GB2552520A - Control module for computer entertainment system - Google Patents

Control module for computer entertainment system Download PDF

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Publication number
GB2552520A
GB2552520A GB1613001.5A GB201613001A GB2552520A GB 2552520 A GB2552520 A GB 2552520A GB 201613001 A GB201613001 A GB 201613001A GB 2552520 A GB2552520 A GB 2552520A
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United Kingdom
Prior art keywords
control
control module
data
game
input device
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Withdrawn
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GB1613001.5A
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GB201613001D0 (en
Inventor
Patel Sachin
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MVR GLOBAL Ltd
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MVR GLOBAL Ltd
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Application filed by MVR GLOBAL Ltd filed Critical MVR GLOBAL Ltd
Priority to GB1613001.5A priority Critical patent/GB2552520A/en
Publication of GB201613001D0 publication Critical patent/GB201613001D0/en
Priority to PCT/GB2017/052050 priority patent/WO2018020212A1/en
Publication of GB2552520A publication Critical patent/GB2552520A/en
Withdrawn legal-status Critical Current

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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • A63F13/212Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
    • 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
    • A63F13/22Setup operations, e.g. calibration, key configuration or button assignment
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes

Abstract

The control module is an accessory for a controller used in a computer entertainment system and adds inertial input to control signals generated by the controller. The control module has a processor 512, user interface 514, 516, plurality of inputs and an output. The controller has multiple control input devices 522, 524, e.g. buttons, each generating respective control data. The first input receives control data from the controller with the user interface selecting which control input device 522, 524 provides the control data. The second input receives inertial data from an inertial sensor 530. The processor 512 generates calibration data by mapping the inertial data onto the control data. The processor 512 has a conversion module which uses the calibration data to convert inertial data into a control signal of the same format as the control data. The controller may be a hand-held gamepad and the control input device may be analog.

Description

(71) Applicant(s):
MVR Global Limited
Unit J, Braintree Road, Braintree Industrial Estate, Ruislip, Middlesex, HA4 0EJ, United Kingdom (56) Documents Cited:
GB 0816378 A WO 2009/066191 A1 CN 002547371 Y DE 020102267 U US 20080129695 A1
EP 2422854 A2 CN 205073661 U CN 002379184 Y US 20120088582 A1 (72) Inventor(s):
Sachin Patel (58) Field of Search:
INT CL A63B, A63F, A63H, G06F Other: WPI, EPODOC and TXTA (74) Agent and/or Address for Service:
Wynne-Jones, Laine & James LLP
Essex Place, 22 Rodney Road, CHELTENHAM,
Gloucestershire, GL50 1JJ, United Kingdom (54) Title of the Invention: Control module for computer entertainment system Abstract Title: Control module for computer entertainment system (57) The control module is an accessory for a controller used in a computer entertainment system and adds inertial input to control signals generated by the controller. The control module has a processor 512, user interface 514, 516, plurality of inputs and an output. The controller has multiple control input devices 522, 524, e.g. buttons, each generating respective control data. The first input receives control data from the controller with the user interface selecting which control input device 522, 524 provides the control data. The second input receives inertial data from an inertial sensor 530. The processor 512 generates calibration data by mapping the inertial data onto the control data. The processor 512 has a conversion module which uses the calibration data to convert inertial data into a control signal of the same format as the control data. The controller may be a hand-held gamepad and the control input device may be analog.
Figure GB2552520A_D0001
FIG. 5
At least one drawing originally filed was informal and the print reproduced here is taken from a later filed formal copy.
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Intellectual
Property
Office
Application No. GB1613001.5
RTM
Date :23 January 2017
The following terms are registered trade marks and should be read as such wherever they occur in this document:
Oculus Rift RTM
Intellectual Property Office is an operating name of the Patent Office www.gov.uk/ipo
CONTROL MODULE FOR COMPUTER ENTERTAINMENT SYSTEM
This invention relates generally to a control module for use with a computer entertainment system for enhancing compatibility thereof with a head-mounted display.
Head-mounted displays of various types are known, and typically comprise a video display screen and means of mounting the display screen in front of a wearer’s eyes. In recent years, increasing development within the gaming industry has resulted in systems which provide a user with a virtual reality experience by including a head-mounted display wherein the game footage is displayed on the display screen in front of, and close to, the wearer’s eyes, with the object of fully immersing the user in the virtual reality world generated as the game is being played.
