EP1246673A1 - Support d'enregistrement, ordinateur et methode permettant d'agir sur des images d'automobile sur l'ecran de l'ordinateur - Google Patents

Support d'enregistrement, ordinateur et methode permettant d'agir sur des images d'automobile sur l'ecran de l'ordinateur

Info

Publication number
EP1246673A1
EP1246673A1 EP01900718A EP01900718A EP1246673A1 EP 1246673 A1 EP1246673 A1 EP 1246673A1 EP 01900718 A EP01900718 A EP 01900718A EP 01900718 A EP01900718 A EP 01900718A EP 1246673 A1 EP1246673 A1 EP 1246673A1
Authority
EP
European Patent Office
Prior art keywords
controller
computer
pressure sensing
accordance
car
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP01900718A
Other languages
German (de)
English (en)
Inventor
Nobuhiro Sony Computer Entertainment Inc. KOMATA
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sony Interactive Entertainment Inc
Original Assignee
Sony Computer Entertainment Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sony Computer Entertainment Inc filed Critical Sony Computer Entertainment Inc
Publication of EP1246673A1 publication Critical patent/EP1246673A1/fr
Withdrawn legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/218Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • 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
    • A63F2300/1056Features 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 involving pressure sensitive buttons
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying

Definitions

  • This invention relates to a recording medium, a computer, and a method using the computer for making the operation of a car image on a screen by pressing or continuing to press simple on-off switches by a user into an interface that is easier to use.
  • a so-called driving game is one in which one car operated by the player competes, on roads formed sequentially on the screen of the computer, with one or multiple other cars operated by the CPU.
  • buttons of a controller for the game machine or handles a steering wheel-type controller To operate the car, the player presses buttons of a controller for the game machine or handles a steering wheel-type controller.
  • the pressure-sensitive controller outputs as a pressure sensing value, the pressing force of a user on the button of the controller, that results when the player applies pressure with his or her finger to an operation element (button) itself that is connected to a pressure-sensitive element.
  • a pressure-sensitive controller is disclosed in, for example, Japanese examined utility model Publication No. Hl-40545 (1989), but here the pressure sensing output is input to a variable control oscillator (VCO), and the output of the VCO is used for rapid firing in the game.
  • VCO variable control oscillator
  • a recording medium on which are recorded driving game software programs that can be read and executed by a computer including programs that process as commands an output from a controller that has a pressure sensing means, wherein the software programs include processing programs that operate a car imaged on a screen in accordance with the output of the controller.
  • a computer of this invention can execute driving game software programs and comprises a controller having a pressure sensing means that detects an operation pressure, of a user applied to a control element of the controller; and processing means that operates a character car on the screen in accordance with the output of the controller.
  • a method of the present invention comprises the steps of using a computer that can execute driving game software programs and has a controller having a pressure sensing means, detecting an operation pressure applied by a user on said controller and generating pressure sensing signals, and operating a car viewed on screen of the computer, in accordance with the pressure sensing signals.
  • Figure 1 diagrammatically shows connection of a controller to an entertainment system
  • Figure 2 is a diagram showing an example of a driving game on a screen
  • Figs. 3A-3C show tables for selecting a braking distance, a speed, and a position of a car viewed on the screen according to a pressure sensing value
  • Figure 4 is a flowchart showing the processing of a driving game including a program for braking, acceleration, and steering based on pressure sensing values.
  • Figure 5 is a perspective view of the controller connected to the entertainment system;
  • Figure 6 is a block diagram of the entertainment system.
  • Figure 7 is a top plan view of the controller
  • Figure 8 is an exploded perspective view of the second control part of the controller
  • Figs. 9A-9C are cross-sectional views of the second control part of Fig. 8;
  • Figure 10 is a diagram showing the equivalent circuit of the pressure sensing element;
  • Figure 11 is a block diagram of the main parts of the controller
  • Figure 12 is an exploded perspective view of the first control part of the controller;
  • Figure 13 is a cross-sectional view of the first control part of Fig. 12;
  • Figure 14 is a diagram showing a circuit composition of the resistor
