している場合とさほど変わず違和感がない上、操作性については格段に良い。ことにゲームキャラクターを3次元制御する場合のように6方向の制御が必要な場合に格別の優位性が発揮される。そして、従来の制御装置と互換性をもたすこともでき、この点でも有益である。
また、基準信号d値を適切に選ぶことにより、装置の原点からの微小な変位に対して制御手段3の状態変化はなく、装置をもつ手の微小なふるえ、あるいは装置の動きに関する適度な遊びを許容し、ゲームをスムーズに進行できる。
As a result, the game character can be controlled simply by moving the device from the origin in the direction of X, -X, Y, -Y, etc. in free space. And as long as the device is maintained in a state shifted from the origin in a certain direction, the control means 3 is kept closed, for example, so that continuous movement control of the game character, for example, is possible. This is the same effect as keeping the directional control switch button pressed and kept closed in the conventional control device, and in this embodiment, this function only shifts the device spatially from the origin. can get. The control feeling of the game character is not much different from the case where the conventional control device is used, and the operability is much better. In particular, a special advantage is exhibited when control in six directions is required, such as when three-dimensional control of a game character is performed. And it can also have compatibility with the conventional control apparatus, and this point is also beneficial.
In addition, by appropriately selecting the reference signal d value, there is no change in the state of the control means 3 with respect to a minute displacement from the origin of the device, and a small play of the hand holding the device or an appropriate play with respect to the movement of the device. Allows the game to proceed smoothly.

また、加速度信号a,速度信号bまたは移動量信号cをリセットするリセット手段を備えている。リセット手段を機能させるにはリセット操作部11(スイッチ)を操作してCPU7に信号を与える。そして、移動量信号cを生成する積分手段9にリセット信号Rが与えられる場合、例えばリセット操作部11を操作し続ける(例えば押し続ける)とよい。これにより、装置を動かしても移動量信号cは発生しないため原点を容易に変えられ、再び別の原点でリセット操作部11の操作を止めると支障なくゲーム操作を開始でき、装置を操作する場所を移動したり他人に装置を手渡す場合等に際して利便性がある。また、装置を希望の原点に動かせてからリセット操作部11を一瞬操作してもよい。これによって移動量信号cがリセットされてそこが原点となり、再び支障なくゲーム操作を開始できる。
また、リセット信号Rが積分手段8に与えられて速度信号bがリセットされる構成において原点を変える場合は、リセット操作部11を操作し続けるのがよい。また、リセット信号Rで加速度信号aがリセットされる場合はリセット操作部11の操作で加速度信号aが共通線側に短絡(アース)されるようになっておればよく、やはり同様の操作がよい。
Further, reset means for resetting the acceleration signal a, the speed signal b, or the movement amount signal c is provided. In order to make the reset means function, the reset operation unit 11 (switch) is operated to give a signal to the CPU 7. And when the reset signal R is given to the integration means 9 which produces | generates the movement amount signal c, it is good to continue operating the reset operation part 11, for example (for example, continuing pressing). Thereby, since the movement amount signal c is not generated even if the device is moved, the origin can be easily changed. If the operation of the reset operation unit 11 is stopped again at another origin, the game operation can be started without any trouble, and the device is operated. This is convenient when moving the device or handing the device to another person. Alternatively, the reset operation unit 11 may be operated for a moment after the apparatus is moved to a desired origin. As a result, the movement amount signal c is reset and becomes the origin, and the game operation can be started again without any trouble.
When the origin is changed in the configuration in which the reset signal R is given to the integrating means 8 and the speed signal b is reset, it is preferable to continue operating the reset operation unit 11. Further, when the acceleration signal a is reset by the reset signal R, it is sufficient that the acceleration signal a is short-circuited (grounded) to the common line side by the operation of the reset operation unit 11, and the same operation is also good. .

