KR20030009919A - Inputting device for computer game having inertial sense - Google Patents

Inputting device for computer game having inertial sense Download PDF

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Publication number
KR20030009919A
KR20030009919A KR1020010044589A KR20010044589A KR20030009919A KR 20030009919 A KR20030009919 A KR 20030009919A KR 1020010044589 A KR1020010044589 A KR 1020010044589A KR 20010044589 A KR20010044589 A KR 20010044589A KR 20030009919 A KR20030009919 A KR 20030009919A
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KR
South Korea
Prior art keywords
input device
button
movement
inertial sensor
game
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KR1020010044589A
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Korean (ko)
Inventor
박태식
이상국
김성철
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삼성전자주식회사
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Priority to KR1020010044589A priority Critical patent/KR20030009919A/en
Priority to US10/133,456 priority patent/US20030022716A1/en
Publication of KR20030009919A publication Critical patent/KR20030009919A/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0338Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41AFUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
    • F41A33/00Adaptations for training; Gun simulators
    • 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
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • 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
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • 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
    • A63F2300/1062Features 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 specially adapted to a type of game, e.g. steering wheel
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game

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

Abstract

PURPOSE: A computer game input device having an inertia sensor is provided to realize a low price of a computer system and supply an input device capable of improving a presence and executing a game in free position. CONSTITUTION: The first/second inertia sensors(42,44) and the first/second/third buttons(46,48,50) are electrically connected to a signal processing unit(40). The first/second inertia sensors(42,44) sense a movement of a game participator, that is, a movement of an input device. The first inertia sensor(42) senses a movement(acceleration) and a rotation angle of the horizontal direction of the input device. The second inertia sensor(44) senses a movement(acceleration) and a rotation angle of the vertical direction of the input device. The first button(46) performs the same function as the left button of a mouse. The second button(48) performs the same function as the right button of a mouse. The third button(50) is a motion button which is used at chasing an object in a screen by moving the input device or at performing a discharge toward a target in the screen. In the case that a movement(acceleration) or a rotation angle of the input device is sensed by the first/second inertia sensors(42,44) or a button out of the buttons(46,48,50) is pressed, a predetermined signal is inputted in the signal processing unit(40).

Description

관성 센서를 구비하는 컴퓨터 게임용 입력 장치{Inputting device for computer game having inertial sense}Input device for computer game having inertial sensor

본 발명은 게임용 입력 장치에 관한 것으로써, 자세하게는 관성센서를 구비하는 컴퓨터 게임용 입력 장치에 관한 것이다.The present invention relates to a game input device, and more particularly, to a computer game input device having an inertial sensor.

컴퓨터를 이용하여 게임을 할 때 사용되는 입력장치로써 마우스, 조이스틱 또는 키보드 등이 널리 사용되고 있다. 마우스나 조이스틱은 스크린 상에 표시되는 특정 개체를 이동시키는데 또는 스크린 상에 표시되는 배경 화면을 좌우 또는 상하 방향으로 이동시키는데 사용된다. 키보드의 경우, 문자 정보를 입력하는데 주로 사용되지만, 경우에 따라 화살표 키를 사용하여 특정 개체 또는 배경화면을 이동시키는데 사용될 수도 있다.As an input device used for playing games using a computer, a mouse, a joystick or a keyboard are widely used. The mouse or joystick is used to move a specific object displayed on the screen or to move the background screen displayed on the screen in left and right or up and down directions. In the case of a keyboard, it is mainly used for inputting character information, but in some cases, it may be used to move a specific object or a background screen using an arrow key.

그런데, 컴퓨터 게임 프로그램들 중에는 이러한 입력장치들만으로는 전자오락실에서와 같이 실감나는 오락을 즐길 수 없는 것들이 있다. 예를 들면, 사격, 비행 시뮬레이션, 자동차 경주용 게임용 프로그램 등이 그것이다. 이 중에서 비행 시뮬레이션에는 조이스틱이 입력 장치로 널리 사용되고 있는데, 조이스틱은 타격 지점을 나타내는 포인터가 항상 스크린의 한가운데만을 가리키면서 배경화면만을 변화시킬 수 있는 속성을 갖고 있다. 따라서, 조이스틱을 다른 용도, 예컨대 포인팅 장치나 마우스의 용도로 사용하기는 어렵다.By the way, there are some computer game programs that do not enjoy realistic entertainment such as in an electronic entertainment room with these input devices alone. For example, shooting, flight simulation, and racing game programs. Among them, the joystick is widely used as an input device in flight simulation. The joystick has a property that the pointer indicating the hitting point always changes only the background screen while pointing only to the middle of the screen. Thus, it is difficult to use the joystick for other purposes, such as for pointing devices or mice.