  • Figure 15 is a graph showing characteristics of the output signal of the controller
  • Figure 16 is a block diagram showing the overall composition, including the resistor.
  • Figure 17 is an exploded perspective view of the third control part of the controller. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
  • a controller that uses pressure-sensitive elements
  • the controller when a controller button, which is an operation or control element, is pressed by a user, the controller not only detects the presence or absence of its pressure sensing output, for example, whether the switch is on or off, but also obtains a pressure sensing value output in accordance with the pushing pressure of the user on the control elements.
  • processing or action can be decided on in correspondence with the pressure sensing value output.
  • Figure 1 is a diagram, showing a connection of a controller to an entertainment system to enable a user to enjoy game software or images using the entertainment system. A more specific structure is described in connection with Fig. 4 and other figures.
  • controller 200 which has buttons connected to pressure sensing elements, positioned inside the controller is connected to entertainment system 500 for playing games or enjoying the images on a DVD video, etc.
  • An image output terminal of the entertainment system is connected to a television monitor 408.
  • the analog output from the pressure sensing elements is converted to digital values from 0 to 255 by an analog-to-digital converter and is supplied to entertainment system 500.
  • Figure 2 shows an example of a driving game.
  • the image of a player's car is displayed as seen from the driver's seat on the screen. Shown in this image are a steering wheel H, a car body B, a course C, and a rear-view mirror M, allowing the player to play the game with a greater sense of presence.
  • the magnitude of the pressure sensing values outputted from the pressure-sensitive controller is reflected as changes in the braking, speed increase, and a course of the car when braking, accelerating, and steering occur.
  • the steering operation is carried out by pressing at least two pressure sensing buttons by one or another of the fingers of the hands of the user, that control those buttons.
  • Figs. 3A-3C show tables for selecting a braking distance, a speed, and a position of the car imaged on the screen in accordance with pressure sensing values.
  • Figure 3A is a table for selecting the braking distance from the pressure sensing value in braking
  • Figure 3B is a table for selecting the speed from the pressure sensing value when the accelerator is pressed with the foot
  • Figure 3C is a table for selecting the position of the car on the course from the difference in pressure sensing values of two pressure sensing switches when steering, that is, for positioning the car in accordance with the steering operation.
  • step SI it is determined whether there is any input from the pressure-sensitive controller; if "YES”, in step S2 the pressure sensing values are acquired from controller 200.
  • step S3 it is determined whether there is any input from a pressure sensing switch corresponding to steering; if "YES”, processing proceeds to step S4, and in step S4 the steering processing is done; if "NO”, the processing proceeds to step S5.
  • the corresponding position information is selected from the table shown in Figure 3C, an image of the car in the position corresponding to this position information is displayed, and the car's position information on the course is updated in the data.
  • step S5 it is determined whether there is any input from the pressure sensing switch corresponding to the brake; if "YES”, processing proceeds to step S6, and in step S6 the brake processing is done; if "NO”, the processing proceeds to step S7.
  • brake processing based on the pressure sensing value, the corresponding braking distance in the game is selected from the table shown in Figure 3A, and a car behavior corresponding to this braking distance is shown as an animation. When it exceeds the braking distance, the car is stopped. As an operation, an animation is shown of how the car is trying to stop based on the pressure sensing values read until it stops.
  • step S7 it is determined whether there is any input from the pressure sensing switch corresponding to the accelerator; if "YES”, the processing proceeds to step S8, and in step S8 the accelerator processing is done; if "NO”, the processing returns to step
  • the corresponding speed in the game is selected from the table shown in Figure 3B, and the update speed of the background scene can be changed according to this speed.
  • the value is read every frame or every several frames, and based on this the position of the car along the course is determined, and the image is rendered based on this position.
  • braking, acceleration, and steering are done based on pressure sensing values, which can increase enjoyment of the game and improve the user interface over just pressing simple on-off switches.
