TWI541053B - 控制虛擬球員和虛擬球運動之控制裝置 - Google Patents

控制虛擬球員和虛擬球運動之控制裝置 Download PDF

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TWI541053B
TWI541053B TW101108973A TW101108973A TWI541053B TW I541053 B TWI541053 B TW I541053B TW 101108973 A TW101108973 A TW 101108973A TW 101108973 A TW101108973 A TW 101108973A TW I541053 B TWI541053 B TW I541053B
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派瑞克 喬依特
帕斯科 波登
文森 阿洛姆
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湯姆生特許公司
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    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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    • A63F13/50Controlling the output signals based on the game progress
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    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
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    • 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
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Description

控制虛擬球員和虛擬球運動之控制裝置
本發明係關於虛擬遊戲之控制裝置,尤指在諸如足球視訊遊樂器等視訊遊樂器範疇內,控制虛擬球員和虛擬球運動之控制裝置。
數年來,瘋狂於視訊遊樂器已引起業界推動者開發控制裝置(或界面裝置),有高位階互應性,在玩遊樂器進行命令,有很大的現實感。
迄今已開發出控制裝置,特別適應在電腦或視訊遊樂器控制台上進行足球賽。例如,已知有專利申請案WO2007/045765號。記載一種控制裝置,以控制虛擬球之運動,能夠與電腦或遊樂器控制台型數位處理單位交換訊號。此裝置包括與支座彈性連結的球,形式接近足球,而球員可用腳踢之。此球裝設震動感測器或加速度感測器,以檢測對球的衝擊。此等感測器在使用者踢球之後,可測定球的位置和移動力強度。感測器發生的訊號,經由特殊處理模組,轉換成控制訊號,旨在控制遊樂器控制台,以控制視訊遊樂器中虛擬球之移動。
為控制視訊遊樂器中虛擬球員的移動,使用者使用搖桿式之第二控制裝置,連接到遊樂器控制台。後者因此需要使用二控制裝置,連接到控制台,以便玩足球賽。
本發明之一目的,在於擬議一種單一控制裝置,於視訊遊樂器中控制虛擬球和虛擬球員之移動。
本發明之目的,為視訊遊樂器範疇,諸如足球視訊遊樂器內之一種控制裝置,以控制虛擬球員和虛擬球之移動,此裝置能夠與數位處理單位,諸如個人電腦或遊樂器控制台、交換訊號,並且包括連接於支座之球,該球裝設有第一感測器,能夠在對該球施以衝擊後,檢測球的移動力;以及處理器模組,能夠使用該第一感測器提供之資訊,發生第一控制訊號,旨在提供給數位處理單位,以控制視訊遊樂器內虛擬球的移動,其特徵為,球亦裝設第二感測器,能夠檢測施加於球表面之壓力,又其中該處理器模組,能夠從該第二感測器提供的資訊,發生第二訊號,旨在提供給數位處理單位,以控制視訊遊樂器內虛擬球員的移動。
因此,按照本發明,控制裝置是用來運動視訊遊樂器內之虛擬球員和虛擬球。不需要另設控制裝置,諸如搖桿,以控制視訊遊樂器內球員的運動。
處理器模組宜亦能夠從處理單位接收第三控制訊號,指示處理球是否在虛擬球員周圍的預定區域,而球在表面裝設第一光源,在處理器模組接收該第三控制訊號時,能夠傳輸光訊號。
當虛擬球在預定區域內時,光訊號對使用者指示虛擬球員是在踢球位置。預定區域係例如以虛擬球員為中心的預定半徑圓圈,或此圓圈之一部份,例如在虛擬球員前面的半圓。
按照較佳具體例,球的表面分成至少四個區段,各裝有壓力感測器,該壓力感測器形成該第二感測器,各區段係與視訊遊樂器內虛擬球員的移動方向關聯,故對球的該區段之一所施加壓力,即促使虛擬球員在關聯方向的移動。
各區段宜裝設光源,當對該區段已施加壓力時,能夠傳輸光訊號。
按照特殊具體例,配置在區段內之該光源,即形成該第一光源。因此,當處理器模組接收第三控制訊號時,球的區段之全部光源都亮,通知使用者,虛擬球員在踢球位置。光源係例如發光二極體。
按照特殊具體例,第一感測器包括加速度計和/或陀螺儀,配置在接近球中心,而該第二感測器係壓力感測器,配置在球表面。
茲參照附圖詳述本發明及其他目的、細節、特徵和優點如下。
參見第1和2圖,本發明控制裝置1包括球11,明顯為球形,經由適當的半硬質彈性連接件13,彈性連接到支座12,可供使用者用腳踢。連接件彈性之目的,在於吸收踢球衝擊的震動。在踢球位置,使用者的支持腳,放在支座,後者本身在地面。裝設連接器之纜線14,規劃把控制裝置連接到遊樂器控制台或個人電腦。
控制裝置是在虛擬球接近虛擬球員時,用來運動虛擬球,其餘情況則用來運動虛擬球員。更準確而言,虛擬球靠近虛擬球員時,球是可致使虛擬球員踢虛擬球之控制機構。使用者踢球11,即執行此命令。當虛擬球不接近虛擬球員時,球是致使使用者運動遊樂器內虛擬球員之控制機構。使用者用腳觸壓球11,以執行此項命令。
