TWI594791B - Gaming controller - Google Patents
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- TWI594791B TWI594791B TW105131990A TW105131990A TWI594791B TW I594791 B TWI594791 B TW I594791B TW 105131990 A TW105131990 A TW 105131990A TW 105131990 A TW105131990 A TW 105131990A TW I594791 B TWI594791 B TW I594791B
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Description
本發明涉及用於與互動式程式介接之控制器。 The present invention relates to a controller for interfacing with an interactive program.
視訊遊戲行業多年來已經產生許多變化。隨著計算能力之擴大,視訊遊戲之開發者同樣創建利用此等計算能力上之增加的遊戲軟體。為此,視訊遊戲開發者一直在對併入複雜操作及數學運算之遊戲進行編碼以產生極逼真的遊戲體驗。 The video game industry has produced many changes over the years. As computing power expands, video game developers are also creating game software that takes advantage of this computing power. To this end, video game developers have been coding games that incorporate complex operations and mathematical operations to produce a very realistic gaming experience.
實例遊戲平台可為Sony Playstation®、Sony Playstation2®(PS2)及Sony Playstation3®(PS3),其各者都以遊戲控制台之形式出售。如所熟知,遊戲控制台被設計來連接至監視器(通常是電視機)且使使用者能夠藉由掌上型控制器進行交互。掌上型控制器之一個實例是由Sony Computer Entertainment Inc.製造之DUALSHOCK® 3無線控制器。 Example game platforms are available for Sony Playstation®, Sony Playstation 2® (PS2), and Sony Playstation 3® (PS3), each of which is sold as a game console. As is well known, game consoles are designed to connect to a monitor (typically a television) and enable the user to interact with the palm-sized controller. An example of a palm-sized controller is the DUALSHOCK® 3 wireless controller manufactured by Sony Computer Entertainment Inc.
本發明之實施例在此背景中產生。 Embodiments of the invention are produced in this context.
本發明之實施例提供一種與互動式應用(如,視訊遊戲)介接之控制器。在下文描述本發明之若干個發明性實施例。 Embodiments of the present invention provide a controller that interfaces with an interactive application, such as a video game. Several inventive embodiments of the invention are described below.
在一個實施例中,提供一種用於與互動式應用介接之控制器,其包括:外殼,該外殼由主體、從該主體之第一端延伸的第一延伸部分及從該主體之第二端延伸的第二延伸部分界定,該第一延伸部分及該 第二延伸部分用來分別由使用者之第一隻手及第二隻手握持;輸入裝置,其沿著該主體之頂表面定位;觸敏面板,其沿著該主體之該頂表面界定。 In one embodiment, a controller for interfacing with an interactive application is provided, comprising: a housing having a body, a first extension extending from a first end of the body, and a second from the body An end extension extending a second extension portion defining the first extension portion and the The second extension portion is for holding by the first hand and the second hand of the user respectively; the input device is positioned along the top surface of the body; the touch sensitive panel is defined along the top surface of the body .
在一個實施例中,該輸入裝置選自由操縱桿、按鈕、觸發器、方向板組成的組。 In one embodiment, the input device is selected from the group consisting of a joystick, a button, a trigger, and a steering wheel.
在一個實施例中,該控制器進一步包括沿著該主體之前側表面界定之跟蹤面板;及界定在該主體中以照亮該跟蹤面板的燈。 In one embodiment, the controller further includes a tracking panel defined along a front side surface of the body; and a light defined in the body to illuminate the tracking panel.
在一個實施例中,該跟蹤面板由半透明材料界定。 In one embodiment, the tracking panel is defined by a translucent material.
在一個實施例中,該控制器進一步包括加速度計、陀螺儀或磁力計之一或多者。 In one embodiment, the controller further includes one or more of an accelerometer, a gyroscope, or a magnetometer.
在一個實施例中,該輸入裝置是按鈕,該按鈕經組態以啟動共用介面,以將記錄之遊戲共用至使用者的社交圖譜。 In one embodiment, the input device is a button configured to activate a common interface to share the recorded game to the user's social graph.
在一個實施例中,共用記錄之遊戲包括共用圖像或視訊剪輯之一或多者。 In one embodiment, the shared record game includes one or more of a shared image or video clip.
在一個實施例中,共用記錄之遊戲包括串流使用者遊戲之實況視訊。 In one embodiment, the shared recording game includes live video of a streaming user game.