  • the rate of change may be determined from the previous pressure sensing value and the current sensing value and set the speed, braking distance, and position in accordance with this rate of change. For example, if the previous-time pressure sensing value is 100 and the current pressure sensing value is 50, the rate of change is 50%, so the speed, braking distance, and position can be made 1/2 of what they were the previous time.
  • Fig. 5 is a perspective view showing the controller 200 connected to entertainment system 500. The controller 200 is removably connected to the entertainment system 500, and the entertainment system 500 is connected to television monitor 408.
  • the entertainment system 500 reads the program for a computer game from recording media upon which that program is recorded and by executing the program, displays characters on the television monitor 408.
  • the entertainment system 500 has also various built-in functions for DVD (Digital Versatile Disc) playback, CDDA (compact disc digital audio) playback and the like.
  • the signals form the controller 200 are also processed as one of the aforementioned control functions within the entertainment system 500, and the content thereof may be reflected in the movement of the characters and the like, on the television monitor 408.
  • controller 200 may be allocated functions for moving the characters displayed on the television monitor 408 in the directions up, down, left or right.
  • FIG. 6 is a block diagram of the entertainment system 500.
  • a CPU 401 is connected to RAM 402 and a bus 403, respectively.
  • a graphics processor unit (GPU) 404 and an input/output processor (I/O) 409 are connected to bus 403 .
  • the GPU 404 is connected via an encoder 407 for converting a digital RGB signal or the like into the NTSC standard television format, for example, to a television monitor (TV) 408 as a peripheral.
  • a driver (DRV) 410 used for the playback and decoding of data recorded upon an optical disc 411
  • a sound processor (SP) 412 an external memory 415 consisting of flash memory, controller 200 and a ROM 416 which records the operating system and the like.
  • the SP 412 is connected via an amplifier 413 to a speaker 414 as a peripheral.
  • the external memory 415 may be a card-type memory consisting of a
  • the controller 200 is configured such that, when a plurality of buttons provided thereupon are pushed, it gives instructions to the entertainment system 500.
  • the driver 410 is provided with a decoder for decoding images encoded based upon the MPEG standard.
  • the regions specified by two-dimensional coordinates are so-called polygons.
  • the converted coordinate data, Z data and texture data are supplied to the GPU 404. Based on this converted coordinate data, Z data and texture data, the GPU 404 performs the drawing process by writing texture data sequentially into the RAM 405.
  • One frame of image data, upon which the drawing process is completed, is encoded by the encoder 407 and then supplied to the television monitor 408 and displayed on its screen as an image.
  • Fig. 7 is a top view of controller 200.
  • the controller 200 consists of a unit body 201 on the top surface of which are provided first and second control parts 210 and 220, and on the side surface of which are provided third and fourth control parts 230 and 240 of the controller 200.
  • the first control part 210 of the controller is provided with a cruciform control unit 211 used for pushing control, and the individual control keys 211a extending in each of the four directions of the control unit 211 form a control element.
  • the first control part 210 is the control part for providing movement to the characters displayed on the screen of the television receiver, and has the functions for moving the characters in the up, down, left and right directions by pressing the individual control keys 21 la of the cruciform control unit 211.
  • the second control part 220 is provided with four cylindrical control buttons 221 (control elements) for pushing control.
  • the individual control buttons 221 have identifying marks such as " O " (circle), " X “ (cross), “ ⁇ “ (triangle) and “ D “ (quadrangle) on their tops, in order to easily identify the individual control buttons 221.
  • the functions of the second control part 220 are set by the game program recorded upon the optical disc 411, and the individual control buttons 221 may be allocated functions that change the state of the game characters, for example.
  • the control button 221 may be allocated functions for moving the left arm, right arm, left leg and right leg of the character.
  • the third and fourth control parts 230 and 240 of the controller have nearly the same structure, and both are provided with two control buttons 231 and 241 (control elements) for pushing control, arranged above and below.
  • the functions of these third and fourth control parts 230 and 240 are also set by the game program recorded upon the optical disc, and may be allocated functions for making the game characters do special actions, for example.