次に、一般的に弾発射等で使用するトリガー操作部12を操作するとCPU7を介してコンピュータ本体に例えば閉信号が出力される。なお、トリガー操作部12を弾発射等でひんぱんに激しく操作すると装置の振動により移動量信号cが発生してゲームキャラクターに不用意な動きが発生するおそれもあるため、トリガー操作部12を操作している(例えば押し続ける)限り、自動的に連射できる機能をCPU7に持たせるのが望ましい。例えば、トリガー操作部12を押し続けるだけでCPU7に毎秒5〜50回程度のサイクル信号を発生する機能を持たせるとよい。  Next, when a trigger operation unit 12 that is generally used for bullet firing or the like is operated, a close signal, for example, is output to the computer main body via the CPU 7. It should be noted that if the trigger operation unit 12 is frequently operated with bullets or the like, the movement amount signal c may be generated due to the vibration of the device, which may cause an inadvertent movement of the game character. It is desirable that the CPU 7 has a function capable of automatically firing as long as it is held (for example, keeps pressing). For example, the CPU 7 may be provided with a function of generating a cycle signal of about 5 to 50 times per second simply by continuously pressing the trigger operation unit 12.

そして、本参考実施形態の実施に用いる回路装置は、少なくとも、加速度センサーASと、この加速度センサーASからの出力信号を増幅する増幅手段4と、この増幅手段4からの出力信号をA/D変換するA/D変換手段6と、このA/D変換手段6からの出力信号を処理するCPU7とを単一の集積回路装置として形成したゲーム制御装置用集積回路装置が望ましい。図1(A)ではさらに、しきい値手段5を加えて集積化してあり、2点鎖線内に示すものを集積回路装置10としている。なお、先述の通り、メモリーを単一の集積回路装置10に組み込んでもよいし、メモリーは別の集積回路としてもよい。
なお、少なくとも、加速度センサーASと、この加速度センサーASからの出力信号を増幅する増幅手段4と、この増幅手段4からの出力信号をA/D変換するA/D変換手段6とを単一の集積回路装置として形成してももちろんよい。
The circuit device used to implement the present embodiment includes at least an acceleration sensor AS, an amplifying means 4 for amplifying an output signal from the acceleration sensor AS, and an A / D conversion of the output signal from the amplifying means 4. An integrated circuit device for a game control device in which the A / D conversion means 6 that performs the processing and the CPU 7 that processes the output signal from the A / D conversion means 6 are formed as a single integrated circuit device is desirable. In FIG. 1A, the threshold circuit 5 is further added and integrated, and the integrated circuit device 10 is shown in a two-dot chain line. As described above, the memory may be incorporated in the single integrated circuit device 10, or the memory may be another integrated circuit.
Note that at least the acceleration sensor AS, the amplification means 4 for amplifying the output signal from the acceleration sensor AS, and the A / D conversion means 6 for A / D converting the output signal from the amplification means 4 are provided as a single unit. Of course, it may be formed as an integrated circuit device.

また、別の発明要素として、少なくとも加速度センサーASを備え、加速度信号処理系の応答周波数を約200Hz以下の範囲としたゲーム制御装置を開示する。本参考実施形態では例えば、加速度センサーASと増幅手段4の間にそうした特性を実現するフィルターを設けたり、増幅手段4のフィードバック抵抗に並列にコンデンサを接続して増幅手段4自体を狭帯域型増幅手段とするとよい。このようにすることにより、装置を不用意に叩いたり擦ったりした際に発生する振動の内の比較的高周波数成分に応答しないため、ゲームの不用意な制御がなされにくく、振動をダンピングするダンピング部材を少なくできるかまたは特に必要としない。そして、この周波数範囲は、制御装置を人の手で動かすことができる加速度の上限を充分満足しており、装置を動かすことによるゲーム制御は別段支障がない。  As another invention element, a game control device including at least an acceleration sensor AS and a response frequency of an acceleration signal processing system in a range of about 200 Hz or less is disclosed. In the present embodiment, for example, a filter that realizes such a characteristic is provided between the acceleration sensor AS and the amplifying unit 4, or a capacitor is connected in parallel to the feedback resistance of the amplifying unit 4 to thereby amplify the amplifying unit 4 itself. Use as a means. By doing so, the game does not respond to a relatively high frequency component of vibration generated when the device is accidentally hit or rubbed, so that it is difficult to perform inadvertent control of the game, and damping that damps the vibration The number of members can be reduced or not particularly required. This frequency range sufficiently satisfies the upper limit of acceleration at which the control device can be moved by a human hand, and game control by moving the device has no particular hindrance.