한편, 컴퓨터 상에서 사격 게임을 구현하기 위한 입력 장치로써, 전자오락실에서 널리 사용되고 있는 권총형 또는 소총형 입력 장치를 고려할 수 있는데, 이러한 권총형 또는 소총형 입력 장치 총열의 선단에는 발광 다이오드가 내장되어 있고, 스크린에 광 다이오드 어레이가 배치되어 있다. 따라서 상기한 총기형 입력장치의 방아쇠를 당길 때, 총열 선단에 구비된 발광 다이오드가 광신호를 전송하고, 총구가 향하는 지점에 위치한 광 다이오드가 이 광신호를 수신하게 하는 방법으로 게임을 실시할 수 있을 것이다.On the other hand, as an input device for realizing a shooting game on a computer, a pistol-type or rifle-type input device widely used in an electronic entertainment room may be considered. A light emitting diode is embedded at the tip of the pistol-type or rifle-type input device barrel. The photodiode array is arranged on the screen. Therefore, when the trigger of the gun-type input device is triggered, the light emitting diode provided at the tip of the barrel can transmit an optical signal, and the photodiode positioned at the point where the muzzle is directed can receive the optical signal. There will be.

그런데, 이와 같이 스크린에 광 어레이를 구비하는 경우, 컴퓨터 시스템의 가격이 지나치게 높아져서 구매자는 심한 경제적 부담을 느끼게 된다. 따라서 광 어레이를 구비하는 컴퓨터 시스템은 적합한 방안이라 할 수 없다.However, in the case where the screen includes the light array, the price of the computer system becomes too high, and the buyer feels a severe economic burden. Therefore, a computer system having an optical array is not a suitable solution.

이를 해소하기 위해, 권총형 모양으로 수평, 수직 방향에 발광 소자와 수광 소자를 사용한 방식의 입력 장치(1999년 특허출원 제37607호)가 제시된 바 있다. 이러한 입력 장치는 컴퓨터 시스템의 가격은 낮추고 게임의 현실감은 높였지만, 저격수와 사격수들이 직접 건물들을 이동하여 게임하는 버츄얼 캅(virtual cop)이나 레인보우 식스(rainbow 6)와 같은 형태의 시뮬레이션 게임에서 자유로운 위치에서 게임을 실행할 수 없는 문제점이 있다. 즉, 상기 입력장치는 총을 직접 휴대하고 할 수 있는 가상 체험용 게임에는 적용하기 어렵고, 그 구성이 제한된 용도에만 한정된다는 문제점도 있다.To solve this problem, an input device (Patent Application No. 37607, 1999) using a light emitting element and a light receiving element in a horizontal and vertical direction in a pistol shape has been proposed. These input devices lower the price of the computer system and increase the realism of the game, but they are free to be used in simulation games such as virtual cop or rainbow 6, where snipers and shooters move and play buildings. There is a problem with the game not being able to run. That is, the input device is difficult to apply to a virtual experience game that can carry a gun directly, and has a problem that its configuration is limited to a limited use.

따라서, 본 발명이 이루고자하는 기술적 과제는 상술한 종래 기술의 문제점을 개선하기 위한 것으로서, 컴퓨터 시스템의 저가를 실현함과 아울러 현장감을 높이면서 자유로운 위치에서의 게임 실행이 가능한 입력장치를 제공함에 있다.Accordingly, an object of the present invention is to improve the above-described problems of the prior art, and to provide an input device capable of playing a game at a free position while realizing a low cost of a computer system and increasing a sense of reality.

도 1은 본 발명의 실시예에 의한 관성센서를 구비하는 컴퓨터 게임용 입력장치의 구성을 나타낸 블록도이다.1 is a block diagram showing the configuration of a computer game input device having an inertial sensor according to an embodiment of the present invention.