  • two joy sticks 251 for performing analog operation are provided upon the unit body 201 shown in Fig. 7.
  • the joy sticks 251 can be switched and used instead of the first and second control parts 210 and 220 described above. This switching is performed by means of an analog selection switch 252 provided upon the unit body 201.
  • a display lamp 253 provided on the unit body 201 lights, indicating the state wherein the joy sticks 251 are selected.
  • unit body 201 there are also provided a start switch 254 for starting the game and a select switch 255 for selecting the degree of difficulty or the like at the start of a game, and the like.
  • Controller 200 is held by the left hand and the right hand of the player and is operated by the other fingers of the player, and in particular the player's thumbs are able to operate most of the buttons on the top surface.
  • Fig. 8 and Figs. 9A-9C are, respectively, an exploded perspective view and cross-sectional views showing the second control part of the controller.
  • the second control part 220 consists of four control buttons 221 which serve as the control elements, an elastic body 222, and a sheet member 223 provided with resistors 40.
  • the individual control buttons 221 are inserted from behind through insertion holes 201a formed on the upper surface of the unit body 201.
  • the control buttons 221 inserted into the insertion holes 201a are able to move freely in the axial direction.
  • the elastic body 222 is made of insulating rubber or the like and has elastic areas 222a which protrude upward, and the lower ends of the control buttons 221 are supported upon the upper walls of the elastic areas 222a.
  • the sheet member 223 consists of a membrane or other thin sheet material which has flexibility and insulating properties. Resistors 40 are provided in appropriate locations on this sheet member 223 and these resistors 40 and conducting member 50 are each disposed such that they face one of the control buttons 221 via the elastic body 222.
  • the resistors 40 and conducting members 50 form pressure-sensitive devices. These pressure-sensitive devices consisting of resistors 40 and conducting members 50 have resistance values that vary depending on the pushing pressure received form the control buttons 221.
  • the second control part 220 is provided with control buttons 221 as control elements, an elastic body 222, conducting members 50 and resistors 40.
  • Each conducting member 50 may be made of conductive rubber which has elasticity, for example, and has a conical shape with its enter as a vertex.
  • the conducting members 50 are adhered to the inside of the top surface of the elastic areas 222a formed in the elastic body 222.
  • the resistors 40 may be provided on an internal board 204, for example, opposite the conducting members 50, so that the conducting members 50 come into contact with resistors 40 together with the pushing action of the control buttons 221.
  • the conducting member 50 deforms, depending on the pushing force on the control button 221 (namely the contact pressure with the resistor 40), so as shown in Fig.
  • the surface area in contact with the resistor 40 varies depending on the pressure.
  • the pressing force on the control button 221 is weak, as shown in Fig. 9B, only the area near the conical tip of the conducting member 50 is in contact.
  • the tip of the conducting member 50 deforms gradually so the surface area in contact expands.
  • Fig. 10 is a diagram showing an equivalent circuit for a pressure-sensitive device consisting of a resistor 40 and conducting member 50.
  • the pressure-sensitive device is inserted in series in a power supply line 13, where the voltage V cc is applied between the electrodes 40a and 40b.
  • the pressure-sensitive device is divided into a variable resistor 42 that has the relatively small resistance value of the conducting member 50, and a fixed resistor 41 that has the relatively large resistance value of the resistor 40.
  • the portion of the variable resistor 42 is equivalent to the portion of resistance in the contact between the resistor 40 and the conducting member 50, so the resistance value of the pressure-sensitive device varies depending on the surface area of contact with the conducting member 50.
  • Figs. 9A-9C show only the contact portion between the conducting member 50 and resistor 40 which forms the variable resistor 42 of Fig. 10, but the fixed resistor of Fig. 10 is omitted from Figs. 9A-9C.
  • an output terminal is provided near the boundary between the variable resistor 42 and fixed resistor 41, namely near the intermediate point of the resistors 40, and thus a voltage stepped down from the applied voltage V cc by the amount the variable resistance is extracted as an analog signal corresponding to the pushing pressure by the user on the control button 221.
  • a voltage is applied to the resistor 40 when the power is turned on, even if the control button 221 is not pressed, a faxed analog signal (voltage) V mm is provided as the output from the output terminal 40c.