Fully integrated virtual reality gaming systems have been developed, such as Oculus Rift, wherein the video display screen is built into the headset, and a separate control box is provided for control of bespoke games. Such integrated systems are costly, and do not provide a user with the ability to obtain a virtual reality experience in respect of existing computer games.
In contrast, International Patent Application No. WO2014/108693 describes a more cost-effective and flexible solution comprising a head-mounted display including attachment means for removably securing a display screen therein such that it is located in front of the user’s eyes, in use; and, optionally, speakers located in the headset and located near the wearer’s ears, in use, for outputting game sounds. The video display screen may, for example, be provided in the form of a stand-alone mobile phone or portable gaming device. However, in alternative embodiments, the video display screen may be configured to receive (wirelessly or otherwise) and display video data representative of game progression from the main game control box.
In all cases, however, a separate, hand-held controller is required to be provided to enable the user to manipulate all aspects of the game. A typical controller for this purpose is illustrated in Figure 1 of the drawings, and comprises a gamepad 110 including conventional control input devices, such as joysticks or thumb sticks 111 and buttons 113. The gamepad 110 further comprises an inertial sensor 112, which is typically an accelerometer and gyroscope, that produces signals in response to the position, motion, orientation or change in orientation of the gamepad 110. In general, signals from the inertial sensor 112 are used to generate position and orientation data for the gamepad 110, and such data may be used to calculate many physical aspects of the gamepad 110, such as for example, its acceleration and velocity, along any axis, its tilt, pitch, yaw, roll, as well as any telemetry points of the gamepad 110. Thus, the manner in which a user physically moves the gamepad 110 can be used as another input for controlling the game. For example, one of the joysticks 111 may be used to move the player’s avatar through the game, whilst movement of the gamepad 110 (i.e. data from the inertial sensor 112) may be used to selectively alter the player’s field of view within the game footage (e.g. ‘looking’ left and right within a scene). In some gaming systems, the user is able to select, within the computer game setup, which aspects of the game are controlled by each of the control input devices, in accordance with personal preference.
In a virtual reality gaming environment, the separation of the control inputs from the game footage in this manner can detract from the user’s overall virtual reality experience, and it would be desirable, therefore, to provide a system of this type in which the control inputs of the game are more intuitive from the user’s perspective. Systems exist in which an inertial sensor is provided on, for example, the head-mounted display and configured to transmit signals representative of a user’s head movement to the control box as an alternative control input for manipulating an aspect of the game. For example, US2014/0364209 describes a virtual reality game system having a head-mounted display and a hand-held gamepad includes at least one control input device, manipulation of which causes corresponding control signals to be generated and transmitted to the game control box, for example, to cause the player’s avatar to move around within the game scene and/or effect operations such as shooting. An inertial sensor is provided on the head-mounted display for generating signals corresponding to movement of the user’s head, and such signals are transmitted to the game control box and converted into control signals to change the player’s field of view of the game scene. By way of example, the player may turn their head to the left, causing a corresponding signals to be sent from the inertial sensor to the game control box. The processor in the control box converts the movement signal to a control signal and causes the game player’s field of view, as displayed on the screen, to change as if their avatar was looking to its left.
However, in order for such systems to work, the processor in the control box itself,
i.e. the main game control unit, must be configured to receive and process the inertial sensor signals in order to cause associated manipulation of the game. Thus, the resultant system is an integrated system, pre-programmed to include all control features. On the other hand, if a user wishes to employ a head-mounted display with an existing system, configured only to respond to a hand-held gamepad control input, there is currently no facility to enable them to experience the full virtual reality game experience offered by inertial sensor technology on the head-mounted display itself.
Furthermore, and more generally, there is currently no facility to enable a user to select what aspects of a particular game are controlled, and in what manner, by internal or external sensor inputs. Such aspects tend to be selectable and programmable within the game set up itself, if at all and it would, therefore, be desirable to provide a control module that enables a user to select what conventional gamepad control inputs are replaced by alternative sensors (whether internal to the gamepad or external) and provides a programmable interface between the sensor(s) and the main game control box such that the resultant control signals generated from the sensor signals mimic the ‘normal’ control signals that would be generated by corresponding operation of the manual control input devices in relation to a specific game, thereby enabling a user to selectively program and optimise the control input configuration for each different game they may wish to play.