도 2는 도 1에 도시한 구성을 갖는 컴퓨터 게임용 입력 장치 중, 권총형 입력 장치의 측면도이다.FIG. 2 is a side view of a pistol-type input device among the input devices for a computer game having the structure shown in FIG. 1.

도 3은 도 1에 도시한 구성을 갖는 컴퓨터 게임용 입력 장치 중, 자동차 경주용 게임을 위한 입력장치인 핸들의 평면도이다.FIG. 3 is a plan view of a steering wheel that is an input device for a car racing game among the input device for a computer game having the configuration shown in FIG. 1.

도 4는 도 1에 도시한 구성을 갖는 컴퓨터 게임용 입력 장치 중, 조이스틱형 입력 장치의 사시도이다.4 is a perspective view of a joystick type input device among the input devices for computer games having the configuration shown in FIG. 1.

*도면의 주요 부분에 대한 부호설명** Description of Signs of Major Parts of Drawings *

40:신호처리부 42, 44:제1 및 제2 관성 센서40: signal processor 42, 44: first and second inertial sensors

46, 48, 50:제1 내지 제3 버튼46, 48, and 50: first to third buttons

60:컴퓨터 100:권총형 입력장치60: computer 100: pistol-type input device

110:총열 선단부 120:총열 후단부110: barrel front end 120: barrel rear end

130, 220, 340:모션버튼(motion button)130, 220, 340: motion button

140:트리거 150:권총 손잡이140: Trigger 150: Pistol handle

160, 240:케이블 200:핸들형 입력장치160, 240: Cable 200: Handle type input device

210, 330:관성센서 230:가속 페달210, 330: inertial sensor 230: acceleration pedal

300:조이스틱형 입력 장치 310:조이스틱 몸체300: joystick input device 310: joystick body

320:조종 손잡이 350:샷 버튼320: steering wheel 350: shot button

360:프로그램 버튼 370:쉬프트 버튼360: program button 370: shift button

상기 기술적 과제를 달성하기 위하여, 본 발명은 입력 장치의 임의 방향 움직임을 센싱하는 관성 센서와, 적어도 하나 이상의 트리거 버튼 및 상기 관성 센서 및 적어도 하나 이상의 트리거 버튼으로부터 입력되는 신호를 포맷팅하여 컴퓨터 시스템에 전송하는 신호 처리부를 구비하는 것을 특징으로 하는 입력 장치를 제공한다.In order to achieve the above technical problem, the present invention provides an inertial sensor for sensing an arbitrary direction movement of an input device, at least one trigger button and a signal input from the inertial sensor and at least one trigger button to be transmitted to a computer system It provides an input device comprising a signal processing unit.

이때, 상기 관성 센서는 상기 입력 장치의 수평 방향의 움직임(또는 회전각)을 센싱하는 제1 관성 센서와 수직 방향 움직임(또는 회전각)을 센싱하는 제2 관성 센서로 구성되어 있다.In this case, the inertial sensor includes a first inertial sensor that senses a horizontal movement (or rotation angle) of the input device and a second inertial sensor that senses a vertical movement (or rotation angle).

상기 입력장치의 움직임 및 상기 적어도 하나의 트리거 버튼의 조작에 따른 변화의 화면상 표시 여부를 결정하는 모션 버튼이 더 구비되어 있다.A motion button is further provided to determine whether to display on-screen a change according to the movement of the input device and the manipulation of the at least one trigger button.

상기 트리거 버튼은 상기 모션 버튼이 오프인 상태에서 레프트 클릭(left click) 버튼 기능을 겸한다.The trigger button also functions as a left click button when the motion button is off.

상기 입력 장치는 상기한 구성을 갖는 권총형 입력 장치, 상기 관성 센서와 모션 버튼 및 가속 페달로 구성된 자동차 게임용 핸들형 입력장치이다.The input device is a steering wheel type input device for a car game consisting of a pistol-type input device having the above-described configuration, the inertial sensor, a motion button, and an accelerator pedal.

상기 입력장치는 기본적인 버튼 외에 상기 관성센서 및 모션 버튼이 구비된 조이스틱형 입력장치이다.The input device is a joystick type input device including the inertial sensor and a motion button in addition to the basic button.