  • V mm analog signal
  • the control button 221 is pushed further and the conducting member 50 comes into contact with the resistor 40, the surface area of contact between the conducting member 50 and the resistor 40 increases in response to the pushing pressure on the control button 221, and thus the resistance of the resistor 40 is reduced so the analog signal (voltage) output form the output terminal 40c of the resistor 40 increases. Furthermore, the analog signal (voltage) output from the output terminal 40c of the resistor 40 reaches the maximum V max when the conducting member 50 is most deformed.
  • Fig. 11 is a block diagram showing the main parts of the controller 200.
  • An MPU 14 mounted on the internal board of the controller 200 is provided with a switch 18 and an A/D converter 16.
  • the analog signal (voltage) output from the output terminal 40c of the resistor 40 is provided as the input to the A D converter 16 and is converted to a digital signal.
  • the digital signal output form the A/D converter 16 is sent via an interface 17 provided upon the internal board of the controller 200 to the entertainment system 500 and the actions of game characters and the like are executed based on this digital signal.
  • Changes in the level of the analog signal output from the output terminal 40c of the resistor 40 correspond to changes in the pushing pressure received form the control button 221 (control element) as described above. Therefore, the digital signal outputted from the A/D converter 16 corresponds to the pushing pressure on the control button 221 (control element) from the user. If the actions of the game characters and the like are controlled based on the digital signal that has such a relationship with the pushing pressure form the user, it is possible to achieve smoother and more analog-like action than with control based on a binary digital signal based only on zeroes and ones.
  • the configuration is such that the switch 18 is controlled by a control signal sent form the entertainment system 500 based on a game program recorded on an optical disc 411.
  • a control signal is provided as output to specify whether the A/D converter 16 is to function as a means of providing output of a multi-valued analog signal, or as a means of providing a binary digital signal. Based on this control signal, the switch 18 is switched to select the function of the A/D converter 16.
  • Figs. 12 and 13 show an example of the configuration of the first control part of the controller.
  • the first control part 210 includes a cruciform control unit 211, a spacer 212 that positions this control unit 211, and an elastic body 213 that elastically supports the control unit 211.
  • a conducting member 50 is attached to the rear surface of the elastic body 213, and the configuration is such that resistors 40 are disposed at the positions facing the individual control keys 211a (control elements) of the control unit 211 via the elastic body 213.
  • the overall structure of the first control part 210 has already been made public knowledge in the publication of unexamined Japanese patent application No.
  • the control unit 211 uses a hemispherical projection 212a formed in the center of a spacer 212 as a fulcrum, and the individual control keys 21a (control elements) are assembled such that they can push on the resistor 40 side (see Fig. 13).
  • Conducting members 50 are adhered to the inside of the top surface of the elastic body 213 in positions corresponding to the individual control keys 211a (control elements) of the cruciform control unit 211.
  • the resistors 40 with a single structure are disposed such that they face the individual conducting members 50.
  • Fig. 14 is a diagram showing the circuit configuration of the resistor. As shown in this diagram, the resistor 40 is inserted in series in a power supply line 13, where a voltage is applied between the electrodes 40a and 40b. The resistance of this resistor 40 is illustrated schematically, as shown in this diagram; the resistor 40 divided into first and second variable resistors 43 and 44.
  • the portion of the first variable resistor 43 is in contact, respectively, with the conducting member 50 that moves together with the control key (up directional key) 211a for moving the character in the up direction, and with the conducting member 50 that moves together with the control key (left directional key) 211a for a moving the character in the left direction, so its resistance value varies depending on the surface area in contact with these conducting members 50.
  • the portion of the second variable resistor 44 is in contact, respectively, with the conducting member 50 that moves together with the control key (down directional key) 211a for moving the character in the down direction, and with the conducting member 50 that moves together with the control key (right directional key) 211a for moving the character in the right direction, so its resistance value varies depending on the surface area in contact with these conducting members 50.