以上の例は、CPU7を使用してデジタル信号処理しているが、図2(A)のようにアナログ処理しても差しつかえない。アナログ処理する場合は、しきい値手段5の後に波形整形手段13を設け、その後に積分手段8,9、比較手段2、制御手段3を設ける。なお、トリガー操作部12のスイッチ開閉出力は直接的にコンピュータに送られる。もちろん先述の通り、制御手段3やトリガー操作部12の出力をシフトレジスタ、データセレクタ、マルチプレクサその他適宜手段を介して直列的に時分割出力してもよい。また、波形整形手段13は、図1(A)におけるA/D変換手段6の前に設けてもよい。
図2(B)は各部波形図を示し、移動量信号cを基準信号dと比較手段2で比較し、比較に対応して制御手段3を開または閉に維持している。例えば、移動量信号cが基準信号dを超えている状態では制御手段3が閉に維持され、移動量信号cが基準信号dを超えていない状態では制御手段3が開に維持されるといった具合である。
なお、移動量信号cがゼロレベルから下側(負側)にも変位する回路条件(例えば正負2電源供給型)などでは、別の基準信号をゼロレベルの下側(負側)に設けてもよく、この場合、移動量信号cは2種の基準信号に対して比較される。従って、移動量信号cの大小を判定する判定手段とは、移動量信号cの大中小を判定する判定手段を含む。
In the above example, the CPU 7 is used for digital signal processing, but analog processing as shown in FIG. In the case of analog processing, the waveform shaping means 13 is provided after the threshold means 5, and the integration means 8 and 9, the comparison means 2, and the control means 3 are provided thereafter. The switch opening / closing output of the trigger operation unit 12 is directly sent to the computer. Of course, as described above, the outputs of the control means 3 and the trigger operation unit 12 may be time-divisionally output in series via a shift register, a data selector, a multiplexer, or other appropriate means. Further, the waveform shaping means 13 may be provided in front of the A / D conversion means 6 in FIG.
FIG. 2B shows a waveform diagram of each part. The movement amount signal c is compared with the reference signal d by the comparison means 2, and the control means 3 is kept open or closed corresponding to the comparison. For example, the control means 3 is kept closed when the movement amount signal c exceeds the reference signal d, and the control means 3 is kept open when the movement amount signal c does not exceed the reference signal d. It is.
In addition, in a circuit condition in which the movement amount signal c is displaced from the zero level to the lower side (negative side) (for example, positive and negative two power supply type), another reference signal is provided on the lower side (negative side) of the zero level. In this case, the movement amount signal c is compared with two kinds of reference signals. Therefore, the determination means for determining the magnitude of the movement amount signal c includes determination means for determining the magnitude of the movement amount signal c.

図3は本参考実施形態の実使用状態例を示す。これも別の発明要素として、少なくとも加速度センサーAS(または、自由空間における装置の原点からの移動量に対応する移動量信号を生成する移動量信号生成手段)を備え、ケース20にはほぼ細長筒形状で片手により把握可能な把握部21を設けたゲーム制御装置を開示する。この制御装置はコンピュータ22に接続され、コンピュータ22はディスプレイ23に接続される。この実施例では、ケース20内に図1(A)の2点鎖線内のゲーム制御装置用集積回路装置10を備えている。また、電源はコンピュータ22より供給される。そして図示例では、装置をX,−X等の方向に動かすだけでディスプレイ23のキャラクター24を比例的に容易に方向制御できることを示す。そして、装置を原点からある方向にシフトさせた状態に維持する限り、制御手段3は例えば閉に維持されているので、キャラクター24の連続的移動制御も実に簡単である。  FIG. 3 shows an example of an actual use state of the present embodiment. As another inventive element, at least the acceleration sensor AS (or a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the apparatus in free space) is provided. Disclosed is a game control device provided with a grasping portion 21 that can be grasped with one hand in shape. This control device is connected to a computer 22, and the computer 22 is connected to a display 23. In this embodiment, a game control device integrated circuit device 10 within a two-dot chain line in FIG. The power is supplied from the computer 22. In the illustrated example, it is shown that the direction of the character 24 of the display 23 can be proportionally easily controlled simply by moving the device in the X, -X, or the like direction. As long as the device is maintained in a state shifted from the origin in a certain direction, the control means 3 is kept closed, for example, so that the continuous movement control of the character 24 is also very simple.