在另一實施例中,一種用於與互動式應用介接之控制器包括:外殼,該外殼由主體、從該主體之第一端延伸的第一延伸部分及從該主體之第二端延伸的第二延伸部分界定,該第一延伸部分及第二延伸部分用來分別由使用者之第一隻手及第二隻手握持;按鈕,其沿著該主體的頂表面定位,該按鈕經組態以啟動共用介面,以將記錄之遊戲共用至使用者的社交圖譜。 In another embodiment, a controller for interfacing with an interactive application includes a housing having a body, a first extension extending from a first end of the body, and extending from a second end of the body The second extension portion defines that the first extension portion and the second extension portion are respectively held by the first hand and the second hand of the user; the button is positioned along the top surface of the body, the button It is configured to launch a shared interface to share the recorded game to the user's social graph.
在一個實施例中,共用記錄之遊戲包括共用圖像或視訊剪輯之一或多者。 In one embodiment, the shared record game includes one or more of a shared image or video clip.
在一個實施例中,共用記錄之遊戲包括串流使用者遊戲的實況視訊。 In one embodiment, the shared recording game includes live video of a streaming user game.
在一個實施例中,該控制器進一步包括沿著該主體之該頂表面界定之觸敏面板。 In one embodiment, the controller further includes a touch sensitive panel defined along the top surface of the body.
在一個實施例中,該控制器進一步包括沿著該主體之頂表面定位的輸入裝置。 In one embodiment, the controller further includes an input device positioned along a top surface of the body.
在一個實施例中,該輸入裝置選自由操縱桿、按鈕、觸發器、方向板組成之組。 In one embodiment, the input device is selected from the group consisting of a joystick, a button, a trigger, and a steering wheel.
在一個實施例中,該控制器進一步包括沿著該主體之前側表面界定的跟蹤面板;及界定在該主體中以照亮該跟蹤面板之燈。 In one embodiment, the controller further includes a tracking panel defined along a front side surface of the body; and a light defined in the body to illuminate the tracking panel.
在一個實施例中,該跟蹤面板由半透明材料界定。 In one embodiment, the tracking panel is defined by a translucent material.
在一個實施例中,該控制器進一步包括加速度計、陀螺儀或磁力計之一或多者。 In one embodiment, the controller further includes one or more of an accelerometer, a gyroscope, or a magnetometer.
在另一實施例中,提供一種用於與互動式應用介接之控制器,其包括:外殼,該外殼由主體、從該主體之第一端延伸的第一延伸部分及從該主體之第二端延伸的第二延伸部分界定,該第一延伸部分及第二延伸部分用來分別由使用者之第一隻手及第二隻手握持;觸敏面板,其沿著該主體之該頂表面界定;按鈕,其沿著該主體之頂表面定位,該按鈕經組態以啟動共用介面以將記錄之遊戲共用至使用者的社交圖譜;跟蹤面板,其沿著該主體之前側表面界定;及燈,其界定在該主體中以照亮該跟蹤面板。 In another embodiment, a controller for interfacing with an interactive application is provided, comprising: a housing having a body, a first extension extending from a first end of the body, and a a second extension extending from the two ends, the first extension portion and the second extension portion being respectively held by the first hand and the second hand of the user; the touch sensitive panel along the body a top surface defining; a button positioned along a top surface of the body, the button configured to activate a shared interface to share the recorded game to a user's social map; a tracking panel defined along a front side surface of the body And a light defined in the body to illuminate the tracking panel.
在一個實施例中,該跟蹤面板由半透明材料界定。 In one embodiment, the tracking panel is defined by a translucent material.
在一個實施例中,共用記錄之遊戲包括共用圖像或視訊剪輯之一或多者。 In one embodiment, the shared record game includes one or more of a shared image or video clip.
在一個實施例中,共用記錄之遊戲包括串流使用者遊戲的實況視訊。 In one embodiment, the shared recording game includes live video of a streaming user game.
結合附圖,從下文詳細之描述中本發明的其他態樣將變得顯而易見,附圖藉由舉例來繪示本發明的原理。 Other aspects of the invention will be apparent from the description of the appended claims.