  • an output terminal 40c is provided intermediate between the variable resistors 43 and 44, and an analog signal corresponding to the pushing pressure on the individual control keys 211a (control elements) is provided as output from this output terminal 40c.
  • Fig. 15 is a graph showing the characteristic of the analog signal (voltage) outputted from the output terminal of the resistor.
  • the up-directional key or left-directional key is pushed until the conducting member 50 comes into contact with the first variable resistor 43 portion of the resistor 40 (at position p in the graph), thereafter the surface area of contact between the conducting member 50 and the first variable resistor 43 portion increases in response to the pushing pressure on the control key 211a (control elements), and thus the resistance of that portion is reduced so the analog signal (voltage) output from the output terminal 40c of the resistor 40 increases.
  • the analog signal (voltage) output from the output terminal 40c of the resistor 40 reaches the maximum V max when the conducting member 50 is most deformed (at position q in the graph)
  • the down-directional key or right-directional key is pushed until the conducting member 50 comes into contact with the second variable resistor 44 portion of the resistor 40 (at position r in the graph)
  • the surface area of contact between the conducting member 50 and the second variable resistor 44 portion increases in response to the pushing pressure on the control key 211a (control elements), and thus the resistance of that portion is reduced, and as a result, the analog signal (voltage) output from the output terminal 40c of the resistor 40 decreases.
  • the analog signal (voltage) output from the output terminal 40c of the resistor 40 reaches the minimum V mm when the conducting member 50 is most deformed (at position s in the graph).
  • the analog signal (voltage) output from the output terminal 40c of the resistor 40 is provided as input to an A/D converter 16 and converted to a digital signal. Note that the function of the A/D converter 16 shown in Fig. 16 is as described previously based on Fig. 11, so a detailed description shall be omitted here.
  • Fig. 17 is an exploded perspective view of the third control part of the controller.
  • the third control part 230 consists of two control buttons 231, a spacer 232 for positioning these control buttons 231 within the interior of the controller 200, a holder
  • resistors 40 are attached to appropriate locations upon the internal board 235 and conducting members 50 are attached to the rear surface of the elastic body 234.
  • the individual control buttons 231 can be pushed in while being guided by the spacer 232, the pushing pressure when the bottoms 231 are pressed acts via the elastic body 234 on the pressure-sensitive device consisting of a conducting member 50 and resistor 40.
  • the electrical resistance value of the pressure-sensitive device varies depending on the magnitude of the pushing pressure it receives.
  • the fourth control part 240 has the same structure as that of the third control part 230 described above.
  • FIG. 4 a flowchart for braking, acceleration, and steering based on pressure sensing values was shown in Figure 4.
  • This program can be provided either in a form recorded individually on a recording medium such as an optical disk, or in the form recorded on said recording medium together with game software as part of the game software.
  • the program for braking, acceleration, and steering based on pressure sensing values is activated on entertainment system 500 and executed on its CPU.
  • the significance of the program for braking, acceleration, and steering based on pressure sensing values being provided recorded individually on a recording medium is that it is made available previously as a library for software development.
  • the software functions are broken up into single functions, then many functions will be included that are used in common by various software, such as the function of causing objects to move.
  • the pressure sensing value pressed by the user is used as is.
  • the maximum value of a user's pressure sensing value can be corrected to the maximum game pressure sensing value set by the program, with intermediate values corrected proportionately.
  • Such compensation is done by preparing a compensation table.
  • a user's pressure sensing value can be corrected by a well known function and used as the game pressure sensing value.
  • the maximum value of a user's pressure sensing value rate of change can be corrected to a program-set maximum game pressure sensing value rate of change, with intermediate values corrected proportionately.
  • an interface can be provided that is easier to use than operating a car by pressing or continuing to press simple on-off switches.
  • braking, acceleration, and steering are done based on pressure sensing values, thus making is possible to realize an entertainment system that increases enjoyment of the game by a user and improves the user interface compared to just pressing simple on-off switches.

