KR20130084946A - Active simulator for game - Google Patents

Active simulator for game Download PDF

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Publication number
KR20130084946A
KR20130084946A KR1020120006232A KR20120006232A KR20130084946A KR 20130084946 A KR20130084946 A KR 20130084946A KR 1020120006232 A KR1020120006232 A KR 1020120006232A KR 20120006232 A KR20120006232 A KR 20120006232A KR 20130084946 A KR20130084946 A KR 20130084946A
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KR
South Korea
Prior art keywords
game
rotating
wheel
games
simulator
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Application number
KR1020120006232A
Other languages
Korean (ko)
Inventor
강두환
Original Assignee
강두환
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Priority to KR1020120006232A priority Critical patent/KR20130084946A/en
Publication of KR20130084946A publication Critical patent/KR20130084946A/en

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    • 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
    • A63F13/24Constructional 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • GPHYSICS
    • G06COMPUTING; CALCULATING; 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

Abstract

PURPOSE: A regulator is provided to be connected about the special signal in which for game use active simulator is received from hardware device which is the game system instrument like the computer according to the content of the game besides the forwarding function of wire and wireless system by the specific signal input or the situation of the simple control key or since the player arbitrarily manipulates the regulator the situation fitting for the game characteristic can be directly felt about the regulation result to hand. CONSTITUTION: In order to be rotated on the surface of the rotator described in the above the wheel mounted on the upper body described in the above is equipped.

Description

Active Simulator For Game
According to the present invention, in addition to a wired / wireless transmission function by inputting a specific signal of a simple operation key in a game controlled by a keyboard, a mouse, or a joystick, such as a computer game, a game such as a computer may be used according to the contents or situation of the game. The present invention relates to an active simulator for a game, in which a player can directly experience the adjustment result by arbitrarily interfacing with a specific signal received from a hardware device which is an operating device or by arbitrarily manipulating the controller.
The most commonly used gaming controllers today are such as computer peripherals and accessories such as keyboards, mice or joysticks. All of the above-mentioned regulators have a common feature, and they operate by being limited to a function of operating a specific operation key to input and transmit a signal suitable for a game situation. In other words, it is true that the development of various game contents that occur according to the specific situation of the game has been maintained incomplete game form that can only be felt depending on the visual effects through the eyes and the sound effects through the ears.
Nevertheless, the game was able to be immersed in the game with visual and sound effects, but the game technology related to the game was rapidly developed so that gamers can have a more realistic and realistic feeling. Products applying technology are constantly being released.
Although various devices have been developed for arcade games for a long time and were popular in the market to some extent, the current situation has been maintained, and various types of simulation devices have been released to make up for the slowdown in the market. Due to the nature of the simulation equipment, there is no big response from the market due to the merchandise and price burden.
On the other hand, world-class companies are creating a new home game market and leading the market by releasing haptic products competitively using motion controllers equipped with various chips. A common feature of such products is the addition of motion recognition in addition to the audiovisual effects of previous game devices to maximize the haptic effect through the movement of part or all of the body.
In order to respond to such a market trend, Korean Patent Registration No. 10-2005-0113932 has proposed a game machine including a steering wheel function, and Korean Patent Registration No. 10-2008-0039986, 'Multipurpose Motion Recognition Controller' Although it is proposed, these are all limited to obtaining a two-dimensional haptic effect, the Republic of Korea Patent No. 10-2009-0122023 'Game Simulator' was able to obtain a three-dimensional haptic effect, but feel the feeling generated from the acceleration performance of the motion It is not considered an invention or suggestion that can be made.
As such, gamers want to have a thrilling game machine such as 'Thrill motion' that surpasses a product that can be experienced in three dimensions, but developed the above-described haptic function generated by the acceleration performance of the motion. There is a situation that is difficult to solve with conventional technology or products.
The present invention relates to an active simulator for games that improves the limited requirements of the prior art as described above, and enhances the realism and realistic effect of a game that can meet the requirements of the game market or gamers. In order to realize the characteristics of the acceleration performance of the game, a driving device that can move the rotating body must be equipped. Second, in order to achieve a thrill-like effect, a sliding device that can generate frictional force must be attached. In order to increase the sense of reality, such as the effect that the player puts directly into the game scene, the player must be equipped with a control device that can be operated by the player himself. Fourthly, an electronic device capable of transmitting and receiving a signal according to the movement of a hand during operation of a game and an oscilloscope sensor capable of directional control function for a game adjustment function should be attached to the electronic device. Finally, a mechanical mechanism that can be manipulated by the movement of a hand moving in three dimensions and a body connection passage through which a signal sensed through a nerve built in the hand can be delivered to the brain should be provided.