10‧‧‧控制器 10‧‧‧ Controller
12‧‧‧主體 12‧‧‧ Subject
14a‧‧‧延伸部分 14a‧‧‧Extension
14b‧‧‧延伸部分 14b‧‧‧Extension
16‧‧‧按鈕 16‧‧‧ button
18‧‧‧操縱桿 18‧‧‧Joystick
20‧‧‧方向板 20‧‧‧direction board
22‧‧‧3D控制桿 22‧‧‧3D joystick
24‧‧‧揚聲器 24‧‧‧Speakers
26‧‧‧觸摸面板 26‧‧‧ touch panel
30‧‧‧顯示器 30‧‧‧ display
50‧‧‧底部觸發器 50‧‧‧ bottom trigger
52‧‧‧跟蹤面板 52‧‧‧ Tracking panel
54a‧‧‧頂部 54a‧‧‧ top
54b‧‧‧底部 54b‧‧‧ bottom
56‧‧‧凹陷 56‧‧‧ dent
70a‧‧‧頂板 70a‧‧‧ top board
70b‧‧‧底板 70b‧‧‧floor
71‧‧‧凸緣 71‧‧‧Flange
72‧‧‧順應材料 72‧‧‧ Compliance materials
74‧‧‧感測器 74‧‧‧ Sensor
76‧‧‧感測器資料分析器 76‧‧‧Sensor Data Analyzer
100‧‧‧控制器裝置 100‧‧‧Controller device
102‧‧‧按鈕 102‧‧‧ button
104‧‧‧方向按鈕 104‧‧‧direction button
108‧‧‧左操縱桿 108‧‧‧Left joystick
110‧‧‧右操縱桿 110‧‧‧right joystick
112‧‧‧系統按鈕 112‧‧‧System button
114‧‧‧揚聲器 114‧‧‧Speakers
116‧‧‧觸敏板 116‧‧‧Touch sensitive board
120‧‧‧共用按鈕 120‧‧‧Share button
130‧‧‧觸發器按鈕 130‧‧‧ trigger button
132‧‧‧觸發器按鈕 132‧‧‧ trigger button
134‧‧‧觸發器按鈕 134‧‧‧ trigger button
136‧‧‧觸發器按鈕 136‧‧‧Trigger button
138‧‧‧光條 138‧‧‧Light strips
700‧‧‧系統單元 700‧‧‧System Unit
702‧‧‧遊戲控制器 702‧‧‧ Game Controller
703‧‧‧遊戲控制器 703‧‧‧game controller
704‧‧‧遙控裝置 704‧‧‧Remote control
706‧‧‧鍵盤 706‧‧‧ keyboard
708‧‧‧滑鼠 708‧‧‧ Mouse
710‧‧‧可攜式娛樂裝置 710‧‧‧ portable entertainment device
712‧‧‧攝像機 712‧‧‧Camera
714‧‧‧麥克風耳機 714‧‧‧Microphone headset
715‧‧‧麥克風 715‧‧‧ microphone
716‧‧‧儲存卡讀取器 716‧‧‧ Memory Card Reader
718‧‧‧Bluetooth®無線鏈路埠 718‧‧‧Bluetooth® Wireless Link埠
720‧‧‧IEEE 802.11 b/g無線網路(Wi-Fi)埠 720‧‧‧IEEE 802.11 b/g wireless network (Wi-Fi)埠
722‧‧‧千兆乙太網路埠 722‧‧‧Gigabit Ethernet Network埠
724‧‧‧通用序列匯流排(USB)2.0埠 724‧‧‧Common Serial Bus (USB) 2.0埠
726‧‧‧Rambus®動態隨機存取記憶體(XDRAM)單元 726‧‧‧Rambus® Dynamic Random Access Memory (XDRAM) Unit
728‧‧‧Cell處理器 728‧‧‧Cell processor
730‧‧‧真實合成器圖形單元 730‧‧‧Real Synthesizer Graphics Unit
732‧‧‧具有專用視訊隨機存取記憶體(VRAM)單元 732‧‧‧With dedicated video random access memory (VRAM) unit
734‧‧‧I/O橋 734‧‧‧I/O Bridge
736‧‧‧可拆卸插槽式硬碟驅動器(HDD) 736‧‧‧Removable Slot Disk Drive (HDD)
738‧‧‧儲存卡讀取器 738‧‧‧ Memory Card Reader
740‧‧‧光碟讀取器 740‧‧‧Disc Reader
740a‧‧‧磁片 740a‧‧‧Magnetic
742‧‧‧顯示及聲音輸出裝置 742‧‧‧Display and sound output devices
746‧‧‧揚聲器 746‧‧‧Speaker
748‧‧‧儲存卡 748‧‧‧ memory card
