EP1933961A1 - Controller - Google Patents

Controller

Info

Publication number
EP1933961A1
EP1933961A1 EP06779589A EP06779589A EP1933961A1 EP 1933961 A1 EP1933961 A1 EP 1933961A1 EP 06779589 A EP06779589 A EP 06779589A EP 06779589 A EP06779589 A EP 06779589A EP 1933961 A1 EP1933961 A1 EP 1933961A1
Authority
EP
European Patent Office
Prior art keywords
controller
limbs
sensor array
sense
body members
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Withdrawn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
EP06779589A
Other languages
German (de)
French (fr)
Inventor
Brendan Patrick Ludden
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.)
New Concept Gaming Ltd
Original Assignee
New Concept Gaming Ltd
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 New Concept Gaming Ltd filed Critical New Concept Gaming Ltd
Publication of EP1933961A1 publication Critical patent/EP1933961A1/en
Withdrawn legal-status Critical Current

Links

Classifications

    • A63F13/06
    • 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
    • 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
    • GPHYSICS
    • G05CONTROLLING; REGULATING
    • G05GCONTROL DEVICES OR SYSTEMS INSOFAR AS CHARACTERISED BY MECHANICAL FEATURES ONLY
    • G05G1/00Controlling members, e.g. knobs or handles; Assemblies or arrangements thereof; Indicating position of controlling members
    • G05G1/08Controlling members for hand actuation by rotary movement, e.g. hand wheels
    • GPHYSICS
    • G05CONTROLLING; REGULATING
    • G05GCONTROL DEVICES OR SYSTEMS INSOFAR AS CHARACTERISED BY MECHANICAL FEATURES ONLY
    • G05G9/00Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously
    • G05G9/02Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only
    • G05G9/04Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously
    • G05G9/047Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
    • G05G9/04785Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks the controlling member being the operating part of a switch arrangement
    • G05G9/04788Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks the controlling member being the operating part of a switch arrangement comprising additional control elements
    • G05G9/04792Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks the controlling member being the operating part of a switch arrangement comprising additional control elements for rotary control around the axis of the controlling member
    • 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
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • 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
    • A63F2300/1006Features 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 having additional degrees of freedom
    • 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
    • A63F2300/1043Features 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 being characterized by constructional details