為控制虛擬球之運動,球11裝設感測器,感應加速度,致使球踢出後,可辨別球的運動。例如裝設陀螺儀和/或加速度計,配置在中心或其附近。來自此等區段的訊號用來界定遊樂器內虛擬球之拋物軌跡。
球亦裝設壓力感測器,配置在其表面,以辨別腳與球的接觸。來自感測器的訊號,用來控制遊樂器內虛擬球員之運動。球的表面分成區段,以明顯同等大小為佳。各區段與虛擬球員之運動方向關聯,並裝設壓力感測器,以檢測腳對此區段之壓力或接觸。為了在指定方向運動虛擬球員,使用者必須用腳觸及與運動方向關聯之區段。
故使用者知道虛擬球員是否可踢球(即虛擬球是否靠近虛擬球員),球宜安裝光源15,配置在表面。此光源在虛擬球員就踢球位置(即虛擬球靠近虛擬球員時)即會亮。在第1和2圖所示具體例中,球之各區段裝有光源15。當虛擬球員在踢球位置時,全部光源都亮。光源係例如發光二極體。
按照較佳具體例,當球員不再就踢球位置時,此等光源亦用來對使用者指示遊樂器內虛擬球員之運動方向。為此,被使用者的腳最後觸及的區段,其光源才亮。
如第3圖簡略所示,來自感測器的全部訊號利用配置在球內或基座上如處理器模組16轉換,再經由有線或無線傳輸機構傳輸于遊樂器控制台。當虛擬球員在踢球位置時,處理器模組16亦從控制台接到訊號,使光源亮起。
如第3圖簡示,處理器模組16能夠從來自陀螺儀17和加速度計18之資訊,發生控制訊號S1。控制訊號S1致使虛擬球的拋物軌跡,可在遊樂器內受到控制。使用者踢球時,可由加速度計測量球的加速度。在踢球的瞬間,此等元件發生的加速度向量,致使得以測定虛擬球拋物軌跡之幅度和角度。陀螺儀發生的訊號用以改進虛擬球拋物軌跡之角度。處理器模組16百來自陀螺儀和加速度計的此資訊,轉換成控制訊號S1,旨在供控制台來控制虛擬球的運動。
處理器模組16也把來自壓力感測器19的訊號,轉換成控制訊號S2,旨在控制虛擬球員之運動。當使用者的腳接觸到球之區段,此區段之壓力感測器即檢測到此項接觸,把此資訊轉換成控制訊號S2,對控制台指示,使用者要在與該區段關聯之運動方向運動虛擬球員。
當虛擬球靠近虛擬球員,亦即虛擬球員就踢球位置時,處理器模組16亦從控制台接收控制訊號S3。而虛擬球在以虛擬球員為中心之圓圈內,且預定半徑為例如半公尺時,控制訊號S3即例如傳輸至處理器模組。在改進具體例中,此區域宜減到在虛擬球員前面的圓圈之半。由處理器模組接收控制訊號S3時,即控制光源15集合亮起。同理,對球區段之壓力,即經由處理器模組16,觸發該區段的光源發亮。
按照特殊具體例,接收控制訊號S3,會使處理器模組發生控制訊號S2受到阻礙或失活。在處理器模組內只容許發生控制訊號S1,該訊號即傳輸至控制台。因此,當虛擬球員就踢球位置時,只虛擬球員控制訊號S1傳輸到控制台。
若採取上述之特徵集合,則本發明控制裝置的功能如下。當虛擬球出現在靠近虛擬球員之預定區域內時,控制訊號S3即傳輸至處理器模組,觸發光源之發亮。使用者即知虛擬球員在踢球位置。虛擬球員即可踢球射門,或傳給隊友。當使用者踢球時,加速度計和陀螺儀檢測到踢球,把球運動的資訊傳輸至處理器模組,把資訊轉換成控制訊號S1,旨在提供給控制台。雖然虛擬球靠近預定區域內之虛擬球員,來自壓力感測器的資訊並未被處理器模組考慮。當虛擬球離開預定區域時,處理器模組即停止接收控制訊號S3,光源乃關閉。
虛擬球在預定區域外時,虛擬球員不再於踢球位置,而是可以在賽球場上運動。為此,使用者用腳碰觸球的區段,相當於要給虛擬球員的運動方向。亦可同時碰觸二相鄰區段,以與二區段關聯的方向之中間方向,運動虛擬球員。相當於最後碰觸到的區段或二區段之光源即亮,通知使用者確實已檢測到腳碰觸到球,而虛擬球員現時在此方向運動。再者,使用者對球多少施以壓力,以調整虛擬球員運動的速度或時間。因此,壓力幅度即用來界定虛擬球員運動的速度或時間。
第4圖表示系統之示意俯視圖,包括本發明控制裝置1,經由纜線14連接到控制台2,後者藉纜線21接到顯示幕3。控制裝置之支座置於顯示幕前一段距離,使縱軸線A明顯垂直於顯示幕前側。使用者自己處在控制裝置相對於顯示幕的後面,但靠近到可以踢球或碰觸球。在此圖中,球表面分成八個區域,各與虛擬球員的運動方向關聯。指向不同區段的箭頭,表示運動方向。藉接觸此等區域之一,致使使用者按箭頭所示方向運動球員。
顯示幕3最好是顯示二視點,通知使用者關於虛擬球員和虛擬球在賽球場上之定位,並對他顯示虛擬球員的視場。此二視點如第5圖所示。虛擬球員的視場是以全顯示幕顯示,而球員在此場上之定位平面,則以視窗顯示,置於顯示幕左下角。
使用此顯示幕聯合於此擬議之控制裝置,致使使用者可以非常高度迷上遊樂器。此外,使用者只需單一控制裝置,即可控制虛擬球和虛擬球員之運動。
雖然本發明已就特別具體例加以說明,顯然並非僅限於此,還包括上述機構之全部技術等效物,及其在本發明範圍內之組合。有可能許多變化例。控制裝置例如適於控制虛擬球員和虛擬球之運動,應用在任何類型之視訊遊樂器,例如足球視訊遊樂器、橄欖球視訊遊樂器、曲棍球視訊遊樂器、網球視訊遊樂器,連接於支座之球,相當於任何類型的球,諸如足球、橄欖球、曲棍球圓盤或網球。
在變化例中,控制裝置可只包括加速度計,以發生控制訊號S1。球的區段數和佈置,可以不同。可以構思與光源15不同之光源,來指示虛擬球靠近球員了。
1...控制裝置
2...控制台
3...顯示幕
11...球
12...支座
13...半硬質彈性連接件
14...纜線
15...光源
16...處理器模組
17...陀螺儀
18...加速度計
19...壓力感測器
21...纜線
S1,S2,S3...控制訊號
A...縱軸線
第1圖表示本發明控制裝置之前視圖;
第2圖表示第1圖裝置之俯視圖;
第3圖為第1圖裝置的感測器和處理器模組之流程圖,以及與連接於控制裝置的遊樂器控制台交換訊號;
第4圖表示包括本發明控制裝置、遊樂器控制台和顯示幕的系統之俯視圖;
第5圖表示遊樂器遊玩時在顯示幕上之顯示圖例。
15...光源
16...處理器模組
17...陀螺儀
18...加速度計
19...壓力感測器
S1,S2,S3...控制訊號