810A、810B、810C、810D、810E、810F、810G、810H‧‧‧協處理元件(SPE) 810A, 810B, 810C, 810D, 810E, 810F, 810G, 810H‧‧‧Coprocessing Components (SPE)
820A、820B、820C、820D、820E、820F、820G、820H‧‧‧協處理單元(SPU) 820A, 820B, 820C, 820D, 820E, 820F, 820G, 820H‧‧ ‧ Coprocessing Unit (SPU)
830A、830B、830C、830D、830E、830F、830G、830H‧‧‧本地RAM 830A, 830B, 830C, 830D, 830E, 830F, 830G, 830H‧‧‧ local RAM
840A、840B、840C、840D、840E、840F、840G、840H‧‧‧儲存流控制器(MFC) 840A, 840B, 840C, 840D, 840E, 840F, 840G, 840H‧‧‧ Storage Flow Controller (MFC)
842A、842B、842C、842D、842E、842F、842G、842H‧‧‧DMA控制器 842A, 842B, 842C, 842D, 842E, 842F, 842G, 842H‧‧‧ DMA controllers
844A、844B、844C、844D、844E、844F、844G、844H‧‧‧記憶體管理單元(MMU) 844A, 844B, 844C, 844D, 844E, 844F, 844G, 844H‧‧‧ Memory Management Unit (MMU)
850‧‧‧Power處理元件 850‧‧‧Power processing components
855‧‧‧PowerPC核(PPU) 855‧‧‧PowerPC Core (PPU)
860‧‧‧記憶體控制器 860‧‧‧ memory controller
862‧‧‧XDRAM介面 862‧‧‧XDRAM interface
870A‧‧‧雙匯流排介面 870A‧‧‧Double Bus Interface
870B‧‧‧雙匯流排介面 870B‧‧‧Double Bus Interface
872A‧‧‧Rambus FlexIO®系統介面 872A‧‧‧Rambus FlexIO® System Interface
872B‧‧‧Rambus FlexIO®系統介面 872B‧‧‧Rambus FlexIO® System Interface
880‧‧‧元件互聯匯流排 880‧‧‧Component interconnection bus
1102A‧‧‧遊戲客戶端 1102A‧‧‧ Game Client
1102B‧‧‧遊戲客戶端 1102B‧‧‧ Game Client
1104A‧‧‧監視器 1104A‧‧‧Monitor
1104B‧‧‧監視器 1104B‧‧‧Monitor
1106A‧‧‧控制器 1106A‧‧‧ Controller
1106B‧‧‧控制器 1106B‧‧‧ Controller
1102C‧‧‧遊戲客戶端 1102C‧‧‧ Game Client
1104C‧‧‧監視器 1104C‧‧‧Monitor
1110D‧‧‧遊戲控制台 1110D‧‧‧ Game Console
1110E‧‧‧遊戲控制台 1110E‧‧‧ Game Console
1120‧‧‧遊戲控制台 1120‧‧‧ Game Console
1370‧‧‧資訊服務提供商(ISP) 1370‧‧‧Information Service Provider (ISP)
1372‧‧‧應用服務提供商(ASP) 1372‧‧‧Application Service Provider (ASP)
1374‧‧‧遊戲處理伺服器(GPS) 1374‧‧‧Game Processing Server (GPS)
1376‧‧‧廣播處理伺服器(BPS) 1376‧‧‧Broadcast Processing Server (BPS)
1378‧‧‧儲存服務提供商(SSP) 1378‧‧‧Storage Service Provider (SSP)
1382‧‧‧使用者 1382‧‧‧Users
1384‧‧‧客戶端裝置 1384‧‧‧Client device
1386‧‧‧網路 1386‧‧‧Network
1388‧‧‧資料交換 1388‧‧‧Information exchange
結合附圖,可藉由參考下文描述來最佳地理解本發明,其中:圖1繪示根據本發明之實施例之用於與互動式程式介接之控制器10的透視圖。 The invention will be best understood by reference to the following description in which: FIG. 1 is a perspective view of a controller 10 for interfacing with an interactive program in accordance with an embodiment of the present invention.