상기 관성센서, 트리거 버튼 및 신호처리부의 전부 또는 일부는 모듈을 구성하도록 구비되어 있다.All or part of the inertial sensor, the trigger button and the signal processor are provided to constitute a module.

이러한 본 발명을 이용하면, 종래와 같이 스크린에 광 다이오드 어레이를 구비할 필요가 없으므로, 컴퓨터 시스템 가격을 낮출 수 있고, 관성 센서를 이용하여 사용자가 어느 방향으로 움직이더라도 이를 센싱할 수 있기 때문에, 자유로운 위치에서 게임을 실행할 수 있어 보다 현실감 있고 입체감 있는 게임을 즐길 수 있다.With the present invention, since there is no need to have a photodiode array on the screen as in the prior art, the cost of the computer system can be lowered, and the user can sense it in any direction by using an inertial sensor. You can play the game from the location, so you can enjoy a more realistic and three-dimensional game.

이하, 본 발명의 실시예에 의한 관성센서를 구비하는 컴퓨터 게임용 입력 장치를 첨부된 도면들을 참조하여 상세하게 설명한다. 이 과정에서 도면에 도시된 층이나 영역들의 두께는 명세서의 명확성을 위해 과장되게 도시된 것이다.Hereinafter, an input device for a computer game having an inertial sensor according to an exemplary embodiment of the present invention will be described in detail with reference to the accompanying drawings. In this process, the thicknesses of layers or regions illustrated in the drawings are exaggerated for clarity.

도 1은 본 발명의 실시예에 의한 관성 센서를 구비하는 컴퓨터 게임용 입력 장치의 구성을 나타내는 블록도인데, 이를 참조하면, 본 발명의 실시예에 의한 컴퓨터 게임용 입력 장치는 신호 처리부(40)와, 이에 전기적으로 연결된 제1 및 제2 관성 센서들(42, 44)과 제1 내지 제 3 버튼들(46, 48, 50)로 구성되어 있다.1 is a block diagram showing a configuration of an input device for a computer game having an inertial sensor according to an embodiment of the present invention. Referring to this, the input device for a computer game according to the embodiment of the present invention includes a signal processor 40, The first and second inertial sensors 42, 44 and first to third buttons 46, 48, and 50 are electrically connected thereto.

제1 및 제2 관성 센서들(42, 44)은 게임 참가자의 움직임, 곧 입력 장치의 움직임을 센싱한다.The first and second inertial sensors 42 and 44 sense the movement of the game participant, that is, the movement of the input device.

구체적으로, 이들 센서들(42, 44)은 입력 장치의 수평 방향 및 수직 방향의 움직임(가속도) 또는 회전각을 센싱한다. 제1 관성 센서(42)는 입력 장치의 수평 방향의 움직임(가속도)이나 회전각을 센싱하고, 제2 관성 센서(44)는 상기 입력 장치의 수직 방향의 움직임(가속도)이나 회전각을 센싱한다. 따라서 상기 입력 장치가 현재의 위치에서 임의의 방향, 예컨대 대각 방향으로 움직이는 경우, 상기 대각 방향은 수평 및 수직 성분으로 이루어지고, 수평 및 수직 성분은 각각 제1 및 제2 관성 센서(42, 44)에 의해 센싱되므로, 상기 입력 장치의 움직임이 정확히 센싱되어 상기 입력장치가 움직인 최종위치가 센싱되게 된다.Specifically, these sensors 42, 44 sense the movement (acceleration) or rotation angle in the horizontal and vertical directions of the input device. The first inertial sensor 42 senses a horizontal movement (acceleration) or rotation angle of the input device, and the second inertial sensor 44 senses a vertical movement (acceleration) or rotation angle of the input device. . Thus, when the input device is moved in any direction, for example diagonal direction, from the current position, the diagonal direction is composed of horizontal and vertical components, and the horizontal and vertical components are the first and second inertial sensors 42 and 44, respectively. As it is sensed by the movement of the input device is accurately sensed so that the final position of the input device is sensed.