Claims (9)

  1. 一種控制虛擬球員移動和虛擬球移動之控制裝置(1),應用於視訊遊樂器,該裝置能操作與數位處理器單位(2)交換訊號,且該裝置包括球(11)形狀之結構,其中該結構包括第一感測器(17,18),能操作在打擊該結構後,檢測該結構之移動力,且其中該裝置包括處理模組(16),能操作使用該第一感測器提供之資訊,發生第一控制訊號(S1),旨在供數位處理器單位控制視訊遊樂器內虛擬球之移動;其特徵為,該結構又包括第二感測器(19),能操作檢測施加於該結構之壓力;又其中該處理模組能操作從該第二感測器提供的資訊,發生第二訊號(S2),旨在供數位處理器單位控制視訊遊樂器內虛擬球員之移動者。
  2. 如申請專利範圍第1項之裝置,其中處理器模組(16)能操作接收來自數位處理器單位之第三控制訊號(S3),指示虛擬球是否在虛擬球員周圍之確定區域內,又其中該結構包括第一光源(15),能操作在處理模組接收該第三控制訊號時,傳輸光訊號者。
  3. 如申請專利範圍第2項之裝置,其中該確定區域係以虛擬球員為中心的確定半徑之圓圈者。
  4. 如申請專利範圍第2項之裝置,其中該確定區域係以虛擬球員為中心的確定半徑之圓圈的一部份者。
  5. 如申請專利範圍第1至4項中任一項之裝置,其中該結構分成至少四個區域,各以壓力感測器監視,該壓力感測器形成該第二感測器,各區段與視訊遊樂器內虛擬球員之移動方向關聯,故對該結構的區段之一所施壓力,即促使虛擬球員按關聯方向移動者。
  6. 如申請專利範圍第5項之裝置,其中各區段裝設光源(15),當壓力已施加於該區段時,能操作傳輸光訊號者。
  7. 如申請專利範圍第6項之裝置,其中區段之光源形成該第一光源者。
  8. 如申請專利範圍第1至4項任一項之裝置,其中第一感測器包括至少一加速度計,位於靠近結構中心者。
  9. 如申請專利範圍第8項之裝置,其中第一感測器亦包括陀螺儀,位於靠近結構中心者。
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