圖2繪示根據本發明之實施例之在顯示器30附近使用者的手握持控制器10。 2 illustrates a user's hand grip controller 10 adjacent the display 30 in accordance with an embodiment of the present invention.
圖3繪示根據本發明之實施例之控制器10上之輸入裝置的組合用法,以控制三維虛擬環境中之虛擬視角。 3 illustrates a combined usage of input devices on controller 10 to control virtual perspectives in a three dimensional virtual environment, in accordance with an embodiment of the present invention.
圖4A及圖4B分別繪示根據本發明之實施例之控制器10的側角視圖及前視圖。 4A and 4B are respectively a side elevational view and a front elevational view of the controller 10 in accordance with an embodiment of the present invention.
圖5A繪示根據本發明之實施例之控制器10的側視圖。 FIG. 5A illustrates a side view of controller 10 in accordance with an embodiment of the present invention.
圖5B至圖5M繪示根據本發明之實施例之用於跟蹤面板的各種跟蹤特徵。 5B-5M illustrate various tracking features for a tracking panel in accordance with an embodiment of the present invention.
圖6繪示根據本發明之實施例之控制器10的透視圖,其具有沿著控制器之主體之前側界定的凹陷56。 6 depicts a perspective view of controller 10 having a recess 56 defined along a front side of the body of the controller, in accordance with an embodiment of the present invention.
圖7繪示根據本發明之實施例之控制器10的仰視圖。 FIG. 7 depicts a bottom view of controller 10 in accordance with an embodiment of the present invention.
圖8繪示控制器10之橫截面視圖,其展示3D控制桿22之操作。 FIG. 8 illustrates a cross-sectional view of controller 10 showing the operation of 3D joystick 22.
圖9繪示根據本發明之實施例之控制器10的背部透視圖。 FIG. 9 is a perspective view of the back of the controller 10 in accordance with an embodiment of the present invention.
圖10A繪示根據本發明之實施例之控制器10的另一透視圖。 FIG. 10A illustrates another perspective view of controller 10 in accordance with an embodiment of the present invention.
圖10B繪示根據本發明之實施例之無3D控制桿的控制器10。 FIG. 10B illustrates the controller 10 without the 3D joystick in accordance with an embodiment of the present invention.
圖11A繪示根據本發明之實施例之控制器裝置的俯視圖。 11A is a top plan view of a controller device in accordance with an embodiment of the present invention.
圖11B繪示根據本發明之實施例之控制器裝置的透視圖。 Figure 11B is a perspective view of a controller device in accordance with an embodiment of the present invention.
圖12繪示根據本發明之一個實施例之可用於提供與視訊遊戲之交互的硬體及使用者介面。 Figure 12 illustrates a hardware and user interface that can be used to provide interaction with a video game in accordance with one embodiment of the present invention.
圖13繪示根據本發明之一個實施例之可用於處理指示的額外硬體。 Figure 13 illustrates additional hardware that can be used to process an indication in accordance with one embodiment of the present invention.
圖14係根據本發明之一個實施例之場景A至場景E以及與經由網際網路連接至伺服器處理之遊戲客戶端1102交互的各自使用者A至使用者E之示例說明。 14 is an illustration of scenes A through E and respective users A through E interacting with a game client 1102 that is connected to the server via an internet connection, in accordance with one embodiment of the present invention.
圖15繪示資訊服務提供商架構之實施例。 Figure 15 illustrates an embodiment of an information service provider architecture.
以下實施例描述用於與互動式程式介接之方法及設備。 The following embodiments describe methods and apparatus for interfacing with interactive programs.
然而對此項技術者將顯然意見的是本發明可在無一些或所有此等特定細節的情況下實踐。在其他情況中,未詳細描述熟知之處理操作以免不必要地模糊本發明。 However, it will be apparent to those skilled in the art that the present invention may be practiced without some or all of such specific details. In other instances, well-known processing operations have not been described in detail to avoid unnecessarily obscuring the invention.