제1 내지 제3 버튼(46, 48, 50) 중 제1 버튼(46)은 마우스의 좌측 버튼과 동일한 기능을 한다. 제1 버튼(46)은 트리거 기능을 겸한다. 다시 말하면, 제1 버튼(46)은 입력 장치로부터 스크린을 향해 소정의 신호가 방출되게 하는 트리거 버튼으로써, 하기 권총형 입력 장치의 방아쇠, 핸들형 입력 장치의 가속 페달 및 조이스틱형 입력장치의 샷 버튼 등이 해당된다. 제2 버튼(48)은 마우스의 우측 버튼과 동일한 기능을 하며, 입력 장치가 권총형일 때 재 장전(reload) 기능을 겸할 수 있다. 제3 버튼(50)은 입력장치를 움직여 스크린 내의 목표물을 추적할 때 또는 스크린 내 타겟을 향해 발사할 때 등 입력 장치를 능동적으로 사용하고자 할 때 사용하는 모션 버튼(motion button)이다. 따라서 제3 버튼(50)을 누르지 않은 채 상기 입력 장치가 사용하지 않는 경우, 곧 제3 버튼(50)이 오프된 상태에서는 상기 입력 장치를 어느 방향으로 움직이더라도 또한 사용자가 어떠한 자세를 취하더라도 컴퓨터 시스템은 반응하지 않고 스크린에 어떠한 변화도 나타나지 않게 된다. 이렇게 볼 때, 제3 버튼(50)은 게임에 계속 진행 여부를 결정하는 버튼으로 볼 수 있다.The first button 46 of the first to third buttons 46, 48, and 50 has the same function as the left button of the mouse. The first button 46 also serves as a trigger. In other words, the first button 46 is a trigger button that causes a predetermined signal to be emitted from the input device toward the screen. The first button 46 is a trigger of the following pistol-type input device, an accelerator pedal of the handle-type input device, and a shot button of the joystick-type input device. And the like. The second button 48 has the same function as the right button of the mouse, and may also function as a reload function when the input device is a pistol type. The third button 50 is a motion button used to actively use the input device, such as moving the input device to track a target in the screen or firing toward a target in the screen. Therefore, when the input device is not used without pressing the third button 50, the computer may move in any direction in the off state of the third button 50. The system will not respond and no change will appear on the screen. In this regard, the third button 50 may be viewed as a button for determining whether to continue the game.

한편, 제1 및 제2 관성 센서(42, 44)에 의해 입력 장치의 어떤 움직임(가속도)이나 회전각이 센싱될 때와 제1 내지 제3 버튼(46, 48, 50)이 눌려지는 경우에, 신호 처리부(40)에는 제1 및 제2 관성 센서(42, 44)와 제1 내지 제3 버튼(46, 48, 50)으로부터 소정의 신호가 입력된다. 이때, 신호 처리부(40)는 상기 소정의 신호를 포맷팅하여 컴퓨터(60)에 전송한다. 이렇게 해서 입력 장치의 움직임이 포착되어 입력 장치의 최종 위치 및 각 버튼의 온 오프 상태가 컴퓨터에 의해 파악된다. 컴퓨터(60)는 이렇게 파악된 입력 장치의 최종 위치와 각 버튼 상태를 조합하여 입력장치를 통해 입력된 신호에 대응되는 반응을 스크린에 표시한다.On the other hand, when a certain movement (acceleration) or rotation angle of the input device is sensed by the first and second inertial sensors 42 and 44 and when the first to third buttons 46, 48 and 50 are pressed. The signal processor 40 receives a predetermined signal from the first and second inertial sensors 42 and 44 and the first to third buttons 46, 48, and 50. At this time, the signal processor 40 formats the predetermined signal and transmits the predetermined signal to the computer 60. In this way, the movement of the input device is captured, and the final position of the input device and the on / off state of each button are grasped by the computer. The computer 60 displays the response corresponding to the signal input through the input device on the screen by combining the final position of each input device and the state of each button.

상기한 제1 및 제2 관성 센서(42, 44)와 제1 내지 제3 버튼(46, 48, 50) 및 신호 처리부(40)는 전부 또는 일부로써 하나의 모듈을 구성할 수 있다. 따라서 상기 모듈을 입력 장치에 단순히 장착하는 것만으로 다양한 형태의 게임용 입력 장치가 있을 수 있다.The first and second inertial sensors 42 and 44, the first to third buttons 46, 48, and 50, and the signal processor 40 may constitute one module in whole or in part. Therefore, there may be various types of game input devices by simply mounting the module on the input device.