All products are being developed at a high speed to increase the realism. Perhaps the easiest to know is a 3D movie or 3D television screened in three-dimensional images that are rapidly emerging in the market.
Likewise, in the game market, the game market is changing rapidly as technologies are developed to enhance the realism in terms of hardware and software. It can be seen that the active simulator for games according to the present invention has also been proposed to actively cope with the technical trend as described above.
In order to be transformed into a product for feeling a sense of balance or acceleration besides a simulation device with a two-dimensional audio-visual effect or a three-dimensional motion, core components necessary for basic system configuration such as an electric device must be selected. In order to achieve the above object, a small electric motor is suitable, and may be divided into an electric running motor and a vibration motor according to a function applied to explain the present invention.
In addition, in order to feel a sense of reality mechanically, in addition to the acceleration device, it is necessary to suppress or restrain the acceleration performance. This can be referred to as a wheel-like component or a mechanism or system that can control it, which can generate friction or slide according to the friction.
And as a sense of reality, in order to obtain the immersion effect that the player directly enters the game, the player must manipulate and control the structure. This means that the player must be immersed in the game content or outside the game he or she is feeling, in addition to simply participating in the game by pressing the control key. The player should not only feel the result of the game operation by manipulating the game visually, but also have a structure that can be felt through the part of the body such as the hand.
In addition, an oscilloscope sensor that transmits a motion according to a hand motion by a signal such as directional control to a game must be equipped with an electronic device for controlling the motion. Recently, a technique for adding a directional control function for a specific operation by mounting and rotating or tilting an oscilloscope sensor in a small digital device has been widely used. Therefore, in the present invention, the motion of the three-dimensional hand should be detected as a signal for directional control.
Lastly, in the active simulator for games according to the present invention, a sensing path for the haptic sense in which the game situation according to the hand movement is transmitted to the brain through the nerve of the hand should be established, so that a part of the body such as a palm or a finger is in contact with the simulator. Should be
As mentioned above, the problems to be solved technically and systemically about the active simulator for games according to the present invention are listed in the functional aspect.
Active simulator for games according to an embodiment of the present invention for realizing the above object is manufactured to be rolled on the upper surface of the rotating body is mounted to the rotating body rotated by the electric motor on the lower body and fixed to the upper body A wheel is provided.
As a preferred feature of the invention, the front portion of the upper body is composed of a rotary arm that can be operated in the front, rear, left, right, up, down direction, and also a rotating shaft that can be operated in the left and right direction of the back of the upper body It is in what it is.
As a preferred feature of the present invention, in addition to the above functions, the oscilloscope sensor is mounted to detect movement in the front, rear, left and right directions, and is provided with a vibration motor that operates according to a game signal. have.
Another preferred feature of the present invention is that the upper body is provided with a rotating body speed regulating device or a projection contact that is adjusted by the contact of the palm surface.
As described above, the game active simulator according to the present invention is a device that can sense the acceleration performance, the frictional force and the slip through the palm or the finger according to the operation result by the dynamic linkage of the rotating body and the wheel. In other words, it can be applied to various sports games with acceleration performance, for example, racing games such as car racing or motorcycle racing, or sports games such as skiing, skateboarding, surfboarding, wakeboarding, and bobsleigh.
In addition, it can be used as a signal generator for real-world motion by using the rotational force of the rotating body and the instantaneous friction or slipping motion generated between the wheels as a simulation motion. have. These new features are applied to game devices, resulting in the brain experience of the centrifugal force due to the rotational force generated by the acceleration performance, the equilibrium sensation imbalance that occurs when falling from a high place, and the cornering effect generated by the curve track. Can be delivered.
It can be easily applied as a general gaming device, and may be used as a sports racing game controller instead of a computer keyboard, mouse, or joystick.
In addition, another inventive effect of the active simulator for games of the present invention as a way to escape from the violent game that has recently been caused by social problems due to game addiction and to convert to a healthy sports game, the three-dimensional experience of the present invention It is expected that the game gamers can build a healthy game culture by inducing the interest of sports games. In particular, we believe it would be worthwhile to actively recommend policy proposals, which are mentioned as social issues due to excessive game regulation.