図3の制御装置は図4(A)に拡大して示され、ケース20端部に主に親指で押圧操作されるリセット操作部11を、ケース20側面の端部寄りに人差し指の腹で押圧操作されるのに適したトリガー操作部12を設ける。逆に、ケース20端部にトリガー操作部12を、ケース20側面の端部寄りにリセット操作部11を設けてもよい。また、本発明の実施形態を示す同図(B)では、少なくとも加速度センサーASを含む部分およびリセット操作部11と、トリガー操作部12とに、コード分岐により分離構成してそれぞれ別々のケース20a,20bに設け、それぞれを片手で把握部21a,21bを把握して操作するものである。こうすると、トリガー操作部12を操作するときの振動が加速度センサーASに伝わりにくい。なお、25a,25bはスイッチブロックである。
すなわち、図4(B)に示された本発明の実施形態から導かれる第一の構造発明は、自由空間にて片手で把握できるように構成した第一のケース20aと、自由空間にて片手で把握できるように構成した第二のケース20bとを、別々に設け、第一のケース20aと第二のケース20bは、それらの間に介在するコードCにより、それらの最大間隔が制限されていることを特徴とするゲーム制御装置であることに他ならない。
次に、図4(B)に示された本発明の実施形態から導かれる第二の構造発明は、加速度センサーASが内蔵され自由空間にて片手で把握できるように構成した第一のケース20aと、自由空間にて片手で把握できるように構成した第二のケース20bとを、別々に設けたことを特徴とするゲーム制御装置であることに他ならない。
また、第二の構造発明において、第一のケース20aと第二のケース20bは、それらの間に介在するコードCにより、それらの最大間隔が制限されていることも特徴とすることに他ならない。
また、図4(B)から明らかなように、前記最大間隔は、人が両手を最大限離隔したときの両手の間隔よりも小さいことも特徴とすることに他ならない。
The control device of FIG. 3 is shown in an enlarged view in FIG. 4 (A), and the reset operation unit 11 that is mainly pressed with the thumb at the end of the case 20 is pressed by the belly of the index finger near the end of the side of the case 20. A trigger operation unit 12 suitable for being operated is provided. Conversely, the trigger operation unit 12 may be provided at the end of the case 20 and the reset operation unit 11 may be provided near the end of the side surface of the case 20. Further, in the same figure (B) showing the embodiment of the present invention, at least a portion including the acceleration sensor AS and the reset operation unit 11 and the trigger operation unit 12 are separated and configured by code branching, and each case 20a, It is provided in 20b, and each grasps and operates grasping parts 21a and 21b with one hand. If it carries out like this, the vibration at the time of operating the trigger operation part 12 will be hard to be transmitted to the acceleration sensor AS. Reference numerals 25a and 25b denote switch blocks.
That is, the first structural invention derived from the embodiment of the present invention shown in FIG. 4B includes a first case 20a configured to be grasped with one hand in free space, and one hand in free space. The second case 20b configured so as to be grasped by the first case 20b is provided separately, and the first case 20a and the second case 20b are limited in their maximum distance by the cord C interposed therebetween. It is nothing but a game control device characterized by being.
Next, the second structural invention derived from the embodiment of the present invention shown in FIG. 4 (B) is a first case 20a which is built in an acceleration sensor AS and can be grasped with one hand in free space. And the second case 20b configured to be grasped with one hand in the free space is nothing but a game control device characterized by being provided separately.
In the second structural invention, the first case 20a and the second case 20b are characterized in that their maximum distance is limited by the cord C interposed therebetween. .
Further, as apparent from FIG. 4 (B), the maximum distance is characterized by being smaller than the distance between both hands when a person separates both hands to the maximum.

図5はリモコン式のゲーム制御装置を示し、やはり、少なくとも加速度センサーAS(または、自由空間における装置の原点からの移動量に対応する移動量信号を生成する移動量信号生成手段)を備え、ケース20にはほぼ細長筒形状で片手により把握可能な把握部21を設けたゲーム制御装置を開示する。そして、リモコン式のため電池26を内蔵している。同図(A)はピストル型で、2種のリセット操作部11(積分手段8,9のリセットにそれぞれ対応)と、トリガー操作部12を設けている。同図(B)のものは、床やテーブルに載置できるよう底面積をやや大きくしたものである。11はリセット操作部、12はトリガー操作部で人差し指の腹で押圧操作されるのに適している。  FIG. 5 shows a remote-controlled game control device, which also includes at least an acceleration sensor AS (or a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the apparatus in free space). No. 20 discloses a game control apparatus provided with a grasping portion 21 that is substantially elongated and can be grasped with one hand. And since it is a remote control type, a battery 26 is incorporated. FIG. 2A is a pistol type, and is provided with two types of reset operation units 11 (corresponding to resetting of the integrating means 8 and 9 respectively) and a trigger operation unit 12. In the figure (B), the bottom area is slightly increased so that it can be placed on a floor or a table. Reference numeral 11 denotes a reset operation unit, and reference numeral 12 denotes a trigger operation unit, which is suitable for being pressed by an index finger.