도 2는 상기한 바와 같은 구성을 갖는 입력 장치의 일예를 나타낸 것으로써, 권총형 입력 장치(100)를 나타낸 것으로, 총열의 선단부(100)에 총열의 수평 및 수직 방향의 움직임(가속도) 또는 회전각을 센싱하는 관성 센서가 내장되어 있고, 총열의 후단부(120)에 재 장전을 위한 제2 버튼(48)이 구비되어 있다. 그리고 참조번호 140은 권총의 방아쇠를 나타내는데, 이는 스크린 내의 표적을 향해 발사할 때 사용하는 트리거 버튼이다. 권총의 손잡이(150)를 잡았을 때, 엄지손가락에 근접한 위치에 모션 버튼(130)이 구비되어 있다. 권총 손잡이(150) 하단에 권총형 입력장치(100)와 컴퓨터를 전기적으로 연결하는 케이블(160)이 연결되어 있다. 케이블(160)을 통해 내장된 신호 처리부(미도시)에서 출력되는 신호가 컴퓨터에 전달된다.Figure 2 shows an example of the input device having a configuration as described above, showing a pistol-type input device 100, the movement (acceleration) or rotation of the barrel in the horizontal and vertical direction of the barrel 100 An inertial sensor for sensing an angle is built-in, and a second button 48 for reloading is provided at the rear end portion 120 of the barrel. Reference numeral 140 denotes the trigger of the pistol, which is a trigger button used to shoot towards the target within the screen. When holding the handle 150 of the pistol, the motion button 130 is provided at a position close to the thumb. A cable 160 for electrically connecting the pistol-type input device 100 and the computer is connected to the bottom of the pistol handle 150. The signal output from the built-in signal processor (not shown) is transmitted to the computer through the cable 160.

도 3은 상기한 구성 중 관성 센서와 모션 버튼이 장착된 핸들형 입력 장치(200)를 나타내는데, 참조번호 210은 핸들의 축상에 내장되어 핸들의 회전 및 좌우 상하 방향의 움직임(가속도) 및 회전각을 센싱하는 관성 센서를 나타낸다. 핸들의 우측 테두리 상에 모션 버튼(220)이 구비되어 있고, 좌측 테두리 상에 가속 페달이 구비되어 있다. 참조번호 240은 핸들형 입력 장치(200)에 내장된 신호 처리부(미도시)에서 출력되는 신호를 컴퓨터에 전송하는 케이블을 나타낸다.3 shows a handle-type input device 200 equipped with an inertial sensor and a motion button in the above-described configuration, wherein reference numeral 210 is embedded on the axis of the handle to rotate the handle and to move (acceleration) and rotation angle in the left and right directions. Inertial sensor for sensing the. The motion button 220 is provided on the right edge of the handle, and the accelerator pedal is provided on the left edge. Reference numeral 240 denotes a cable for transmitting a signal output from a signal processor (not shown) built in the handle-type input device 200 to a computer.

도 4는 상기한 구성 중 관성 센서와 모션 버튼이 장착된 조이스틱형 입력 장치(300)를 나타내는데, 조종 손잡이(320)내에 관성 센서(330)가 내장되어 있고, 상단 우측에 모션 버튼(330) 및 샷 버튼(shoot button)(350)이 구비되어 있다. 그리고 조이스틱 몸체(310)에 조이스틱의 기본적 기능을 수행하기 위한 버튼들, 예컨대 프로그램 버튼(360) 및 쉬프트 버튼(370) 등이 구비되어 있다.4 shows a joystick-type input device 300 equipped with an inertial sensor and a motion button in the above-described configuration, wherein an inertial sensor 330 is built in the steering knob 320, and a motion button 330 and an upper right side are provided. A shot button 350 is provided. The joystick body 310 is provided with buttons for performing basic functions of the joystick, for example, a program button 360 and a shift button 370.