圖1繪示根據本發明之實施例的用於與互動式程式介接之控制器10的透視圖。控制器10包括主體12及延伸部分14a及14b。延伸部分14a及14b經組態以分別由使用者之左手及右手握持,且因此用作手柄或手柄部分來使使用者能夠穩當地抓住控制器。在主體12之頂表面上包括各種輸入裝置,如按鈕16、操縱桿18及方向板20。亦展示從頂部至底部延伸藉由控制器之主體的3D控制桿22之頂部,且其在下文更詳細描述。提供用於播放聲音之揚聲器24,其為使用者提供回饋。 1 is a perspective view of a controller 10 for interfacing with an interactive program in accordance with an embodiment of the present invention. The controller 10 includes a body 12 and extensions 14a and 14b. The extensions 14a and 14b are configured to be held by the user's left and right hands, respectively, and thus serve as a handle or handle portion to enable the user to securely grasp the controller. Various input devices, such as button 16, joystick 18, and steering plate 20, are included on the top surface of body 12. The top of the 3D joystick 22 extending from the top to the bottom by the body of the controller is also shown and is described in more detail below. A speaker 24 for playing sound is provided which provides feedback to the user.
此外,控制器10包括沿著主體之背側界定的觸摸面板26,其在控制器以習知位置被握持時面對使用者。觸摸面板26以大體上豎直之方式定向且處於延伸部分14a與14b之間使得藉由延伸部分握持控制器之使用者可容易地用任一隻手的拇指使用觸摸面板。觸摸面板26利用觸敏技術(例如,電阻式、電容式,等等)來偵測觸摸手勢。在所繪示之實施例中,觸摸面板26亦具有從底部至頂部輕微向外之彎曲,其借助於其形狀而提供觸感,使使用者能夠單獨基於感覺而容易地確定其大拇指在觸摸面板上之近似豎直位置。 In addition, the controller 10 includes a touch panel 26 defined along the back side of the body that faces the user when the controller is held in a conventional position. The touch panel 26 is oriented in a generally vertical manner and between the extended portions 14a and 14b such that a user holding the controller by the extension portion can easily use the touch panel with the thumb of either hand. Touch panel 26 utilizes touch sensitive techniques (eg, resistive, capacitive, etc.) to detect touch gestures. In the illustrated embodiment, the touch panel 26 also has a slight outward curvature from the bottom to the top, which provides a tactile sensation by virtue of its shape, enabling the user to easily determine that his thumb is touching based on the sensation alone. Approximate vertical position on the panel.
在另一實施例中,控制器10可包括用於從互動式環境擷取聲音之一或多個麥克風。在一些實施例中,麥克風可被配置為麥克風陣列。 在一個實施例中,該配置組成麥克風的線性陣列。當三個或多個麥克風被包括在麥克風陣列中時,可基於從麥克風陣列擷取之音訊資料之分析來確定聲源相對於麥克風的位置。更明確言之,聲源可基於如由麥克風陣列之各麥克風擷取之其聲音的相對時間而相對於麥克風陣列定位。結合控制器之已知位置及定向(例如,如基於本文中別處所定義之感測器及跟蹤方法所確定)及引申出的麥克風陣列之已知位置及定向,則可確定互動式環境內之聲源的位置。此外,擷取之聲音可經處理以排除並非源於互動式環境的某一區域之聲音。 In another embodiment, controller 10 can include one or more microphones for capturing sound from an interactive environment. In some embodiments, the microphone can be configured as a microphone array. In one embodiment, the configuration constitutes a linear array of microphones. When three or more microphones are included in the microphone array, the position of the sound source relative to the microphone can be determined based on an analysis of the audio data captured from the microphone array. More specifically, the sound source can be positioned relative to the microphone array based on the relative time of its sound as captured by each microphone of the microphone array. In conjunction with the known position and orientation of the controller (eg, as determined based on sensors and tracking methods as defined elsewhere herein) and the known position and orientation of the derived microphone array, an interactive environment can be determined The location of the sound source. In addition, the captured sound can be processed to exclude sound from an area that is not derived from an interactive environment.