以上の例では、片手で把握できる把握部21,21a,21bをケース20,20a,20bに設けており、自由空間において把握部21,21aを把握して単に移動操作することで、ゲーム制御を可能としている。これによって、ゲームキャラクターを把握部21,21aの移動操作と比例的に操作できたりする。すなわち、ゲームキャラクターを動かすには装置を単に望みの方向に移動操作すればよい。
また、ゲーム制御装置を原点から動かした際に制御手段3が状態変化するポイントまでの移動量を1軸上(例えばX軸,例えば−X軸,…)において約1cm〜約5cmとすると感覚的によい。これは、基準信号dの値と関係があり、前述したように装置の原点からの微小な変位に対して制御手段3の状態変化がないので、装置をもつ手の微小なふるえ、あるいは装置の動きに関する適度な遊びを許容し、しかも、キャラクターを動かすのに装置の極端な移動が要らないので、腕の疲労を少なくできる。
In the above example, the grasping parts 21, 21a, 21b that can be grasped with one hand are provided in the cases 20, 20a, 20b, and the game control can be performed by grasping the grasping parts 21, 21a in a free space and simply performing a moving operation. It is possible. Thereby, the game character can be operated in proportion to the movement operation of the grasping units 21 and 21a. That is, in order to move the game character, the device is simply moved in the desired direction.
Also, if the amount of movement to a point at which the control means 3 changes state when the game control device is moved from the origin is about 1 cm to about 5 cm on one axis (for example, the X axis, for example, the −X axis,. Good for. This is related to the value of the reference signal d and, as described above, there is no change in the state of the control means 3 with respect to a minute displacement from the origin of the device. Moderate play regarding movement is allowed, and the movement of the character does not require an extreme movement of the device, reducing arm fatigue.

次に、図6,7はトリガー操作を別手段で実現した参考実施形態で、少なくとも加速度センサーASを備え、この加速度センサーASは3次元加速度センサーであり、この加速度センサーASのうちの2次元加速度センサー部AS(X,Y)をキャラクター24の2次元移動制御用に用い、残りの1次元加速度センサー部(Z)をキャラクター24のトリガー制御用に用いたゲーム制御装置である。すなわち、把握部21を把握して両矢印27の奥行方向(手前方向でもよいが)に所定量変位させるだけで1次元加速度センサー部(Z)に加速度信号が発生して、前述と同様な機能手段を経て制御手段の状態が変化し、CPU7からトリガー信号(例えば閉信号)が出力される。このように、装置の奥行方向の移動操作によってキャラクター24を簡単にトリガー操作でき、このトリガー操作で、例えば図示のようにキャラクター24から弾28を発射(装置を奥行方向に移動した状態に維持することで、CPU7に毎秒5〜50回程度のサイクル信号を発生する機能を持たせる連射機能も可)できる。
キャラクター24を動かすには装置を単に移動操作すればよいのは前述した実施形態と同様であり、2次元加速度センサー部AS(X,Y)に発生する加速度信号が処理されて制御手段の状態変化をもたらす。なお、リセット操作部11についても前述した実施形態と同様である。
なお、別概念で言い替えて、少なくとも自由空間における装置の原点からの移動量に対応する移動量信号を生成する移動量信号生成手段を備え、移動量信号生成手段は3次元移動量信号生成手段であり、この移動量信号生成手段のうちの2次元移動量信号生成手段(X,Y)をキャラクター24の2次元移動制御用に用い、残りの1次元移動量信号生成手段(Z)をキャラクター24のトリガー制御用に用いるとしてもよい。
Next, FIGS. 6 and 7 are reference embodiments in which the trigger operation is realized by another means, and at least an acceleration sensor AS is provided. The acceleration sensor AS is a three-dimensional acceleration sensor, and the two-dimensional acceleration of the acceleration sensor AS. The game control device uses the sensor unit AS (X, Y) for two-dimensional movement control of the character 24 and uses the remaining one-dimensional acceleration sensor unit (Z) for trigger control of the character 24. That is, an acceleration signal is generated in the one-dimensional acceleration sensor unit (Z) simply by grasping the grasping unit 21 and displacing it by a predetermined amount in the depth direction of the double-headed arrow 27 (although it may be forward), the same function as described above. The state of the control means changes through the means, and a trigger signal (for example, a closing signal) is output from the CPU 7. In this way, the character 24 can be easily triggered by the movement operation in the depth direction of the apparatus, and by this trigger operation, for example, the bullet 28 is fired from the character 24 as shown in the figure (the apparatus is maintained in the state in which the apparatus is moved in the depth direction). Thus, the CPU 7 can also have a continuous fire function having a function of generating a cycle signal of about 5 to 50 times per second.
In order to move the character 24, it is only necessary to move the device in the same manner as in the above-described embodiment. The acceleration signal generated in the two-dimensional acceleration sensor unit AS (X, Y) is processed to change the state of the control means. Bring. The reset operation unit 11 is the same as that in the above-described embodiment.
In other words, in other words, a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the apparatus at least in free space is provided, and the movement amount signal generating means is a three-dimensional movement amount signal generating means. The two-dimensional movement amount signal generation means (X, Y) of the movement amount signal generation means is used for two-dimensional movement control of the character 24, and the remaining one-dimensional movement amount signal generation means (Z) is used as the character 24. It may be used for trigger control.