In addition, it will be possible to apply to various sports games as an activation plan for e-sports, which is sluggish due to the absence of various game genres. In order for e-sports to be settled into a comprehensive game culture, games of many sports genres are required. If various sports games or racing games are adopted as the main items of e-sports through active use of the present invention, The proliferation will allow e-sports to become popular.
1 is a perspective view showing the appearance of an active simulator for gaming according to the present invention;
Figure 2 is a total exploded perspective view for explaining the overall configuration of the active simulator for gaming according to the present invention
Figure 3 is an overall cross-sectional view for explaining the configuration of the active simulator for games according to the present invention
4 is an exploded perspective view for explaining a power transmission system for a rotation operation of the rotating body 32 of the present invention.
5 is a front view for explaining the configuration of the wheel 19 interlocked with the rotating body 32 of the present invention.
6 and 7 are a perspective view and a cross-sectional view for explaining the configuration of the connecting assembly 20 of the present invention
8 is an exploded perspective view for explaining the configuration of the wheel 19 of the present invention.
9 is a cross-sectional view for explaining the configuration and the projection contact portion (13a ') of the rotating body speed control device 13 of the present invention.
10 is a cross-sectional view for explaining the assembly relationship between the electronic control device 14 and the oscilloscope sensor 15 of the present invention.
Figure 11 is a perspective view for explaining the shape of the rotating body 32 of various forms according to the present invention (long-term 32, belt 32a, drum 32b, rugby ball 32c)
12 is a perspective view and a front view and a plan view for explaining the operating state of the wheel 19 according to the rolling operation and the rotation operation of the front, rear and left and right of the upper body 11 of the present invention
13 is a perspective view and a front view for explaining the operating state of the wheel 19 according to the left and right rotation operation of the connecting rod 24 of the upper body 11 of the present invention
14 is a perspective view for explaining the X, Y, Z direction control using the gyroscope sensor 15
15 is an operating state diagram showing the dynamic relationship between the wheel friction force F and the wheel sliding force S generated according to the rotational force R by the rotational angle θ and the rotational speed V of the rotating body 32.
16 is a flowchart illustrating an example of application to a racing sport game to explain a process related to game operation using the gyroscope sensor 15 according to the present invention.
17 is a flowchart illustrating an application example to a non-racing sports game for explaining a game operating method of another business model type using an active simulator for gaming according to the present invention.
18 is a perspective view for showing a sensory sensing state of the projection contact portion 13a 'or the rotating body speed control device 13 and the upper body 11 by the palm and finger contact according to the present invention.
19 is a chart showing the operation effect and motion detection path by the functional operation of each part according to the present invention
20 is a perspective view showing an installation example of the active simulator for games according to the present invention.
Hereinafter, a game active simulator according to the present invention will be described with reference to the accompanying drawings.
First, it should be noted that like elements or parts in the drawings are denoted by the same reference numerals as much as possible. In the following description of the present invention, a detailed description of known functions and configurations incorporated herein will be omitted when it may make the subject matter of the present invention rather unclear.
1 is a perspective view showing an appearance of an active simulator for a game according to the present invention, wherein the upper body 11, the lower body A 31, and the lower body B 33 form an outer body of the product, and the upper body 11 is shown. The rotating body speed adjusting device 13 or the projection contacting portion 13a 'is provided on the upper surface of the upper surface, and the front surface is composed of an operation key 12 or the like. The rotor 32 and the connector 37 are assembled to the lower body A 31 and the lower body B 33.
2 and 3 is a total exploded perspective view and a cross-sectional view for explaining the overall configuration of the active simulator for gaming according to the present invention to facilitate the rotation operation of the upper body assembly 10 and the rotating body 32 which is a hand grip. The lower body assembly part 30, which is a supporting part, and the connecting assembly part which is connected to the upper body 11 and the lower body A 31 at intervals to facilitate the operation of the upper body 11. 20 and the like.
First, the upper body assembly 10 detects the motion recognition sensed by the upper body 11 forming the outer body of the main body and delivers it through a palm or a finger, and the operation keys 12a, 12b, 12c. 12d) input and transmit various signals required for the game, and the wheels 19a, 19b, 19c, 19d, 19e, and 19f shown in FIGS. 5 and 8 are provided on the upper body 11 to facilitate rotation. The haptic reaction is directly transmitted by being fixed and rotating body speed regulating device 13a, 13b, 13c, 13d or protrusion contacting portion 13a 'shown in FIG. 14 is fixed to the upper body 11, and is configured to serve to mutually transmit and receive signals required for game operation.