Definitions

  • the present invention relates to a controller, for example, for a game, and to game playing equipment comprising such a game controller.
  • a variety of game controllers are available to enable players to control computer games, arcade games, console games, and the like.
  • a conventional computer keyboard may be used to control many games.
  • a variety of joysticks are available to control game movements and actions.
  • Some conventional game controllers include two joysticks to be manipulated by a player's thumbs in order to control game movements.
  • a controller comprising: a controller body; first and second limbs extending from the controller body to define respective first and second axes, the limbs each being rotatable about their respective axis; a sensor array comprising at least one sensor arranged to sense relative positions of the limbs in relation to the controller body; and an output arranged to provide a signal which varies in dependence upon the sensed relative positions .
  • game playing equipment including a controller comprising: a controller body; first and second limbs extending from the controller body to define respective first and second axes, the limbs each being rotatable about their respective axis; a sensor array comprising at least one sensor arranged to sense relative positions of the limbs in relation to the controller body; and an output arranged to provide a signal which varies in dependence upon the sensed relative positions.
  • first and second limbs cooperate with the controller body to define respective first and second pivot points, and the limbs are each pivotable about their respective pivot point.
  • a game controller in accordance with the present invention offers a player a wider range of more versatile movements than conventional game controllers.
  • the sensor array is arranged to sense rates of change of the relative positions of the limbs; and the output is arranged to provide a signal which varies in dependence upon the sensed rates of change.
  • the controller may provide an even wider range of types of movement .
  • the limbs are biased towards a null position. More advantageously, the null position comprises the limbs extending in substantially the same direction from _ 2 —
  • the controller body comprises first and second body members, the first limb extending from the first body member, the second limb extending from the second body member, and the sensor array is arranged to sense relative positions of the limbs in relation to the body members from which they extend.
  • the body members are able to move relative to one another, and the sensor array is arranged to sense a relative position of the body members in relation to one another .
  • the body members are able to rotate relative to one another, and the sensor array is arranged to sense a rotational position of the body members relative to one another. More advantageously, the body members define a common axis and are able to rotate about the common axis relative to one another.
  • the body members are able to move axially along the common axis relative to one another, and the sensor array is arranged to sense an axial position of the body members relative to one another. More advantageously, the body members are telescopically disposed along the common axis. Advantageously, the body members are biased towards a null position.
  • the controller further comprises additional controlling means.
  • the sensor array is arranged to sense a state of the at least one controlling means, and the output is arranged to provide a signal which varies in dependence upon the sensed state of the at least one controlling means.
  • the controlling means is selected from a group consisting of a button, a switch, a joystick, and a mousepad.
  • Figure 1 schematically illustrates a game controller in accordance with one embodiment of the present invention with all elements in a null position
  • Figure 2 shows the game controller of Figure 1 with a left handle in a leftward position
  • Figure 3 shows the game controller of Figure 1 with the left handle in an upward position
  • Figure 4 shows the game controller of Figure 1 in which a right member extends telescopically from a left member
  • Figure 5 is a schematic representation of the game controller of Figure 1 in use by a player, in which Figure 5a shows the player holding the game controller in a null position, Figure 5b shows the player holding the game controller in a first position, and Figure 5c shows the player holding the game controller in a second position.
  • FIG. 1 shows a game controller 10 in accordance with one embodiment of the present invention.
  • the game controller 10 may be used to control game actions or states in an electronic device, personal computer, dedicated games system, or the like.
  • the game controller 10 comprises a left handle 12 and a right handle 14 extending from a game controller body 15.
  • the left handle 12 has first and second ends 12a and 12b and the right handle 14 has first and second ends 14a and 14b.
  • the game controller body 15 comprises a left body member 16 having first and second ends 16a and 16b, and a right body member 18 having first and second ends 18a and 18b.
  • the left handle 12 is adapted to be held in a player's left hand
  • the right handle 14 is adapted to be held in the player's right hand.
  • the handles 12 and 14 and the members 16 and 18 are cylindrical.
  • the handles 12 and 14 may comprise scalloped recesses adapted to receive the player's fingers.
  • the left and right members 16 and 18 are elongate having coaxial longitudinal axes 00' .
  • the second end 16b of the left member 16 cooperates with the first end 18a of the right member 18.
  • the left and right members 16 and 18 may be integrally formed. Alternatively, the left and right members may be moveable with respect to one another.
