JP5823962B2 - 操作ジェスチャの入力中に,及び,仮想装置の操作に関連して,複雑な触覚刺激を提供するシステム及び方法 - Google Patents
操作ジェスチャの入力中に,及び,仮想装置の操作に関連して,複雑な触覚刺激を提供するシステム及び方法 Download PDFInfo
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Description
Claims (20)
- 触覚刺激をユーザに提供するように構成されたシステムであって、
ユーザのジェスチャに関連する出力信号を生成するように構成されたユーザインタフェースと、
前記ユーザへの触覚刺激を生成するように構成されたアクチュエータと、
コンピュータプログラムモジュールを実行するように構成された一又は複数のプロセッサとを備え、
前記コンピュータプログラムモジュールは、
前記ユーザインタフェースの前記出力信号に基づいて前記ユーザによる操作ジェスチャの実行を監視するように構成されたジェスチャモジュールと、
前記ジェスチャモジュールから前記操作ジェスチャの実行に関連する情報を受信し、前記ユーザのために生成される前記操作ジェスチャに関連付けられた触覚刺激を決定するように構成された刺激モジュールと、
前記アクチュエータを制御して前記刺激モジュールによって決定された前記触覚刺激を生成するように構成されたアクチュエータ制御モジュールと、
を備え、
前記操作ジェスチャは、前記システムへのコマンド入力に関連付けられたジェスチャであり、冒頭ポーション、第一の中間ポーション、及び終端ポーションを含み、
前記触覚刺激は、前記操作ジェスチャの冒頭ポーションの実行に応答して決定される第一の刺激と、前記第一の刺激とは異なり前記操作ジェスチャの前記第一の中間ポーションの実行に応答して決定される第二の刺激と、を含み、
前記第一の中間ポーションの失敗が確認された場合に、当該操作ジェスチャの失敗を示す触覚刺激が生成される、システム。 - 前記刺激モジュールは、前記操作ジェスチャに関連付けられた触覚刺激が前記第一の刺激及び前記第二の刺激と異なり、前記操作ジェスチャの終端ポーションの実行に応答して決定される第三の刺激を含むように構成される請求項1に記載のシステム。
- 前記操作ジェスチャが第二の中間ポーションをさらに含み、前記刺激モジュールは前記操作ジェスチャに関連付けられた触覚刺激が、前記第一の刺激及び前記第二の刺激と異なり、前記操作ジェスチャの前記第二の中間ポーションに応答して決定される第三の刺激を含むように構成される請求項1に記載のシステム。
- 前記第二の刺激は、前記操作ジェスチャの前記第二の中間ポーションを開始すべき旨を前記ユーザに伝達するために決定される請求項3に記載のシステム。
- 前記操作ジェスチャに関連付けられた前記コマンド入力は、単一の個別コマンドである請求項1に記載のシステム。
- 前記第二の刺激は、前記第一の刺激の一又は複数のパラメータを調整することにより決定される請求項1に記載のシステム。
- 前記第二の刺激を決定するために調整される前記第一の刺激の前記一又は複数のパラメータは、周期、力、指向性、又は位置の一又は複数を含む請求項6に記載のシステム。
- 前記操作ジェスチャの前記第一の中間ポーションは、接触感知面との接触を所定期間維持することを含む請求項1に記載のシステム。
- 前記ジェスチャモジュールは、前記ユーザが前記操作ジェスチャの実行を開始したが前記操作ジェスチャのポーションの各々の全てを成功させることができなかった場合に操作ジェスチャの失敗を確認するように構成されており、前記刺激モジュールは、前記操作ジェスチャに関連付けられた触覚刺激が前記第一の刺激及び前記第二の刺激と異なり操作ジェスチャの失敗の確認に応答して前記ジェスチャモジュールによって決定される第三の刺激を含むように構成される請求項1に記載のシステム。
- 前記刺激モジュールは、前記第一の刺激及び/又は前記第二の刺激が、ゲーム内のキャラクタのスキルレベル、疲労、又は怪我の一又は複数に少なくとも部分的に基づいて、前記ユーザの制御の下で決定されるように構成される請求項1に記載のシステム。
- システムのユーザに触覚刺激を提供する方法であって、
ユーザによる操作ジェスチャの実行を監視する工程と、
前記ユーザのために生成される前記操作ジェスチャの実行に関連付けられた触覚刺激を決定する工程と、
前記操作ジェスチャの実行中に決定された刺激を生成する工程と、
を備え、
前記操作ジェスチャは、前記システムへのコマンド入力に関連付けられたジェスチャであって、冒頭ポーション、第一の中間ポーション、及び終端ポーションを含み、
前記触覚刺激は、前記操作ジェスチャの冒頭ポーションの実行に応答して決定される第一の刺激と、前記第一の刺激とは異なり前記操作ジェスチャの前記第一の中間ポーションの実行に応答して決定される第二の刺激とを含み、
前記第一の中間ポーションの失敗が確認された場合に、当該操作ジェスチャの失敗を示す触覚刺激が生成される、方法。 - 前記操作ジェスチャに関連付けられた触覚刺激は、前記第一の刺激及び前記第二の刺激と異なり、前記操作ジェスチャの終端ポーションの実行に応答して決定される第三の刺激を含む請求項11に記載の方法。
- 前記操作ジェスチャが第二の中間ポーションをさらに含み、前記操作ジェスチャに関連付けられた触覚刺激は、前記第一の刺激及び前記第二の刺激と異なり、前記操作ジェスチャの前記第二の中間ポーションに応答して決定される第三の刺激を含む請求項11に記載の方法。
- 前記第二の刺激は、前記操作ジェスチャの前記第二の中間ポーションを開始すべき旨を前記ユーザに伝達するために決定される請求項13に記載の方法。
- 前記操作ジェスチャに関連付けられた前記コマンド入力は、単一の個別コマンドである請求項11に記載の方法。
- 前記第二の刺激は、前記第一の刺激の一又は複数のパラメータを調整することにより決定される請求項11に記載の方法。
- 前記第二の刺激を決定するために調整される前記第一の刺激の前記一又は複数のパラメータは、周期、力、指向性、又は位置の一又は複数を含む請求項16に記載の方法。
- 前記操作ジェスチャの前記第一の中間ポーションは、接触感知面との接触を所定期間維持することを含む請求項11に記載の方法。
- 前記操作ジェスチャの実行の監視中に操作ジェスチャの失敗が確認された場合に、前記操作ジェスチャに関連付けられた触覚刺激が前記第一の刺激及び前記第二の刺激と異なる第三の刺激を含む請求項11に記載の方法。
- 前記第一の刺激及び/又は前記第二の刺激が、ゲーム内のキャラクタのスキルレベル、疲労、又は怪我の一又は複数に少なくとも部分的に基づいて、前記ユーザの制御の下で決定されるように構成される請求項11に記載の方法。
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