在一個實施例中,觸摸面板26可與顯示螢幕耦接以提供觸控式螢幕介面作為控制器之一部分。觸控式螢幕介面可由互動式應用控制以根據互動式應用顯示各種圖像。例如,觸控式螢幕可顯示描繪對應於互動式應用之各種功能之觸控式螢幕區域的圖像。另外舉例而言,觸控式螢幕可顯示指示使用者可執行之手勢的線。使用者可跟蹤觸控式螢幕上展示之線以便執行所指示的手勢。又另外舉例而言,觸控式螢幕可經組態以藉由提供使用者沿著觸控式螢幕觸摸及滑動/移動其手指之視覺蹤跡線來顯示使用者的一個手勢或多個手勢。在一個實施例中,觸控式螢幕經組態以顯示最近之手勢或已經在觸控式螢幕上執行的手勢。舉例而言,當偵測到新手勢時可從顯示器消除舊手勢,或蹤跡線可經組態以隨時間而從顯示器消失,或在已流逝某一預設時間之後從顯示器消除。 In one embodiment, touch panel 26 can be coupled to a display screen to provide a touch screen interface as part of the controller. The touch screen interface can be controlled by an interactive application to display a variety of images based on an interactive application. For example, a touch screen can display an image depicting a touch screen area corresponding to various functions of an interactive application. Also for example, the touch screen can display a line indicating a gesture that the user can perform. The user can track the line displayed on the touch screen to perform the indicated gesture. Still another example, the touch screen can be configured to display a gesture or gestures of the user by providing a visual trace of the user touching and sliding/moving their finger along the touch screen. In one embodiment, the touch screen is configured to display the most recent gesture or gesture that has been performed on the touch screen. For example, an old gesture can be eliminated from the display when a new gesture is detected, or the trace can be configured to disappear from the display over time, or eliminated from the display after a certain predetermined time has elapsed.
一或多個麥克風在控制器上之設置可比替代麥克風設置(例如,靠近顯示器,在單獨裝置上)有利,因為控制器被使用者握持且因此接近使用者。此外,在存在多個使用者,各使用者操作一個控制器時,則各使用者對應之控制器接近他/她自己幫助減少串擾,從而促進更好地識別如來自特定使用者之聲音。此外,當利用多個控制器時,則從多個控制器擷取之音訊資料可組合分析,連同控制器之位置 及定向一起使得能夠以較高精確度位準確定聲音來源的位置。 The setting of one or more microphones on the controller may be advantageous over alternative microphone settings (eg, close to the display, on a separate device) because the controller is held by the user and thus approaches the user. In addition, when there are multiple users, each user operates a controller, then the controller corresponding to each user approaches himself/herself to help reduce crosstalk, thereby facilitating better recognition of sounds from a particular user. In addition, when multiple controllers are utilized, audio data retrieved from multiple controllers can be combined and analyzed, along with the location of the controller. And aligning together enables the location of the sound source to be determined with a higher level of accuracy.
圖2繪示根據本發明之實施例之在顯示器30附近使用者的手握持控制器10。如可見,觸摸面板26之豎直定向是當使用者以正常方式握持控制器且面對顯示螢幕時使得觸摸面板大體上平行於顯示螢幕30。以此種方式,觸摸面板26可被利用為直覺性輸入機構,以在平行於顯示螢幕30(x-y平面)之平面中提供方向輸入。例如,觸摸面板26可用來控制螢幕上的游標或十字線,或豎直及水平地滾動,或提供沿著x-y平面之其他類型的輸入。 2 illustrates a user's hand grip controller 10 adjacent the display 30 in accordance with an embodiment of the present invention. As can be seen, the vertical orientation of the touch panel 26 is such that the touch panel is substantially parallel to the display screen 30 when the user holds the controller in a normal manner and faces the display screen. In this manner, touch panel 26 can be utilized as an intuitive input mechanism to provide directional input in a plane parallel to display screen 30 (x-y plane). For example, touch panel 26 can be used to control cursors or crosshairs on the screen, or to scroll vertically and horizontally, or to provide other types of input along the x-y plane.