Aspects of the present invention seek to address at least some of these issues and, in accordance with a first aspect of the present invention, there is provided a control module for a computer entertainment system including a unit for executing and running a computer game and causing game footage to be generated, said unit being configured to receive, from a controller, control signals representative of manipulation of said game and dynamically adjust said game footage accordingly; said control module comprising a processor, a user interface, a plurality of inputs and at least one output, one or more of said plurality of inputs being configured to receive control data from one or more respective control input devices of a controller (e.g. hand-held gamepad) communicably coupled thereto, and at least one of said plurality of inputs being configured to receive signals from at least one respective inertial sensor communicably coupled thereto, said user interface being configured to receive a user input to select a control input device communicably coupled to an input to be associated with said inertial sensor, said processor being configured to perform a calibration function by:
receiving control signals from said selected control input device, generated in response to user manipulation thereof, to generate control input manipulation data; and mapping inertial sensor data onto said control input manipulation data to generate respective calibration data;
the processor further comprising a conversion module for receiving motion signals representative of movement of said inertial sensor and converting, using said calibration data, said signals into control signals for manipulating said computer game, said control signals being of the same format as control signals otherwise generated by said selected control input device in response to user manipulation thereof.
The selected control input device may be an analog control input device configured to generate analog control signals representative of user manipulation thereof. In this case, the control module may include an analog switch for receiving said analog control signals and converting them to corresponding digital control signals. The processor may receive said digital control signals, generate therefrom said control input manipulation data and map said inertial sensor data onto said control input manipulation data to generate digital calibration data, further comprising a digital to analog conversion module for receiving control digital control signals from said conversion module, and converting said control signals to corresponding analog control signals for manipulating said computer game.
The analog control signals obtained from said control input device may be representative of a full range of movement of said control input device. In this case, the processor may be configured to derive data representative of one or more upper limits of movement of said selected control input device and calculate therefrom data representative of a central or neutral position of said control input device. The processor may be configured to map data representative of one or more upper limits of movement of said inertial sensor onto said data representative of one or more upper limits of movement of said selected control input device to generate said calibration data.
In an exemplary embodiment, the processor may be configured to map data representative of a central or neutral position of said inertial sensor onto said data representative of said central or neutral position of said selected control input device to generate said calibration data.
Optionally, the control module nay be configured to operate in a head tracking mode, wherein movement of said inertial sensor is converted, using said calibration data, into control signals representative of corresponding movement of said selected control input device. Alternatively or in addition, the control module may be configured to operate in a fixed body head tracking mode, wherein a velocity and direction of movement of said inertial sensor is determined and converted, using said calibration data, into a brief movement of said selected control input device, wherein an extent of said brief movement is dependent on said velocity.
The control module may include a memory configured to store a plurality of game profiles, each game profile comprising respective calibration data. In an exemplary embodiment, the control module may include a graphical user interface configured to receive user input defining a user-defined game profile, said memory being configured to store, for subsequent user selection, said user-defined game profile. This allows each user of a hand-held controller (including a control module of an exemplary embodiment of the invention) to define their own customised settings for each game. The user can modify existing game profiles or create new ones via the above-mentioned graphical user interface, which provides for enhanced game manipulation. Each game profile may further comprise a respective mode of tracking to define a manner of converting said motion signals into control signals for manipulating said computer game. A display may be included for displaying a current game profile. The processor may be configured to generate display data configured to display on said display said user interface. The display may include touch sensitive user input means.
In an exemplary embodiment, the processor may be configured to receive, wirelessly or otherwise, data representative of settings or configurations of a control input device and/or mode of operation thereof in respect of a game, to enable said control module to generate said calibration data in respect thereof.
In accordance with another aspect of the present invention, there is provided a handheld gamepad for a computer entertainment system, including a control module substantially as described above. The control module may be removably mounted and communicably coupled thereto via a communications interface.