Next, as shown in FIGS. 6 and 7, the connecting assembly 20 includes the rotating rods 21, 22, and 23 and the rotating shafts 25, 26, and 27 connected to each other. ) And the like.
The rotary arm portion is composed of a joint upper body 21, a lower joint body 23, and a rotary ball 22, the rotary shaft portion of the rotary shaft A (25) and the rotary shaft B (26), and the rotary shaft support (27a, 27b) ) And the like.
Finally, the lower body assembly part 30 supports the lower body A 31 and the lower body B 33 forming the lower part of the main body so that the upper body assembly 10 can operate stably. It serves to smoothly rotate the rotating body (32, 32a, 32b, 32c) by the motor drive device (34, 35, 36) shown in Figure 4, the connector is fixed to the lower body B (33) It supplies power through (37) or sends and receives various signals. The motor drive device includes an electric running motor 34, a reducer 35, a rotational force transmission device 36, and the like.
The rotating body 32 may form a variety of forms according to the shape as shown in Figure 11 representatively long-haired 32, belt 32a, drum 32b, and rugby ball 32c Or the like. Depending on the type, the appropriate product can be selected according to the use or function used to produce the difference in friction and slipping force according to the operation path.
It has been described in detail with reference to the drawings shown for the components of the active simulator for gaming according to the present invention. If the operation state is further described by the operation sequence for the functions related to the following components, the structure and system of the present invention and the functions necessary for the operation of each component may be recognized in more detail.
12 is a perspective view for explaining the operation state of the wheel 19 according to the rolling operation and the rotation operation of the front, rear and left and right of the upper body 11 of the present invention, the front view and the plan view thereof, and the above connection The upper body 11 moves in the A, B, C, D, E, and F directions with the rod 24 as the central axis. That is, due to the functional characteristics of the rotary arm parts 21, 22, and 23, the downward direction of the front part in the A direction, the downward downward of the front part in the B direction, the downward downward of the center part in the C direction, and the downward downward right of the front part in the D direction, Direction to the center portion right downward, and rearward portion F direction to be adjusted downward.
For example, when the upper body 11, which was in its original position, is rotated to the right at an angle of θ, as shown in the front view, the upper body 11 moves downward by H of the wheels 19 to the position state of the upper body 11 '. As shown in the plan view, the right side moves by as much as L in the rearward direction by W. In more detail, the front part of the upper body 11 is rotated by W in the D direction when the upper body 11 is rotated by the angle θ to the right with the connecting rod 24 as the center axis. The position shift occurs downward by H while moving to the right and backward by L. This phenomenon occurs when the wheel 19 contacts the curved surface of the rotating body 32 when the wheel 19 is rotated by an angle θ. Because it moves. The connect rod 24 becomes one central axis by the spherical path, and the contact between the wheel 19 and the rotor 32 becomes another central axis, and the upper body 11 based on the two axes. ) Will roll.
FIG. 13 is a perspective view and a front view for explaining an operation state of the wheel 19 fixed to the upper body 11 according to the left and right rotation operation of the connecting rod 24 of the present invention. 32 shows an operating state in which the rear portion of the upper body 11 is rotated in the A and B directions with the contact point between the wheel 19 and the wheel 19 in contact with the center axis. That is, due to the operation characteristics of the rotary shafts 25, 26, 27, the rear portion of the upper body 11 is configured to be adjusted while rotating to the right in the A 'direction and to the left in the B' direction.
For example, the wheel 19, which is fixed to the front part of the upper body 11 when the rear part of the upper body 11 is rotated to the right in the A 'direction while being moved in the right direction in FIG. It is rotated by the angle θ is shown interlocked and rotated relative to the contact point of the wheel in the state of the wheel (19b '). At this time, the position of the connecting rod 24 is rotated to the position of the connecting rod 24 'with the rotation axis B (26) as a center axis, including the rotating body speed adjusting device 13, the rotary arm portion 21, 22, It is shown that 23 is moved in conjunction with the position of the rotary body speed control device 13 'and the position of the rotary arm portion 21', 22 ', 23' respectively.