  • the left and right handles 12 and 14 are elongate having longitudinal axes PP' and QQ 1 respectively in Figure 1.
  • the left handle 12 extends from the left member 16.
  • the first end 12a of the left handle 12 is flexibly joined to the left member 16, preferably near the first end 16a of the left member 16.
  • the right handle 14 extends from the right member 18.
  • the first end 14a of the right handle 14 is flexibly joined to the right member 18, preferably near the second end 18b of the right member 18.
  • the first ends 12a and 14a of the left and right handles 12 and 14 may be located within the left and right member 16 and 18 respectively.
  • the second ends 12b and 14b of the left and right handles 12 and 14 are free .
  • the game controller is shown in a null position in which the elongate handles 12 and 14 extend at right angles from the respective elongate members 16 and 18.
  • the longitudinal axes PP 1 and QQ 1 of the handles 12 and 14 are parallel in the null position of Figure 1.
  • the axes 00', PP 1 and QQ 1 are in the same plane ⁇ (i.e. the plane of the paper) .
  • the left handle 12 is moveable with respect to the left member 16 in three ways, as described below.
  • the left member 12 is able to rotate clockwise and/or anticlockwise about its longitudinal axis PP 1 , as shown by arrow W in Figure 1.
  • the left member 12 is able to pivot left and/or right about a pivot point P, as shown by arrow X in Figure 2.
  • the pivot point P is located within the left member 16 at or near to the first end 12a of the left member 12.
  • the left handle 12 is shown in a leftward position in which the free second end 12b of the left handle 12 is located to the left of its null position of Figure 1. In this leftward position, the axes 00', PP 1 and QQ' are coplanar.
  • this second type of movement enables the left handle 12 to pivot about the point P within plane ⁇ .
  • the left member 12 is able to pivot up and/or down about the pivot point P, as shown by arrow Y in Figure 3.
  • the left handle 12 is shown in an upward position in which the free second end 12b of the left handle 12 is located upwards of its null position of Figure 1.
  • the left handle 12 may pivot about the point P within a second plane ⁇ ', where the plane IT 1 is perpendicular to plane ⁇ and contains the point P.
  • the handles 12 and 14 are each pivotable about their respective pivot point P and Q in two orthogonal directions.
  • the three types of movement of the left handle 12 described above may occur separately or together.
  • Other such combinations are also contemplated.
  • the right handle 14 is moveable with respect to the right member 18 in a similar manner to that described above with reference to the left handle 12 and the left member 16 (i.e. the right handle 14 may rotate about its longitudinal axis QQ 1 , and may pivot left and/or right and/or up and/or down about the pivot point Q) . Furthermore, the left and right handles 12 and 14 are moveable independently of one another .
  • pivot points P and Q of the left and right handles 12 and 14 need not lie on the longitudinal axes of the left and right handles respectively. Instead, there may be some offset.
  • the game controller 10 may only allow the handles 12 and 14 to rotate a maximum of 45° in either direction about their respective longitudinal axes
  • the game controller 10 may be operable to entirely restrict the rotation of one or more of the limbs about their respective longitudinal axes during use.
  • the handles 12 and 14 are not rotated at all about their respective longitudinal axes PP 1 and QQ' (i.e. the angles of rotation are both 0°) .
  • the right member 18 is moveable in relation to the left member 16 in two ways. Firstly, the right member 18 is able to rotate about its longitudinal axis 00' in relation to the left member 16, as shown by arrow V in Figure 1. This may be accomplished by the means of the first end 18a of right member 18 being received within the second end 16b of the left member 16, i.e. a radius of the right member 18 is slightly smaller than a radius of the left member 16 (or vice versa) .
  • a collar (not shown) could be provided over the second end 16b of the left member 16 and the first end 18a of the right member 18 such that the left member 16 is fixed with respect to the collar whilst the right member 18 is rotatable about 00' with respect to the collar.
  • a radius of the collar is slightly larger than the radii of the left and right members 16 and 18. It will be appreciated that the right member 18 could alternatively rotate about an axis other than its longitudinal axis 00' in relation to the left member 16.
  • the right member 18 is able to move in an axial direction (i.e. along 00') with respect to the left member 16, as shown by arrow Z in Figure 4.
  • the radius of the right member 18 may be smaller than the radius of the left member 16 such that the right - S -
  • member 18 may be telescopically disposed within the left member 16 (or vice versa) .
  • the two types of movement of the right member 18 in relation to the left member 16 described above may occur separately or together.
  • Other such combinations are also contemplated.
  • the game controller 10 is biased towards a specified null position, such as the null position of Figure 1. Thus, in the absence of any force applied by a player, the game controller 10 will assume the null position.
  • the game controller 10 may be biased to the null position by means of spring loading, or the like.
  • the game controller 10 further comprises sensors (not shown) to sense relative positions of the handles 12 and 14 in relation to the game controller body 15. The game controller 10 then outputs a signal to control the game based on the sensed relative position of the handles 12 and 14.