These and other aspects of the present invention will be apparent from the following specific description, in which embodiments of the present invention are described, by way of examples only, and with reference to the accompanying drawings, in which:
Figure 1 is a plan view of a hand-held game controller according to the prior art;
Figure 2 is a plan view of a hand-held game controller having mounted thereon, and communicably coupled therewith, a control module according to an exemplary embodiment of the present invention;
Figure 2A is a perspective view of a hand-held game controller, having an integral 5 control module according to another exemplary embodiment of the present invention;
Figure 3 is a schematic block diagram of principal aspects of a computer entertainment system including a control module according to an exemplary embodiment of the present invention;
Figure 4 is a schematic perspective view of a head-mounted display device for use 10 with the computer entertainment of Figure 3;
Figure 5 is a schematic diagram illustrating the principal components of a control module according to an exemplary embodiment of the present invention;
Figure 6A is a schematic diagram illustrating the principal aspects of a control system including a control module according to an exemplary embodiment of the present invention;
Figure 6B is a schematic diagram illustrating the principal aspects of another control system including a control module according to an exemplary embodiment of the present invention; and
Figure 7 is a schematic illustration of the range and axes of head movement for which a head-mounted sensor for use in an exemplary embodiment of the present invention is configured.
Referring to Figure 2 of the drawings, there is shown a hand-held gamepad 10 of a known type, on which is mounted a control module 12 according to an exemplary embodiment of the present invention. Thus, the gamepad 10 itself includes conventional control input devices, such as right and left thumb sticks 14 and buttons 16. The gamepad 10 would typically also comprise an internal inertial sensor (not shown), which is typically an accelerometer and gyroscope, that produces signals in response to the motion, position, orientation or change in orientation of the gamepad 10, as previously described.
The control module 12 is mounted on the gamepad 10 via a socket (not shown) that provides a communications interface between the control module 12 and the control circuitry within the gamepad 10. The control module 12 may be mounted on the gamepad 10, dependent (at least partly) on the configuration of the specific game pad. In other exemplary embodiments, the control module 12 may be built or integrated into the gamepad 10, as illustrated in Figure 2A of the drawings, wherein the control module 12 (depicted in terms of the display screen 514 and the buttons 516) is integrated into the rear surface of the gamepad 10, within the central body portion 10a. Thus, in this case, the gamepad 10 has a central body portion 10a, flanked by a pair of opposing handle portions 10b, and the socket for receiving/mounting the control module 12 thereon is located on a lower side wall of the central body portion 10a (i.e. a side wall nearest the user, when in use), generally centrally between the handle portions 10b.
Referring to Figure 3 of the drawings, a computer entertainment system of the type in which an exemplary embodiment of the present invention may be used, comprises a headmounted display (HMD) 100, a system control unit 104 and a hand-held controller 10, for example of the type described above.
In some exemplary aspects, the system control unit 104 may be provided in a conventional manner (i.e. as a games console or PC for example), with game footage being transposed or streamed, wirelessly or otherwise, onto a screen, portable (i.e. removable) or otherwise, within the HMD 100. For example, gaming systems exist wherein game footage etc. can be streamed to a compatible portable device, such as a mobile phone or hand-held gaming console, including an integrated screen, and the HMD may be configured such that the portable device can be mounted therein, for use. The screen within the HMD 100 has associated therewith a mobile application, herein after referred to as a ‘smartphone remote display app’ 103 (see Figures 6A and 6B hereinafter). If the screen is provided in the form of a mobile computing device, such as a smartphone, tablet or smart games console, the app may be provided within the device itself. However, if the screen is a passive device, the app may be running on a separate device, such as a smartphone, PC/console or any other device communicably coupled (wired or wirelessly) to the screen. The remote display app 103 is a smartphone application configured to connect (wirelessly) to a console/PC control box, and cause graphics from the console/PC control box to be displayed on a mobile computing device, such as a smartphone or tablet display. Examples of such apps will be known to a person skilled in the art, and it will be appreciated that the remote display app offers, wirelessly, the equivalent functionality of a hard wired connection (HDMI or USB) between the console/PC control box and the mobile computing device.
Referring to Figure 4 of the drawings, an exemplary HMD 100 comprises a main housing 212, rigid side members 214, speakers 216 and an adjustable/flexible band 218.
The housing 212 has a rear open end 220 for fitting over the eyes of a wearer, a front end 222, a top 224, a bottom 226 and two lateral sides 228, 230. In use, the housing 212 extends outwardly from the front of the wearer’s face. Rigid side members 214 are attached to the housing 212, one side member being attached to each lateral side 228, 230, and each side member extending rearwardly, that is, in the direction of the open end 220 and substantially parallel with the lateral sides 228, 230. In use, the rigid side members 214 pass either side of the wearer’s head, so that the device fits onto the wearer’s face in a similar manner to a pair of spectacles. The extent of side members between the speakers 216 and the main housing 212 may be adjustable for fitting to differently-sized heads, and the flexible band 218 may be shortened to secure the device once it has been fitted over a wearer’s head.