Abstract

On commande sur l'écran d'un ordinateur, dans le cadre de cette invention relative à un jeu de conduite d'automobile, la conduite d'une automobile. Cet ordinateur possède une unité de commande réagissant à la pression, continue ou non, exercée par l'utilisateur sur des commutateurs et ce, grâce à une interface d'utilisation facile. On conduit l'automobile en utilisant un support d'enregistrement comportant un programme de traitement. Ce programme permet de conduire l'automobile d'après des données de sortie émanant de l'unité de commande. Cet ordinateur est pourvue d'une unité de traitement qui permet de conduire l'automobile d'après les données de sortie de l'unité de commande, laquelle possède une unité à effleurement. Le fonctionnement de l'ordinateur repose sur la détection de la pression exercée par l'utilisateur sur des commutateurs, cette pression étant détectée par une unité de détection de pression, ainsi que sur la production de signaux de détection de pression. La conduite de l'automobile sur l'écran dépend des signaux de détection de pression.
EP01900718A 2000-01-14 2001-01-12 Support d'enregistrement, ordinateur et methode permettant d'agir sur des images d'automobile sur l'ecran de l'ordinateur Withdrawn EP1246673A1 (fr)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP2000040258 2000-01-14
JP2000040258 2000-01-14
PCT/JP2001/000146 WO2001051149A1 (fr) 2000-01-14 2001-01-12 Support d'enregistrement, ordinateur et methode permettant d'agir sur des images d'automobile sur l'ecran de l'ordinateur

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EP1246673A1 true EP1246673A1 (fr) 2002-10-09

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EP01900718A Withdrawn EP1246673A1 (fr) 2000-01-14 2001-01-12 Support d'enregistrement, ordinateur et methode permettant d'agir sur des images d'automobile sur l'ecran de l'ordinateur

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US (1) US20010008841A1 (fr)
EP (1) EP1246673A1 (fr)
JP (1) JP2003519545A (fr)
TW (1) TW575446B (fr)
WO (1) WO2001051149A1 (fr)

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US7671846B1 (en) * 2000-01-14 2010-03-02 Sony Computer Entertainment Inc. Computer system having a pressure-sensitive controller, setup method for a pressure-sensitive controller and recording medium that records this method
AU2001279692A1 (en) * 2000-06-26 2002-01-08 Wns-Europe.Com Ag Use of the data stored by a racing car positioning system for supporting computer-based simulation games
US7193629B2 (en) * 2001-05-18 2007-03-20 Sony Computer Entertainment Inc. Display apparatus
JP3993863B2 (ja) * 2004-04-29 2007-10-17 株式会社コナミデジタルエンタテインメント 画像生成装置、速度表現方法、および、プログラム
US7625287B2 (en) 2005-10-05 2009-12-01 Nintendo Co., Ltd. Driving game steering wheel simulation method and apparatus
JP5563790B2 (ja) * 2009-06-23 2014-07-30 任天堂株式会社 ゲーム装置およびゲームプログラム
JP5613126B2 (ja) * 2011-09-09 2014-10-22 Kddi株式会社 画面内の対象が押圧によって操作可能なユーザインタフェース装置、対象操作方法及びプログラム
CN113163955A (zh) * 2018-11-29 2021-07-23 提爱思科技股份有限公司 座椅系统和座椅型体验装置

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JP3543449B2 (ja) * 1995-11-13 2004-07-14 株式会社セガ 仮想コース表示方法及びそれを利用した遊戯装置
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WO2001051149A1 (fr) 2001-07-19
JP2003519545A (ja) 2003-06-24
TW575446B (en) 2004-02-11
US20010008841A1 (en) 2001-07-19

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