次に、図8はさらに別の制御装置の参考実施形態を示し、少なくとも加速度センサーAS(または、自由空間における装置の原点からの移動量に対応する移動量信号を生成する移動量信号生成手段)を備え、ケース20にはほぼ細長筒形状で片手により把握可能な把握部21を設け、その上端側に設けた操作面29には、例えば他の片手の指で操作できるよう押しボタン式などで構成した各種のトリガー操作部12(例えば、キャラクターをジャンプさせるとか、アイテムを取るとか、取ったアイテムを活用するとか、弾を発射するとか、ゲームを中断するとか、ゲームをスタートするとか、等々に使用する)と、リセット操作部11を設けたゲーム制御装置を開示する。この参考実施形態でも、ケース20内に図1(A)の2点鎖線内のゲーム制御装置用集積回路装置10を備える。また、マイク30を例えば操作面29内に設け、音声認識により各種の方向操作あるいはトリガー操作を可能にしてもよい。なお、床やテーブルに倒れることなく置けるよう把握部21の下端側は底面積を大きくしてある。そして、装置をX,−X等の方向に動かすことによりキャラクターを容易に方向制御できることは他の実施形態と同様である。  Next, FIG. 8 shows a reference embodiment of still another control device, and at least the acceleration sensor AS (or a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the apparatus in free space). The case 20 is provided with a grasping portion 21 that is substantially elongated and can be grasped with one hand, and an operation surface 29 provided on the upper end side thereof is, for example, a push button type that can be operated with a finger of another hand. Various configured trigger operation units 12 (for example, jumping a character, taking an item, utilizing an item taken, firing a bullet, interrupting a game, starting a game, etc. The game control device provided with the reset operation unit 11 is disclosed. Also in this reference embodiment, the game control device integrated circuit device 10 within the chain double-dashed line in FIG. Moreover, the microphone 30 may be provided in the operation surface 29, for example, and various direction operation or trigger operation may be enabled by voice recognition. In addition, the bottom area of the lower end side of the grasping part 21 is made large so that it can be placed on the floor or table without falling down. And it is the same as that of other embodiment that a character can be easily direction-controlled by moving an apparatus to directions, such as X and -X.

また、図9はさらに別の参考実施形態を示し、少なくとも加速度センサーAS(または、自由空間における装置の原点からの移動量に対応する移動量信号を生成する移動量信号生成手段)を備え、ケース20にはほぼ細長筒形状で片手により把握可能な把握部21を設け、その上面と側面には、把握部21を把握しながら各指で操作できるよう押しボタン式などで構成した各種のトリガー操作部12を設けたゲーム制御装置を開示する。この参考実施形態でも、ケース20内にゲーム制御装置用集積回路装置10を備える。なお、床やテーブルに倒れることなく置けるよう把握部21の下端側は底面積を大きくしてある。また、図示のように、ゲームのスタート/中断機能、セレクト機能などトリガー操作部12の一部と、リセット操作部11を底面側の広幅部に設けてもよい。そして、装置をX,−X等の方向に動かすことによりキャラクターを容易に方向制御できることは他の実施形態と同様である。  FIG. 9 shows still another reference embodiment, which includes at least an acceleration sensor AS (or a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the apparatus in free space). 20 is provided with a grasping portion 21 that is substantially elongated and can be grasped with one hand, and on the top and side thereof, various trigger operations configured by push buttons so that the grasping portion 21 can be operated with each finger. A game control device provided with a section 12 is disclosed. Also in this reference embodiment, the game control device integrated circuit device 10 is provided in the case 20. In addition, the bottom area of the lower end side of the grasping part 21 is made large so that it can be placed on the floor or table without falling down. Further, as shown in the drawing, a part of the trigger operation unit 12 such as a game start / interrupt function and a select function, and the reset operation unit 11 may be provided in the wide portion on the bottom side. And it is the same as that of other embodiment that a character can be easily direction-controlled by moving an apparatus to directions, such as X and -X.