FIG. 14 is a perspective view illustrating the operation in the X, Y, and Z directions of the gyroscope sensor 15 according to the present invention. The electronic controller is fixed to the upper body 11 by electronic controller fixtures 16a and 16b. The oscilloscope sensor 15, which is assembled in the form of an electronic chip as a core part of (14), is interlocked according to the rolling and rotating operations of the front and rear and left and right surfaces of the upper body 11. At this time, when the upper body 11 is moved in the X, Y, Z axis directions shown in FIG. 14, the oscilloscope sensor 15 switches to the direction control value and transmits it to the electronic controller 14 It controls the game operation.
15 shows the rotational force due to the rotational speed V of the rotating body 32 as R and the wheel friction force as F and the wheel sliding force as S when the wheel 19 is rotated by the rotation angle θ. It is a state diagram showing the operation, the rotation angle of the wheel 19 is possible from 0 ° to 90 ° and if the rotational speed V of the rotating body 32 is constant, the rotational force R is to maintain a constant value. At this time, if the wheel friction force generated in the rotational direction of the wheel 19 is F and the wheel sliding force generated in the rotational direction of the rotor 32 is S, the following dynamic relationship is formed.
Figure pat00001
θ ↑ → F ↑, S ↑
θ ↓ → F ↓, S ↓
That is, as the rotation angle θ of the wheel 19 increases, the wheel friction force F and the wheel sliding force S increase proportionally and reach a maximum value at a rotation angle of 90 °. On the contrary, when the rotation angle θ of the wheel 19 is small, the wheel friction force F and the wheel sliding force S decrease proportionally, and the rotation angle of 0 °, that is, the value close to zero in the non-rotated state, can be seen.
This time, when the rotation angle θ of the wheel 19 is kept constant
V ↑ → F ↑, S ↑
V ↓ → F ↓, S ↓
That is, when the rotation angle θ of the wheel 19 becomes constant, the wheel friction force F and the wheel sliding force S also increase proportionally as the rotation speed V of the rotor 32 increases, and when the rotation speed V decreases, the wheel friction force F and It can be seen that the wheel slipping force S decreases proportionally.
As can be seen from the above dynamics, if the wheel friction force F and the wheel sliding force S value are selectively determined according to the game situation, the wheel may be arbitrarily used to obtain the most suitable haptic effect using acceleration during game play. It is a basic operation principle of the present invention that the rotation angle θ value of) and the rotation speed V value of the rotor 32 can be arbitrarily adjusted.
FIG. 16 is a flow chart illustrating an example applied to a racing sport game to explain a game operation using the gyroscope sensor 15. The game operation process will be described in detail as follows.
In general, a car racing game is composed of a straight driving section at the start stage, and after 3 to 5 seconds has elapsed in order to have a full-time game preparation time, a course or a situation in which a straight driving cannot be reached arrives. For example, when a bumpy dirt road appears, the vibration motor 17 mounted on the active simulator for the game of the present invention is operated so that the upper body 11 is vibrated as a whole and sensed by a palm or a finger and entered an abnormal path in the brain. Use your judgment.
Then, if the curved length is displayed again during normal straight driving, the upper body 11 is adjusted in the left and right directions. As described above, the oscilloscope sensor 15 detects the change of direction in the X, Y, and Z axes. . At this time, the wheel friction strength and the wheel slip sensitivity are transmitted to the touch of the hand, which is transmitted to the brain through the nerves to determine and predict the current state of the game and the state of the game in the future. You will be able to enjoy the game.
17 is a flow chart illustrating an example applied to a non-racing sports game (baseball) to explain another business model type game operation using the active simulator for games according to the present invention. As follows.
In the non-racing baseball game, when the pitcher pitches, the electric running motor starts to rotate and the batter hits the ball. The swing is evaluated according to the pitch and the timing of the throwing. Determine. When the ball does not fit the bat, the rotation angle θ of the wheel 19 is set to 0 so that no frictional force F or a sliding force S is generated, and when the ball is hit by the bat, the wheel 19 is the contact surface of the rotating body 32. The wheel 19 is rotated by the rotation angle θ so that the friction force F or the sliding force S occurs. The frictional force F value and the sliding force S value are determined according to the state where the ball is hit by the bat. To determine this, if the rotation angle θ of the wheel 19 or the rotational speed V of the rotor 32 are selectively determined, as described above, It is configured to be.
