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 PDFInfo
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- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
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- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5372—Controlling 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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- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A63F13/812—Ball games, e.g. soccer or baseball
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5378—Controlling 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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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/105—Features 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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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F2300/10—Features 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
- A63F2300/1056—Features 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 involving pressure sensitive buttons
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- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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- A63F2300/1062—Features 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
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- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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- A63F2300/301—Features 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 output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
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Description
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)
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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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US9216348B2 (en) | 2015-12-22 |
CN102728062A (zh) | 2012-10-17 |
JP6099877B2 (ja) | 2017-03-22 |
KR20120115160A (ko) | 2012-10-17 |
FR2973714A1 (fr) | 2012-10-12 |
CN102728062B (zh) | 2016-12-07 |
TW201240703A (en) | 2012-10-16 |
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