The main housing 212 contains a removable cassette 246, which is received within slot 248 in the top 224 of the main housing. Slot 248 extends across the entire width of the housing 212, from the lateral side 228 to the other 230. The edges of the main housing 212 are curved, so the slot in the top 224 of the housing also extends some distance down the lateral sides 228, 230 of the main housing 212. WO2014/108693 describes in detail the configuration of one suitable removable cassette of this type, although others are envisaged, and specific features thereof will not be described further herein. It will be understood by a person skilled in the art that any HMD configured to receive a portable screen or device including an integrated screen is suitable for use in various aspects of the present invention.
The portable screen or device is secured, in use, within the removable cassette 246 and an audio cable (not shown) may be provided for connecting the electronic audio source of the portable device, which feeds the audio signal to the speakers 216 for reproduction. The cassette 246 carrying the portable device 610 may be inserted into the slot 224 of the main housing 212 such that, when the HMD 100 is secured on the user’s head, over their eyes, the images on the screen of the portable device 610 are viewable.
Referring now to Figure 5 of the drawings, a control module 12 according to an exemplary embodiment of the present invention, comprises a housing 510 defining a communications interface or ‘plug’ (not shown) to communicably couple (removably, in this case) the control module 12 to a hand-held controller or gamepad, via a socket provided thereon.
The control module 12 comprises, within the housing a microprocessor 512, an OLED display 514, and one or more push buttons 516 (in this exemplary embodiment two push buttons 516 are provided just below the display 514 - see Figure 2 - but the present invention is not necessarily intended to be limited in this regard). The control module further comprises an analog switch 518 and a digital-to-analog conversion (DAC) module 520.
The microprocessor 512 receives as inputs (via the communications interface with the hand-held controller to which it is coupled), signals (522) from the left and right trigger control input devices, signals (524) from the left and right bumper control input devices, a USB connection 528 and one or more head mounted sensors 530. The head mounted sensors may be one or more of an accelerometer or gyroscope, housed within a module configured to mounted at the rear of the user’s head. The head mounted sensors 530 may be connected to the microprocessor 512 in the control module 12 by a hard wired or wireless connection, and the present invention is not necessarily intended to be limited in this regard.
The analog switch 518 has, as an input, signals 532 from the analog control input devices on the hand-held controller, namely the joysticks or thumb sticks, and acts to convert the analog signals therefrom into corresponding digital signals for input to the microprocessor 512. Similarly, digital control signals generated by the microprocessor (derived from the head-sensor signals) are converted by the DAC module 520 into corresponding analog signals and output, via the analog switch 518 as “analog stick outputs” 534.
In an exemplary embodiment, game footage is streamed to a smartphone or tablet mounted in a head mounted display of the type described above. The head mounted display may also include means for enabling the head-mounted sensor module to be mounted thereon, at the rear of the user’s head, or the head-mounted sensor module may even be integrally provided therein, although the present invention is not necessarily intended to be limited in this regard, and the head-mounted sensor module may, instead, have a separate mounting means for enabling it to be mounted on the user’s head, at the rear or otherwise. Furthermore, and as explained above, the head-mounted sensor module may be connected by a wire (for power and communication) to the control module 12, but it may alternatively be internally powered and then communicably coupled wirelessly to the control module in alternative exemplary embodiments.
The display 514 may be configured to display to a user which game profile is active, and touch-sensitive control means, buttons, visual/audio/physical or any other means may be provided to facilitate a user interface for selecting and/or reconfiguring a control profile, depending on the user’s preference and/or the specific game that is to be played.
Different computer games utilise the control input devices in different respective ways, depending on the nature of the game, and the game software itself determines how the control inputs of the hand-held controller will be interested and actioned within the game footage. Thus, for example, in some games, the analog control input devices (i.e. the joysticks thumb sticks) are configured to continuous control of, say, movement of an avatar through the game. If the thumbstick is pushed in a particular direction, the avatar moves in that direction, until the thumbstick is moved in another direction. This type of control will be referred to hereinafter as “head tracking”. In other games, such as driving games, the thumbstick is used for brief changes of the player’s field of view, with the game footage view returning to centre quickly after the avatar has “looked” to one side or the other, for example, and the thumb stick has been released. This type of control will be referred to hereinafter as ‘fixed body tracking’.