(A)参考実施形態を示す回路ブロック図、(B)同機能ブロック図  (A) Circuit block diagram showing a reference embodiment, (B) Functional block diagram (A)他の参考実施形態を示す回路ブロック図、(B)同各部波形図  (A) Circuit block diagram showing another reference embodiment, (B) Waveform diagram of each part 参考実施形態の実使用状態例を示す外観斜視図  External perspective view showing an example of an actual use state of the reference embodiment (A)図3の制御装置を拡大して示す外観斜視図、(B)本発明に係る実施形態を示す外観斜視図  (A) External perspective view showing the control device of FIG. 3 in an enlarged manner, (B) External perspective view showing an embodiment according to the present invention. (A)別の参考実施形態を示す外観斜視図、(B)さらに別の参考実施形態を示す外観斜視図  (A) Appearance perspective view showing another reference embodiment, (B) Appearance perspective view showing still another reference embodiment 別の参考実施形態を示す回路ブロック図  Circuit block diagram showing another reference embodiment 図6の参考実施形態による実使用状態例を示す外観斜視図  External appearance perspective view which shows the example of an actual use condition by reference embodiment of FIG. さらに別の参考実施形態を示す外観斜視図  External perspective view showing still another reference embodiment (A)さらに別の参考実施形態を示す外観斜視図、(B)同平面図  (A) Appearance perspective view showing still another reference embodiment, (B) Plan view

符号の説明Explanation of symbols

20a 第一のケース
20b 第二のケース
C コード
AS 加速度センサー
20a first case 20b second case C code AS acceleration sensor

Claims (4)

自由空間にて片手で把握できるように構成した第一のケースと、自由空間にて片手で把握できるように構成した第二のケースとを、別々に設け、第一のケースと第二のケースは、それらの間に介在するコードにより、それらの最大間隔が制限されていることを特徴とするゲーム制御装置。  A first case configured to be grasped with one hand in free space and a second case configured to be grasped with one hand in free space are provided separately, the first case and the second case Is a game control device characterized in that a maximum interval between them is limited by a code interposed between them. 加速度センサーが内蔵され自由空間にて片手で把握できるように構成した第一のケースと、自由空間にて片手で把握できるように構成した第二のケースとを、別々に設けたことを特徴とするゲーム制御装置。  A feature is that the first case, which has a built-in acceleration sensor and can be grasped with one hand in free space, and the second case, which is structured to be grasped with one hand in free space, are provided separately. Game control device to play. 請求項2において、第一のケースと第二のケースは、それらの間に介在するコードにより、それらの最大間隔が制限されていることを特徴とするゲーム制御装置。  3. The game control apparatus according to claim 2, wherein a maximum interval between the first case and the second case is limited by a code interposed therebetween. 請求項1または3において、前記最大間隔は、人が両手を最大限離隔したときの両手の間隔よりも小さいことを特徴とするゲーム制御装置。  4. The game control device according to claim 1, wherein the maximum interval is smaller than an interval between both hands when a person separates both hands to the maximum.
JP2006339173A 1992-09-11 2006-11-18 Game control device Pending JP2007069025A (en)

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JP26955092 1992-09-11
JP2006339173A JP2007069025A (en) 1992-09-11 2006-11-18 Game control device

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2022529093A (en) * 2020-03-20 2022-06-17 深▲せん▼市壹位堂科技有限公司 Control equipment and dynamic recognition method for function switching and dynamic recognition of switching

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2022529093A (en) * 2020-03-20 2022-06-17 深▲せん▼市壹位堂科技有限公司 Control equipment and dynamic recognition method for function switching and dynamic recognition of switching

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