  • the sensors further sense rates of change of the relative positions of the handles 12 and 14, and the output signal varies in dependence upon the sensed rates of change.
  • the sensors sense the relative positions of the handles 12 and 14 by sensing the relative positions of (i) the left handle 12 with respect to the left member 16, (ii) the right handle 14 with respect to the right member 18, and (iii) the left member 16 with respect to the right member 18.
  • any type of sensor that is able to sense relative positions (or rates of change of relative positions) may be used in the game controller 10.
  • two specific types of sensor will be described below for the purposes of illustration. In the two examples below, the sensors are described with reference to sensing the rotational position of the left handle 12 about its longitudinal axis PP 1 , and it is assumed that the handle 12 may rotate between rotation angles of - ⁇ and + ⁇ .
  • the first type of sensor (type 1) senses whether the left handle 12 is fully rotated to either - ⁇ or + ⁇ with respect to the left member 16.
  • the handle 12 has a metal contact that rotates with the handle 12, and the member 16 has two metal contacts located at - ⁇ and + ⁇ which are fixed with respect to the member 16 and do not rotate with the handle 12.
  • the metal contact of the handle 12 makes contact with one metal contact of the member 16 and the game controller 10 outputs an associated signal to control the game.
  • further metal contacts could be provided on the member at - ⁇ /2 and + ⁇ /2, for example.
  • the second type of sensor senses how far the left handle 12 is rotated towards either - ⁇ or + ⁇ with respect to the left member 16.
  • This sensor comprises a potentiometer on left handle 12 and left member 16 of the game controller 10.
  • the potentiometer is adapted to have a variable resistance that varies smoothly from r ⁇ to R ⁇ as the handle 12 is rotated from - ⁇ to + ⁇ . At angle 0° (the null position), the resistance is (r+R) /2 ⁇ .
  • the game controller 10 outputs a signal that corresponds to the sensed resistance. In this way, the game controller output is able to differentiate between a small clockwise (or anticlockwise) turn and a larger clockwise (or anticlockwise) turn.
  • type 2 sensors are used to sense all relative positions of the handles 12 and 14 and the member 16 and 18.
  • the handles 12 and 14 are gripped by a player.
  • the player then uses the controller 10 to control a game by moving the handles 12 and 14 and the members 16 and 18 relative to one another within the limitations of an allowed range of movements.
  • An example of a player 20 using the controller 10 is shown from above in Figure 5.
  • the player 20 grips the left handle 12 in their left hand and the right handle 14 in their right hand.
  • Figure 5 shows the player's left arm 22, right arm 24 and head 26.
  • the controller 10 is held in the null position of Figure 1.
  • the player's arms 22 and 24 are substantially parallel and they each extend the same distance in front of the player's head 26.
  • a distance between the handles 12 and 14 is comparable to the player's shoulder-width.
  • a distance between the handles 12 and 14 is somewhat smaller that the player's shoulder-width so that 'a more compact game controller is provided.
  • the new handle position (as compared to that of Figure 5a or 5b) will be sensed by the sensors.
  • the sensors that sense the position of the handles 12 and 14 relative to their respective members 16 and 18 will register that the handles 12 and 14 have each pivoted about their respective pivot points P and Q to assume a leftward position.
  • the handles 12 and 14 and the members 16 and 18 are still coplanar (as in the null position) so there has been no upward or downward pivoting about the pivot points P and Q.
  • the game controller 10 senses the relative positions of the handles 12 and 14. Based on the sensed relative positions, the game controller 10 is then able to output an associated signal to control the game.
  • the elongate game controller body 15 remains approximately parallel to the player's shoulders as the player 20 manipulates the game controller 10.
  • the game controller 10 reflects movement of the player's shoulders pointing left and right.
  • the controller 10 provides an intuitive controller to simulate turning left and turning right in the gameworld.
  • the player 20 could simulate walking or running in the gameworld by moving their arms 22 and 24 between the following Figure positions in sequence: 5a, 5b, 5a, 5c, 5a, 5b, 5a, 5c, etc.
  • this sequence of movements could be intended to perform other actions in the gameworld. Accordingly, a player may expend considerable energy while using the game controller 10, and the game controller 10 could therefore be used in conjunction with exercise games.
  • the hand-held game controller 10 is used in conjunction with a foot controller (not shown) for increased versatility of movement.
  • the game controller 10 is therefore able to provide a gaming experience similar to virtual reality, and yet the controller 10 may be manufactured at a relatively low cost.
  • the game controller 10 comprises one or more buttons which may be pressed by the player 20 to perform a specified action (e.g. shooting or jumping) in the gameworld.
  • the game controller may also (or instead) comprise other controlling means such as joysticks and/or mousepads. Alternative additional controlling means may also be provided on the game controller 10.
  • a controller according to the present invention could be used to operate a robotic arm, a surgical device, or any other such piece of equipment.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Automation & Control Theory (AREA)
  • Position Input By Displaying (AREA)