Aspects of the present invention, provide a control module that enables the head mounted sensor(s) to be used as a control input instead of one of the physical control input devices on the hand-held controller for a specific computer entertainment system and in respect of a specific game or game type. The control module 12 includes a programmable microchip for receiving and saving control input ‘profiles’ selected and saved for a specific user and/or for specific games or game types.
Thus, the control module (which may be mounted on or in, or provided integrally within) a hand-held controller for a computer entertainment system provides a calibration function, for calibrating the head-mounted sensor signals with the specific control input device they are required to replace for a game and the display 514 referenced above provides the user interface for facilitating this functionality. Thus, for the purposes of calibrating (or re-calibrating) the head-mounted sensor(s), and defining specific user profiles for respective games, the user interface displayed may be as follows:
Figure GB2552520A_D0013
On the left hand side of the interface, the calibration function can be seen. On the right hand side, there are a plurality of tabs, each specifying one of the games a user plays, and each page corresponding to a tab defining the specific game-defined controller profiles.
In order to set a game-defined controller profile to map the head-mounted sensor signals onto the relevant control input device signal pattern, the user first clears any current or residual calibration data by selecting “Clear Stick Cal” and then physically operates the control input device (e.g. the right thumb stick) on the hand-held controller. In this specific exemplary embodiment, this may require the user to operate the thumb stick in circles (defining the extent of its radius in all directions about its centre point) for a period of time, e.g. 5 seconds. This enables the maximum analog values to be obtained from the control input device and saved for that specific control input device.
The calibration interface also provides a “Re-centre Head Track” button, which, when pressed, causes the control module to determine the analog centre value for the control input device movement and maps it to a central position value for the head-mounted sensor.
The range of control provided by the head-mounted sensor(s) is known to the control module, and is illustrated schematically in Figure 7 of the drawings, by a range X of head movement about a first axis and a range Y of head movement in an orthogonal axis. Thus, once the bounds and ranges of movement of the control input device have been determined, the range of control values associated with the head-mounted sensor(s) are superimposed onto the control input device data to provide so-called ‘calibration data’, which essentially maps movement data derived from the head-mounted sensor signals onto the equivalent or corresponding ‘movement’ of the control input device.
In this exemplary embodiment of the invention, two modes of control are provided, namely “head tracking” and “fixed body head tracking”. In general, and as briefly described above, in a head tracking mode, movement of the user’s head (and the resultant headmounted sensor signal values) are mapped, via the calibration data) onto control input device position values and digital signals representative of such control input device movement/position data are generated. The digital signals are converted, by the abovementioned DAC module, into corresponding analog signals and output to the games console/PC control box (via the hand-held controller), such that the games console/PC control box ‘reads’ the analog signals as movement of the respective control input device and adjusts the game footage accordingly. If head tracking mode is required for a specific game, a head tracking mode flag can be set in the profile page for that game, such that whenever the user selects that profile, the head-mounted sensor will operate that game in the head tracking mode.
In the fixed body tracking mode, the control module uses the velocity of user head movements to generate respective control signals. In general, velocity changes in any axis (of head movement) are mapped to brief movements of the control input device in that direction. In this case, and as explained above, the control module needs a value for the user’s centre head position. Thus, the user, carrying the head-mounted sensor module, selects the ‘Re-Centre Head Track’ function on the interface to indicate to the control module that their head is centred relative to their gaming position. Once again, if, for a particular game, the fixed body head tracking mode is required, the flag can be set in the profile page for that game, such that whenever the user selects that profile, the head-mounted sensor will operate that game in the fixed body head tracking mode.
Once the control input device has been calibrated, the centre position set and the fixed body head tracking mode flag set, the control module operates to map movement of the headmounted sensor to brief movements of the control input device in the same direction, with the velocity of the head movement determining the extent of the corresponding control input device movement. Once the movement has been used within the game footage, the view snaps back to centre, in the manner that it would if the control input device was being used and it had been released after a brief ‘look’ in a certain direction relative to the game footage. In this case, the control module may be configured to ignore head rotations below a predetermined minimum velocity to avoid ‘camera shake’ with very small (unintentional) movements.