In other words, if it is a hit, increase the frictional force F value, set the slipping force S value to the minimum value, and if it is a misaligned hit, lower the frictional force F value and set the sliding force S value to the maximum value. Such a sensitivity to the bat is actually reflected in the game active simulator of the present invention, depending on the sensitivity coming in contact with the hand, the degree of bodily sensation is transmitted to the brain and the player himself hits a certain state instead of directly on the screen. Function to be recognized. At the moment of recognition in the brain, the electric running motor 34 stops and prepares another pitch.
The game active simulator of the present invention, which is applied with the haptic motion recognition imitation technology composed of such acceleration performance, frictional force, and sliding force, is suitable for a hitting game with a ball such as golf and table tennis, and a game requiring a fine vibration sensitivity such as fishing. Applicable to
FIG. 18 is a perspective view illustrating a state in which a sensory sensing state of a part of a body is transmitted by palm and finger contact according to the present invention, and briefly summarizes a delivery path for operations and effects of functional parts.
In detail, when the rotation speed controller 13 is pressed by the palm, the resistance B and the voltage value of the sensor A increase as the position of the sensor B changes, thereby rotating the vibration running motor 34. As the speed is changed from the low speed to the high speed, the wheel 19 is accompanied by the frictional force F or the sliding force S at the contact surface of the rotating body 32. And
When rotating at a low speed, the haptic effect generated by acceleration performance such as cornering detected by a finger or a palm is weak, but as the rotating at a high speed, the haptic effect on cornering is increased. In addition, by sending an operation signal to the vibration motor 17 in a specific situation from the electronic control device 14 to vibrate, the path for transferring certain game situations from the palm or the finger to the brain is arranged.
20 illustrates an embodiment of a game type active simulator according to the present invention.
On the other hand, the present invention is not limited to the embodiments described, it is possible to change the application site to be used, and various modifications and variations can be made without departing from the spirit and scope of the present invention is common knowledge in the art It is self-evident to those who have. Therefore, such modifications or variations will have to belong to the claims of the present invention.
10: upper body assembly
11: upper body 12: operation keys (12a, 12b, 12c, 12d)
13: rotating body speed control device (13a, 13b, 13c, 13d) 13a ': projection contact
14 electronic control device 15 oscilloscope sensor
16: electronic control device fixtures (16a, 16b) 17: vibration motor
18: vibrating motor fixture 19: wheels (19a, 19b, 19c, 19d, 19e, 19f)
20: connecting assembly
21: body on the joint 22: a rotating ball
23: body under joint 24: connecting rod
25: rotation axis A 26: rotation axis B
27: rotary shaft support (27a, 27b)
30: lower body assembly
31: lower body A 32: rotating bodies (32a, 32b, 32c)
33: lower body B 34: electric running motor
35: reducer 36: torque transmission device
37: connection port
40: guitar part
41: computer 42: desk
※ Rotating Arm: 21, 22, 23
Rotating shaft part: 25, 26, 27
Motor Drive: 34, 35, 36
Belt type: 32a
Drum Type: 32b
Rugby Ball: 32c

Claims (5)

  1. In the controller that controls the game,
    The lower body 31 and 33 and the upper body 11 forming the main body of the product is provided, and the lower body 31 and 33 is equipped with a rotating body 32 which is rotated by the electric running motor 34. And a wheel 19 mounted to the upper body 11 so as to be rotated on the surface of the rotating body 32.
  2. The method of claim 1, wherein
    The front, rear or left and right surfaces of the upper body 11 are mounted to enable the rolling operation in the up and down direction and the rotation operation in the left and right directions with the connecting rod 24 as the basic center axis. Rotating arm portions 21, 22, and 23 fixed between the body 11 and the connecting rod 24 are provided, and are the central axis of rotation of the connecting rod 24 rotated in the left and right directions. Active simulator for game, characterized in that the rotating shaft portion 25, 26, 27 is fixed between the connecting rod 24 and the lower body (31, 33).
  3. The method according to claim 2, wherein
    An active simulator for games, characterized in that the upper body 11 is equipped with an oscilloscope sensor 15 that can detect motion in three directions of front, back, left, right, and top and bottom.
  4. The method of claim 1, wherein
    Rotating body capable of controlling the rotational speed of the protruding contact portion 13a 'or the rotating body 32 to the upper body 11 so that the operation of the upper body 11 can be transmitted to the palm surface Active simulator for games, characterized in that the speed control device (13a, 13b, 13c, 13d) is provided
  5. The method of claim 1, wherein
    The shape of the rotating body 32 is any one of the belt type 32a, the drum type 32b or the rugby ball type 32c is provided, the active simulator for games
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