Abstract

There is described a controller, for example, for a game. The controller comprises a controller body, first and second limbs extending from the controller body, a sensor array, and an output. The first and second limbs define respective first and second axes, and the limbs are each rotatable about their respective axis. The sensor array comprises at least one sensor arranged to sense relative positions of the limbs in relation to the controller body, and the output is arranged to provide a signal which varies in dependence upon the sensed relative positions. There is also described game playing equipment comprising such a controller.

Description

CONTROLLER
FIELD OF THE INVENTION
The present invention relates to a controller, for example, for a game, and to game playing equipment comprising such a game controller.
BACKGROUND OF THE INVENTION
A variety of game controllers are available to enable players to control computer games, arcade games, console games, and the like. For example, a conventional computer keyboard may be used to control many games. Alternatively, a variety of joysticks are available to control game movements and actions. Some conventional game controllers include two joysticks to be manipulated by a player's thumbs in order to control game movements. There are also available more specific game controllers, such as steering wheel controllers for steering in driving games, and gun controllers for aiming and shooting in shooting games. All such game controllers may be provided with one or more buttons which may be pressed by the player to perform a specified action (e.g. shooting or jumping) within the game.
However, there are limitations on the movements a player may make using the presently available game controllers. The present invention seeks to address this and other such problems with the art .
SUMMARY OF THE INVENTION
According to a first aspect of the present invention, there is provided a controller comprising: a controller body; first and second limbs extending from the controller body to define respective first and second axes, the limbs each being rotatable about their respective axis; a sensor array comprising at least one sensor arranged to sense relative positions of the limbs in relation to the controller body; and an output arranged to provide a signal which varies in dependence upon the sensed relative positions .
According to a second aspect of the present invention, there is provided game playing equipment including a controller comprising: a controller body; first and second limbs extending from the controller body to define respective first and second axes, the limbs each being rotatable about their respective axis; a sensor array comprising at least one sensor arranged to sense relative positions of the limbs in relation to the controller body; and an output arranged to provide a signal which varies in dependence upon the sensed relative positions.
Preferably, the first and second limbs cooperate with the controller body to define respective first and second pivot points, and the limbs are each pivotable about their respective pivot point.
Thus, a game controller in accordance with the present invention offers a player a wider range of more versatile movements than conventional game controllers.
In a preferred embodiment, the sensor array is arranged to sense rates of change of the relative positions of the limbs; and the output is arranged to provide a signal which varies in dependence upon the sensed rates of change. Thus, the controller may provide an even wider range of types of movement . Advantageously, the limbs are biased towards a null position. More advantageously, the null position comprises the limbs extending in substantially the same direction from _ 2 —
the controller body, and the limbs each extending substantially orthogonally from the controller body. In a preferred embodiment, the controller body comprises first and second body members, the first limb extending from the first body member, the second limb extending from the second body member, and the sensor array is arranged to sense relative positions of the limbs in relation to the body members from which they extend.
More preferably, the body members are able to move relative to one another, and the sensor array is arranged to sense a relative position of the body members in relation to one another .
Advantageously, the body members are able to rotate relative to one another, and the sensor array is arranged to sense a rotational position of the body members relative to one another. More advantageously, the body members define a common axis and are able to rotate about the common axis relative to one another.
Advantageously, the body members are able to move axially along the common axis relative to one another, and the sensor array is arranged to sense an axial position of the body members relative to one another. More advantageously, the body members are telescopically disposed along the common axis. Advantageously, the body members are biased towards a null position.
In a preferred embodiment, the controller further comprises additional controlling means. In this embodiment, the sensor array is arranged to sense a state of the at least one controlling means, and the output is arranged to provide a signal which varies in dependence upon the sensed state of the at least one controlling means. More preferably, the controlling means is selected from a group consisting of a button, a switch, a joystick, and a mousepad.
Other preferred features of the present invention are set out in the appended claims .
BRIEF DESCRIPTION OF THE DRAWINGS
An embodiment of the present invention will now be described by way of example with reference to the accompanying drawings in which:
Figure 1 schematically illustrates a game controller in accordance with one embodiment of the present invention with all elements in a null position;
Figure 2 shows the game controller of Figure 1 with a left handle in a leftward position;
Figure 3 shows the game controller of Figure 1 with the left handle in an upward position;
Figure 4 shows the game controller of Figure 1 in which a right member extends telescopically from a left member; and
Figure 5 is a schematic representation of the game controller of Figure 1 in use by a player, in which Figure 5a shows the player holding the game controller in a null position, Figure 5b shows the player holding the game controller in a first position, and Figure 5c shows the player holding the game controller in a second position.
DETAILED DESCRIPTION OF A PREFERRED EMBODIMENT
Figure 1 shows a game controller 10 in accordance with one embodiment of the present invention. The game controller 10 may be used to control game actions or states in an electronic device, personal computer, dedicated games system, or the like.
The game controller 10 comprises a left handle 12 and a right handle 14 extending from a game controller body 15. The left handle 12 has first and second ends 12a and 12b and the right handle 14 has first and second ends 14a and 14b. The game controller body 15 comprises a left body member 16 having first and second ends 16a and 16b, and a right body member 18 having first and second ends 18a and 18b. The left handle 12 is adapted to be held in a player's left hand, and the right handle 14 is adapted to be held in the player's right hand.
In the schematic representation of Figure 1, the handles 12 and 14 and the members 16 and 18 are cylindrical. However, it will be appreciated that alternative forms of handle also fall within the scope of the present invention. For example, the handles 12 and 14 may comprise scalloped recesses adapted to receive the player's fingers.