In practice, the two buttons 516 provided on the control module 12, just below the display, may be used to perform the above-described head re-centre process (for fixed body head tracking mode) and to switch between various profiles respectively. In other exemplary embodiments, four buttons may be provided, as follows:
• Button 1: configured to enable a user to cycle around the profiles stored on the control module memory, each game profile being displayed showing a title graphic for the game. At the end of the game profile list, there may be provided a further selectable option, referred to herein as Headtracker Disable, to allow the user to have full controller control (without the intertial sensor).
• Button 2:may be used for fixed body games, and will (when selected) cause the headtracker to re-centre the control stick using the head tracker’s current heading.
This function would not normally be used for velocity controlled games.
• Button 3: for selectively enabling/disabling ADS/sniper trigger.
• Button 4: may be configured to cycle around the bumper buttons and triggers for use in triggering the ADS/sniper mode, and the current ADS/sniper mode trigger will be displayed on the screen. By default, each time a profile is selected using button 1, the profile defined trigger will be used unless button 4 is operated.
However, it will be appreciated that more or less buttons may be provided, depending on the number and types of functions to be provided, and the present invention is not necessarily intended to be limited in this regard.
In some exemplary embodiments, the interface may provide the facility for disabling head tracking in one or other of the axes of head movement. Thus, for example, if Y axis tracking is disabled, the thumb stick may be used to control Y axis manipulation within the game footage, whilst the head-mounted sensor signals continue to control the X axis manipulation.
If other control input device settings are required for a specific game, i.e. other than fixed body head tracking or just head tracking, then such settings can be provided to the control module via an OTA wireless update or via an SD card or other external memory chip to transfer the relevant settings and configure the manner in which the head-mounted sensor data is mapped onto the ‘virtual’ control input device operation data.
The user interface provided by the control module may also enable a user to selectively disable any external sensor that may be coupled to the hand-held controller (wirelessly or otherwise), as required, and this function, if selected, may be saved as part of a specific game profile configured by the user. Hence a third button (as described above) may be provided on the control module 12 to provide the function to disable the external sensors for aim down sight (ADS)/sniper mode used in first person shooting (FPS) games and reallocating the normal functions of the gamepad 10.
Thus, once a tracking profile has been configured and saved for a specific game, and when that game is loaded and selected on the games console or PC control box, the microprocessor receives signals from the head-mounted sensor (in response to user head movement) and converts them into corresponding signals representative of movement of a selected control input device (by mapping the head-mounted sensor signals onto the range/bound data obtained for that control input device using the calibration data referenced above). The signals, thus generated, are (where required) converted to analog format and transmitted to the games console or PC control box for use thereby in manipulating the game as it is being played. In a first exemplary embodiment, as illustrated in Figure 6A of the drawings, the gamepad 10 (including the control module 12) is directly connected (wired or wirelessly) to the game control box 104 via, for example, USB, HDMI, Bluetooth® or WiFi (103a). In this case, the control signals, thus generated, are transmitted directly to the control box 104 from the gamepad 10, and used by the control box 104 to manipulate/update game play, and updated game data is then streamed, via the smartphone remote display app 103, to the screen 610. In an alternative exemplary embodiment, there may be no direct connection between the gamepad 10 (including the control module 12) and the control box 104. Instead, and referring to Figure 6B of the drawings, control signals thus generated are transmitted, via the smartphone remote display appl03, to the control box 104. The control box 104 uses the control signals to update/manipulate game play accordingly, and updated game data is streamed, via the smartphone remote display app 103, back to the screen 610. In both Figures 6A and 6B of the drawings, element 103 is depicted as a smartphone display app (wireless connection between the console 104 and the smartphone/tablet/screen 610) or, as an alternative, HDMI or USB (hard wired connection) which provides the same functionality as that of the smartphone remote display app. It is to be understood that the present invention is not necessarily intended to be limited in this regard.
It will be appreciated by a person skilled in the art, from the foregoing description, that modifications and variations can be made without departing from the scope of the invention as defined by the appended claims.