상기한 설명에서 많은 사항이 구체적으로 기재되어 있으나, 그들은 발명의 범위를 한정하는 것이라기보다, 바람직한 실시예의 예시로서 해석되어야 한다. 예들 들어 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자라면, 권총형, 핸들형 및 조이스틱형 입력장치 외에 도 1에 도시한 구성 전부 또는 그 중의 일부를 모듈화한 다른 형태의 입력장치를 구현할 수도 있을 것이며, 상기한 입력 장치에서 각 구성이 구비된 위치를 변형할 수도 있을 것이다. 때문에 본 발명의 범위는 설명된 실시예에 의하여 정하여 질 것이 아니고 특허 청구범위에 기재된 기술적 사상에 의해 정하여져야 한다.While many details are set forth in the foregoing description, they should be construed as illustrative of preferred embodiments, rather than to limit the scope of the invention. For example, those skilled in the art may implement other types of input devices in which all or some of the components shown in FIG. 1 are modularized in addition to the pistol-type, handle-type and joystick-type input devices. In the above-described input device, the position where each component is provided may be modified. Therefore, the scope of the present invention should not be defined by the described embodiments, but should be determined by the technical spirit described in the claims.

상술한 바와 같이, 본 발명에 의한 게임용 입력 장치는 스크린에 광 다이오드 어레이를 구비할 필요가 없으므로, 컴퓨터 시스템 가격을 낮출 수 있고, 관성 센서를 이용하여 사용자가 어느 방향으로 움직이더라도 이를 센싱할 수 있기 때문에, 자유로운 위치에서 게임을 실행할 수 있어 보다 현실감 있고 입체감 있는 게임을 즐길 수 있다.As described above, the gaming input device according to the present invention does not need to include a photodiode array on the screen, thereby lowering the cost of the computer system, and sensing the user in any direction using the inertial sensor. As a result, the game can be played in a free position, allowing users to enjoy a more realistic and three-dimensional game.

Claims (5)

입력 장치의 임의 방향 움직임을 센싱하는 관성 센서;An inertial sensor for sensing an arbitrary movement of the input device; 적어도 하나의 트리거 버튼; 및At least one trigger button; And 상기 관성 센서 및 적어도 하나 이상의 트리거 버튼으로부터 입력되는 신호를 포맷팅하여 컴퓨터에 전송하는 신호처리부로 구성된 것을 특징으로 하는 컴퓨터 게임용 입력 장치.And a signal processor for formatting and transmitting a signal input from the inertial sensor and at least one trigger button to a computer. 제 1 항에 있어서, 상기 관성 센서는 상기 입력 장치의 수평 방향의 움직임(가속도) 또는 회전각을 센싱하는 제1 관성 센서와 수직 방향 움직임(가속도) 또는 회전각을 센싱하는 제2 관성 센서로 구성된 것을 특징으로 하는 컴퓨터 게임용 입력 장치.The inertial sensor of claim 1, wherein the inertial sensor comprises a first inertial sensor sensing a horizontal movement (acceleration) or rotation angle of the input device and a second inertial sensor sensing a vertical movement (acceleration) or rotation angle of the input device. Input device for a computer game, characterized in that. 제 1 항에 있어서, 상기 입력장치의 움직임 및 상기 적어도 하나의 트리거버튼의 조작에 따른 변화의 화면상 표시 여부를 결정하는 모션 버튼이 더 구비되어 있는 것을 특징으로 하는 컴퓨터 게임용 입력 장치.The computer game input device of claim 1, further comprising a motion button for determining whether to display a screen on the screen according to the movement of the input device and the operation of the at least one trigger button. 제 1 항에 있어서, 상기 입력 장치는 권총형 입력 장치, 가속 페달을 더 포함하는 자동차 게임용 핸들형 입력장치 또는 조이스틱형 입력 장치인 것을 특징으로 하는 컴퓨터 게임용 입력 장치.The input device of claim 1, wherein the input device is a pistol-type input device, a steering wheel input device for a car game, or a joystick input device further including an accelerator pedal. 제 1 항에 있어서, 상기 관성센서, 트리거 버튼 및 신호처리부의 전부 또는 일부는 모듈을 구성하도록 구비된 것을 특징으로 하는 컴퓨터 게임용 입력 장치.The input device of claim 1, wherein all or part of the inertial sensor, the trigger button, and the signal processor are configured to form a module.
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