In the embodiment of Figure 1, the left and right members 16 and 18 are elongate having coaxial longitudinal axes 00' . The second end 16b of the left member 16 cooperates with the first end 18a of the right member 18. The left and right members 16 and 18 may be integrally formed. Alternatively, the left and right members may be moveable with respect to one another.
The left and right handles 12 and 14 are elongate having longitudinal axes PP' and QQ1 respectively in Figure 1. The left handle 12 extends from the left member 16. In particular, the first end 12a of the left handle 12 is flexibly joined to the left member 16, preferably near the first end 16a of the left member 16. Similarly, the right handle 14 extends from the right member 18. In particular, the first end 14a of the right handle 14 is flexibly joined to the right member 18, preferably near the second end 18b of the right member 18. The first ends 12a and 14a of the left and right handles 12 and 14 may be located within the left and right member 16 and 18 respectively. The second ends 12b and 14b of the left and right handles 12 and 14 are free .
In Figure 1, the game controller is shown in a null position in which the elongate handles 12 and 14 extend at right angles from the respective elongate members 16 and 18. The longitudinal axes PP1 and QQ1 of the handles 12 and 14 are parallel in the null position of Figure 1. In addition, the axes 00', PP1 and QQ1 are in the same plane π (i.e. the plane of the paper) . The left handle 12 is moveable with respect to the left member 16 in three ways, as described below.
Firstly, the left member 12 is able to rotate clockwise and/or anticlockwise about its longitudinal axis PP1, as shown by arrow W in Figure 1. Secondly, the left member 12 is able to pivot left and/or right about a pivot point P, as shown by arrow X in Figure 2. The pivot point P is located within the left member 16 at or near to the first end 12a of the left member 12. In Figure 2 , the left handle 12 is shown in a leftward position in which the free second end 12b of the left handle 12 is located to the left of its null position of Figure 1. In this leftward position, the axes 00', PP1 and QQ' are coplanar. Thus, this second type of movement enables the left handle 12 to pivot about the point P within plane π. Thirdly, the left member 12 is able to pivot up and/or down about the pivot point P, as shown by arrow Y in Figure 3. In Figure 3, the left handle 12 is shown in an upward position in which the free second end 12b of the left handle 12 is located upwards of its null position of Figure 1. Thus, the left handle 12 may pivot about the point P within a second plane π', where the plane IT1 is perpendicular to plane π and contains the point P. Hence the handles 12 and 14 are each pivotable about their respective pivot point P and Q in two orthogonal directions.
The three types of movement of the left handle 12 described above may occur separately or together. Thus, it is possible to rotate the left handle 12 to the right about its longitudinal axis PP1 whilst also pivoting the left handle 12 up and to the right about the point P. Other such combinations are also contemplated.
The right handle 14 is moveable with respect to the right member 18 in a similar manner to that described above with reference to the left handle 12 and the left member 16 (i.e. the right handle 14 may rotate about its longitudinal axis QQ1, and may pivot left and/or right and/or up and/or down about the pivot point Q) . Furthermore, the left and right handles 12 and 14 are moveable independently of one another .
It will be understood that the pivot points P and Q of the left and right handles 12 and 14 need not lie on the longitudinal axes of the left and right handles respectively. Instead, there may be some offset.
There may be limits imposed on the extent of movement of the handles 12 and 14 in relation to the respective members 16 and 18. For example, the game controller 10 may only allow the handles 12 and 14 to rotate a maximum of 45° in either direction about their respective longitudinal axes
PP1 and QQ1. Alternatively, the game controller 10 may be operable to entirely restrict the rotation of one or more of the limbs about their respective longitudinal axes during use. In the null position, the handles 12 and 14 are not rotated at all about their respective longitudinal axes PP1 and QQ' (i.e. the angles of rotation are both 0°) . There may also be limits or complete restrictions imposed on the pivotal movement of the handles 12 and 14 about their respective pivot points P and Q.
In a preferred embodiment, the right member 18 is moveable in relation to the left member 16 in two ways. Firstly, the right member 18 is able to rotate about its longitudinal axis 00' in relation to the left member 16, as shown by arrow V in Figure 1. This may be accomplished by the means of the first end 18a of right member 18 being received within the second end 16b of the left member 16, i.e. a radius of the right member 18 is slightly smaller than a radius of the left member 16 (or vice versa) . Alternatively, a collar (not shown) could be provided over the second end 16b of the left member 16 and the first end 18a of the right member 18 such that the left member 16 is fixed with respect to the collar whilst the right member 18 is rotatable about 00' with respect to the collar. In this embodiment, a radius of the collar is slightly larger than the radii of the left and right members 16 and 18. It will be appreciated that the right member 18 could alternatively rotate about an axis other than its longitudinal axis 00' in relation to the left member 16.
Secondly, the right member 18 is able to move in an axial direction (i.e. along 00') with respect to the left member 16, as shown by arrow Z in Figure 4. In this embodiment, the radius of the right member 18 may be smaller than the radius of the left member 16 such that the right - S -
member 18 may be telescopically disposed within the left member 16 (or vice versa) .
The two types of movement of the right member 18 in relation to the left member 16 described above may occur separately or together. Thus, it is possible to rotate the right member 18 in one direction about its longitudinal axis 00' whilst also moving the right member 18 away from the left member 16 in an axial direction. Other such combinations are also contemplated. Furthermore, it is also possible to perform the three handle movements together or separately from the two member movements .
Again, there may be limits imposed on the extent of movement of the right member 18 in relation to the left member 16 (e.g. maximum rotation angle of 45° in either direction) . In the null position, the right member 18 is not rotated at all about its longitudinal axes 00' (i.e. the angle of rotation is 0°) .
In a preferred embodiment, it is possible to disable one or more of the three handle movements and the two member movements described above. Thus, the range of movement types available to a player may be reduced in some circumstances depending on the exact implementation or operational state of the controller.
In a preferred embodiment, the game controller 10 is biased towards a specified null position, such as the null position of Figure 1. Thus, in the absence of any force applied by a player, the game controller 10 will assume the null position. The game controller 10 may be biased to the null position by means of spring loading, or the like. The game controller 10 further comprises sensors (not shown) to sense relative positions of the handles 12 and 14 in relation to the game controller body 15. The game controller 10 then outputs a signal to control the game based on the sensed relative position of the handles 12 and 14. In a preferred embodiment, the sensors further sense rates of change of the relative positions of the handles 12 and 14, and the output signal varies in dependence upon the sensed rates of change. This embodiment provides additional output data with which to control the game, thus there are more degrees of freedom of movement or action available in the game world. In the embodiment of Figures 1-4, the sensors sense the relative positions of the handles 12 and 14 by sensing the relative positions of (i) the left handle 12 with respect to the left member 16, (ii) the right handle 14 with respect to the right member 18, and (iii) the left member 16 with respect to the right member 18.