Claims (23)

1. A control module for a computer entertainment system including a unit for executing and running a computer game and causing game footage to be generated, said unit being configured to receive control signals representative of manipulation of said game and dynamically adjust said game footage accordingly; said control module comprising a processor, a user interface, a plurality of inputs and at least one output, one or more of said plurality of inputs being configured to receive control data from one or more respective control input devices of a controller communicably coupled thereto, and at least one of said plurality of inputs being configured to receive signals from at least one respective inertial sensor communicably coupled thereto, said user interface being configured to receive a user input to select a control input device communicably coupled to an input to be associated with said inertial sensor, said processor being configured to perform a calibration function by:
receiving control signals from said selected control input device, generated in response to user manipulation thereof, to generate control input manipulation data; and mapping inertial sensor data onto said control input manipulation data to generate respective calibration data;
the processor further comprising a conversion module for receiving motion signals representative of movement of said inertial sensor and converting, using said calibration data, sard signals into control signals for manipulating said computer game, said control signals being of the same format as control signals otherwise generated by said selected control input device in response to user manipulation thereof.
2. A control module according to claim 1, wherein said controller is a hand-held gamepad.
3. A control module according to claim 1 or claim 2, wherein said selected control input device is an analog control input device configured to generate analog control signals representative of user manipulation thereof.
4. A control module according to claim 3, further including an analog switch for receiving said analog control signals and converting them to corresponding digital control signals.
5. A control module according to claim 4, wherein said processor receives said digital control signals, generates therefrom said control input manipulation data and maps said inertial sensor data onto said control input manipulation data to generate digital calibration data.
6. A control module according to claim 5, further comprising a digital to analog conversion module for receiving control digital control signals from said conversion module, and converting said control signals to corresponding analog control signals for manipulating said computer game.
7. A control module according to any of claims 2 to 6, wherein said analog control signals obtained from said control input device are representative of a full range of movement of said control input device.
8. A control module according to claim 7, wherein said processor is configured to derive data representative of one or more upper limits of movement of said selected control input device and calculate therefrom data representative of a central or neutral position of said control input device.
9. A control module according to claim 8, wherein said processor is configured to map data representative of one or more upper limits of movement of said inertial sensor onto said data representative of one or more upper limits of movement of said selected control input device to generate said calibration data.
10. A control module according to claim 8 or claim 9, wherein said processor is configured to map data representative of a central or neutral position of said inertial sensor onto said data representative of said central or neutral position of said selected control input device to generate said calibration data.
11. A control module according to any of the preceding claims, configured to operate in a head tracking mode, wherein movement of said inertial sensor is converted, using said calibration data, into control signals representative of corresponding movement of said selected control input device.
12. A control module according to any of the preceding claims, configured to operate in a fixed body head tracking mode, wherein a velocity and direction of movement of said inertial sensor is determined and converted, using said calibration data, into a brief movement of said selected control input device, wherein an extent of said brief movement is dependent on said velocity.
13. A control module according to any of the preceding claims, including a memory configured to store a plurality of game profiles, each game profile comprising respective calibration data.
14. A control module according to claim 13, comprising a graphical user interface configured to receive user input defining a user-defined game profile, said memory being configured to store, for subsequent user selection, said user-defined game profile.
15. A control module according to claim 13 or claim 14, wherein each game profile further comprises a respective mode of tracking to define a manner of converting said motion signals into control signals for manipulating said computer game.
16. A control module according to any of claims 13 to 15, including a display for displaying a current game profile.
17. A control module according to claim 16, wherein said processor is configured to generate display data configured to display on said display said user interface.
18. A control module according to claim 17, wherein said display includes touch sensitive or other user input means.
19. A control module according to any of the preceding claims, wherein said processor is configured to receive, wirelessly or otherwise, data representative of settings or configurations of a control input device and/or mode of operation thereof in respect of a game, to enable said control module to generate said calibration data in respect thereof.
20. A control module substantially as herein described and/or with reference to Figures 2 to 7 of the accompanying drawings.
21. A hand-held gamepad for a computer entertainment system, including a control module according to any of the preceding claims.
22. A gamepad according to claim 21, wherein said control module is removably mounted and communicably coupled thereto via a communications interface.
23. A hand-held gamepad substantially as herein described and/or with reference to Figures 2 to 7 of the accompanying drawings.
Intellectual
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Application No: GB 1613001.5 Examiner: Dr Niall Deakin
GB1613001.5A 2016-07-27 2016-07-27 Control module for computer entertainment system Withdrawn GB2552520A (en)

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