Any type of sensor that is able to sense relative positions (or rates of change of relative positions) may be used in the game controller 10. However, two specific types of sensor will be described below for the purposes of illustration. In the two examples below, the sensors are described with reference to sensing the rotational position of the left handle 12 about its longitudinal axis PP1, and it is assumed that the handle 12 may rotate between rotation angles of -α and +α. The first type of sensor (type 1) senses whether the left handle 12 is fully rotated to either -α or +α with respect to the left member 16. The handle 12 has a metal contact that rotates with the handle 12, and the member 16 has two metal contacts located at -α and +α which are fixed with respect to the member 16 and do not rotate with the handle 12. Thus, when the handle 12 is rotated to its full extent in either direction, the metal contact of the handle 12 makes contact with one metal contact of the member 16 and the game controller 10 outputs an associated signal to control the game. In an alternative embodiment, further metal contacts could be provided on the member at -α/2 and +α/2, for example.
The second type of sensor (type 2) senses how far the left handle 12 is rotated towards either -α or +α with respect to the left member 16. This sensor comprises a potentiometer on left handle 12 and left member 16 of the game controller 10. The potentiometer is adapted to have a variable resistance that varies smoothly from r Ω to R Ω as the handle 12 is rotated from -α to +α. At angle 0° (the null position), the resistance is (r+R) /2 Ω. For r<R, as the handle 12 is rotated towards -α the sensed resistance falls, and as the handle 12 is rotated towards +α the sensed resistance increases. Thus, the game controller 10 outputs a signal that corresponds to the sensed resistance. In this way, the game controller output is able to differentiate between a small clockwise (or anticlockwise) turn and a larger clockwise (or anticlockwise) turn.
It will be appreciated that the two types of sensor described above could be used to sense other relative positions of the handles 12 and 14 and the members 16 and 18 (i.e. not only the rotational position of the left handle 12 about its longitudinal axis PP1) . In a preferred embodiment, type 2 sensors are used to sense all relative positions of the handles 12 and 14 and the member 16 and 18.
In use, the handles 12 and 14 are gripped by a player. The player then uses the controller 10 to control a game by moving the handles 12 and 14 and the members 16 and 18 relative to one another within the limitations of an allowed range of movements. An example of a player 20 using the controller 10 is shown from above in Figure 5. The player 20 grips the left handle 12 in their left hand and the right handle 14 in their right hand. Figure 5 shows the player's left arm 22, right arm 24 and head 26. In Figure 5a, the controller 10 is held in the null position of Figure 1. The player's arms 22 and 24 are substantially parallel and they each extend the same distance in front of the player's head 26. A distance between the handles 12 and 14 is comparable to the player's shoulder-width. In an alternative embodiment, a distance between the handles 12 and 14 is somewhat smaller that the player's shoulder-width so that 'a more compact game controller is provided.
In Figure 5b, the player 20 has pushed their left arm 22 forwards and has pulled their right arm 24 backwards so that the player's left arm 22 extends further in front of the player's head 26 than their right arm 24. The associated handle position (as compared to that of Figure 5a) will be sensed by the sensors. In particular, the sensors that sense the position of the handles 12 and 14 relative to their respective members 16 and 18 will register that the handles 12 and 14 have each pivoted about their respective pivot points P and Q to assume a rightward position. However, the handles 12 and 14 and the members 16 and 18 are still coplanar (as in the null position) so there has been no upward or downward pivoting about the pivot points P and Q. Furthermore, there has been no substantial rotation of the handles 12 and 14 about their respective longitudinal axes PP ' and QQ ' . In Figure 5c, the player 20 has pulled their left arm
22 backwards and has pushed their right arm 24 forwards so that the player's left arm 22 does not extend as far in front of the player's head 26 as their right arm 24. The new handle position (as compared to that of Figure 5a or 5b) will be sensed by the sensors. In particular, the sensors that sense the position of the handles 12 and 14 relative to their respective members 16 and 18 will register that the handles 12 and 14 have each pivoted about their respective pivot points P and Q to assume a leftward position. However, the handles 12 and 14 and the members 16 and 18 are still coplanar (as in the null position) so there has been no upward or downward pivoting about the pivot points P and Q. Furthermore, there has again been no substantial rotation of the handles 12 and 14 about their respective longitudinal axes PP' and QQ1.
Thus, the game controller 10 senses the relative positions of the handles 12 and 14. Based on the sensed relative positions, the game controller 10 is then able to output an associated signal to control the game.
As seen in Figures 5a to 5c, the elongate game controller body 15 remains approximately parallel to the player's shoulders as the player 20 manipulates the game controller 10. In other words, the game controller 10 reflects movement of the player's shoulders pointing left and right. Thus, in a preferred embodiment, the controller 10 provides an intuitive controller to simulate turning left and turning right in the gameworld.
Alternatively, depending on the game being played, it is envisaged that the player 20 could simulate walking or running in the gameworld by moving their arms 22 and 24 between the following Figure positions in sequence: 5a, 5b, 5a, 5c, 5a, 5b, 5a, 5c, etc. Alternatively, this sequence of movements could be intended to perform other actions in the gameworld. Accordingly, a player may expend considerable energy while using the game controller 10, and the game controller 10 could therefore be used in conjunction with exercise games.
In a preferred embodiment, the hand-held game controller 10 is used in conjunction with a foot controller (not shown) for increased versatility of movement.
The game controller 10 is therefore able to provide a gaming experience similar to virtual reality, and yet the controller 10 may be manufactured at a relatively low cost. In a preferred embodiment, the game controller 10 comprises one or more buttons which may be pressed by the player 20 to perform a specified action (e.g. shooting or jumping) in the gameworld. The game controller may also (or instead) comprise other controlling means such as joysticks and/or mousepads. Alternative additional controlling means may also be provided on the game controller 10.
Although a preferred embodiment of the invention has been described, it is to be understood that this is by way of example only and that various modifications may be contemplated. For example, a controller according to the present invention could be used to operate a robotic arm, a surgical device, or any other such piece of equipment.

Claims

CLAIMS :
1. A controller, for example, for a game, comprising: a controller body; first and second limbs extending from the controller body and defining respective first and second axes, the limbs each being rotatable about their respective axis; a sensor array comprising at least one sensor arranged to sense relative positions of the limbs in relation to the controller body; and an output arranged to provide a signal which varies in dependence upon the sensed relative positions.
2. The controller of claim 1 in which: the first and second limbs cooperate with the controller body to define respective first and second pivot points; and the limbs are each pivotable about their respective pivot point .
3. The controller of any preceding claim in which: the sensor array is arranged to sense rates of change of the relative positions of the limbs; and the output is arranged to provide a signal which varies in dependence upon the sensed rates of change.
4. The controller of claim 2 or claim 3 when dependent on claim 2 in which at least one limb is pivotable about its respective pivot point in two orthogonal directions.
5. The controller of any preceding claim in which the sensor array is arranged to sense a rotational position of at least one limb about its respective axis.
6. The controller of claim 2, claim 4, or claim 3 when dependent upon claim 2, in which the sensor array is arranged to sense a pivotal position of at least one limb about its respective pivot point.
7. The controller of any preceding claim in which a range of relative positions of the limbs in relation to the controller body is limited.
8. The controller of claim 7 in which the sensor array is arranged to sense when at least one limb is moved to a full extent in a specified direction in relation to the controller body.
9. The controller of any preceding claim in which the sensor array is arranged to sense how far at least one limb is moved in a specified direction in relation to the controller body.
10. The controller of any preceding claim in which the limbs of the controller are biased towards a null position.
11. The controller of claim 10 in which the null position comprises: the limbs extending in substantially the same direction from the controller body; and the limbs each extending substantially orthogonally from the controller body.
12. The controller of any preceding claim in which the controller body comprises first and second body members, the first limb extending from the first body member, and the second limb extending from the second body member.
13. The controller of claim 12 in which the sensor array is arranged to sense relative positions of the limbs in relation to the body members from which they extend.
14. The controller of claim 12 or 13 in which: the body members are able to move relative to one another; and the sensor array is arranged to sense a relative position of the body members in relation to one another.
15. The controller of claim 14 in which: the body members are able to rotate relative to one another; and the sensor array is arranged to sense a rotational position of the body members relative to one another.
16. The controller of claim 14 or 15 in which: the body members define a common axis; the body members are able to rotate about the common axis relative to one another; and the sensor array is arranged to sense a rotational position of the body members relative to one another.
17. The controller of any of claims 14 to 16 in which: the body members define a common axis; the body members are able to move axially along the common axis relative to one another; and the sensor array is arranged to sense an axial position of the body members relative to one another.
18. The controller of claim 17 in which the body members are telescopically disposed along the common axis.
19. The controller of any of claims 14 to 18 in which a range of relative positions of the body members in relation to one another is limited.
20. The controller of claim 19 in which the sensor array is arranged to sense when the body members are moved to a full extent in a specified direction in relation to one another .
21. The controller of any of claims 14 to 20 in which the sensor array is arranged to sense how far the body members are moved in a specified direction in relation to one another .
22. The controller of any of claims 12 to 21 in which the body members of the controller are biased towards a null position.
23. The controller of any preceding claim in which the sensor array comprises at least one potentiometer.
24. The controller of any preceding claim in which at least one sensor of the sensor array is mounted internally within the controller.
25. The controller of any preceding claim in which: the controller further comprises at least one additional controlling means; the sensor array is arranged to sense a state of the at least one controlling means; and the output is arranged to provide a signal which varies in dependence upon the sensed state of the at least one controlling means.
26. The controller of claim 25 in which the controlling means is selected from a group consisting of a button, a switch, a joystick, and a mousepad.
27. Game playing equipment including a game controller comprising: a controller body; first and second limbs extending from the controller body to define respective first and second axes, the limbs each being rotatable about their respective axis; a sensor array comprising at least one sensor arranged to sense relative positions of the limbs in relation to the controller body; and an output arranged to provide a signal which varies in dependence upon the sensed relative positions.
28. The game playing equipment of claim 27 in which: the first and second limbs cooperate with the controller body to define respective first and second pivot points; and the limbs are each pivotable about their respective pivot point .
EP06779589A 2005-10-14 2006-09-29 Controller Withdrawn EP1933961A1 (en)

Applications Claiming Priority (2)

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GB0520943A GB2431457A (en) 2005-10-14 2005-10-14 Controller for a game
PCT/GB2006/003642 WO2007042758A1 (en) 2005-10-14 2006-09-29 Controller

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US20080214306A1 (en) 2008-09-04
GB2431457A (en) 2007-04-25
GB0520943D0 (en) 2005-11-23

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