圖3繪示根據本發明之實施例之在控制器10上之輸入裝置的組合用法,以在三維虛擬環境中控制虛擬視角。如所示,控制器10在顯示器30附近被操作。在一些現有技術之系統中,利用具有兩個豎直定向之操縱桿之控制器以控制與視訊遊戲中之角色或其他物件相關的虛擬視角之運動及定向。通常,一個操縱桿將控制視角之x軸平移(左右平移)及z軸平移(前後平移),而另一操縱桿控制視角之俯仰(豎直旋轉)及搖擺(水平旋轉)。然而,使用豎直定向之操縱桿來控制俯仰及搖擺是非直覺性的,尤其因為前進/後退操縱桿輸入必須被轉換成俯仰運動,其基本上是豎直定向之運動。事實上,系統提供操縱桿之前進及後退運動分別對應於俯仰之正變化及負變化的「正常」設定以及操縱桿之前進及後退運動分別對應於俯仰之負變化及正變化之恰好相反的組態(有時稱為飛機式組態)並非罕見。 3 illustrates the combined use of input devices on controller 10 to control virtual viewing angles in a three dimensional virtual environment, in accordance with an embodiment of the present invention. As shown, the controller 10 is operated near the display 30. In some prior art systems, a controller with two vertically oriented joysticks is utilized to control the motion and orientation of the virtual perspective associated with a character or other object in the video game. Typically, one joystick will control the x-axis translation (left and right translation) and z-axis translation (forward and backward translation) of the viewing angle, while the other joystick controls the pitch (vertical rotation) and sway (horizontal rotation) of the viewing angle. However, the use of vertically oriented joysticks to control pitch and yaw is non-intuitive, especially since the forward/reverse joystick inputs must be converted to pitch motion, which is essentially a vertically oriented motion. In fact, the system provides the "normal" setting of the forward and backward movements of the joystick corresponding to the positive and negative changes of the pitch and the opposite of the negative and positive changes of the pitch respectively. State (sometimes called aircraft configuration) is not uncommon.
然而,對比於剛描述之非直覺性控制方案,當前揭示之控制器10之觸摸面板26及操縱桿18可更加直覺性之方式利用,以使得能控制虛擬視角。在一個實施例中,操縱桿18用來控制x軸平移及z軸平移,且觸摸面板26用來控制俯仰及搖擺。隨著觸摸面板26沿著控制器之主體之側面界定且豎直定向以便大體上平行於顯示器30的平面,其用來控制俯仰及搖擺之用途對於使用者而言是直覺性的。在所繪示之實施例 中,右操縱桿18僅為了易於描述而展示,且並非是限制。在具有左操縱桿及右操縱桿之控制器10的實施例中,操縱桿之一個或兩個可經組態以控制x軸平移及z軸平移。 However, in contrast to the non-intuitive control scheme just described, the touch panel 26 and joystick 18 of the presently disclosed controller 10 can be utilized in a more intuitive manner to enable control of the virtual viewing angle. In one embodiment, joystick 18 is used to control x-axis translation and z-axis translation, and touch panel 26 is used to control pitch and sway. As the touch panel 26 is defined along the sides of the body of the controller and oriented vertically to be substantially parallel to the plane of the display 30, its use for controlling pitch and sway is intuitive to the user. In the illustrated embodiment In the middle, the right joystick 18 is shown for ease of description and is not limiting. In an embodiment of the controller 10 having a left joystick and a right joystick, one or both of the joysticks can be configured to control x-axis translation and z-axis translation.
在又其他實施例中,將瞭解,觸摸面板26及操縱桿28可以其他方式組合以提供對虛擬視角之控制。例如,觸摸面板26可用來控制俯仰及x軸平移,而操縱桿18用來控制搖擺及z軸平移。此外,雖然已參考虛擬視角之控制,但是當前描述之控制方案可應用於在虛擬環境中控制任何類型之角色、車輛、武器或其他物件之運動、定向或位置。 In still other embodiments, it will be appreciated that touch panel 26 and joystick 28 can be combined in other ways to provide control of the virtual viewing angle. For example, touch panel 26 can be used to control pitch and x-axis translation, while joystick 18 is used to control pan and z-axis translation. Moreover, while reference has been made to the control of virtual perspectives, the currently described control schemes can be applied to control the motion, orientation, or position of any type of character, vehicle, weapon, or other object in a virtual environment.
圖4A及圖4B分別繪示根據本發明之實施例之控制器10的側角視圖及前視圖。如所示,控制器10包括沿著主體之前側界定之跟蹤面板52,其與觸摸面板所在之背側相對。跟蹤面板52被照亮且可根據圖像識別技術而被視覺跟蹤以確定控制器10之位置及定向。跟蹤面板52可被成型來提供較寬之可視性角度。例如,在所繪示之實施例中,跟蹤面板52包括面向上之頂部54a及面向下的底部54b,其組合提供較寬之可視性角度以使控制器10能夠在很多種位置被視覺跟蹤。跟蹤面板52可由半透明材料界定且在內部由光源照亮,如一或多個LED。 4A and 4B are respectively a side elevational view and a front elevational view of the controller 10 in accordance with an embodiment of the present invention. As shown, the controller 10 includes a tracking panel 52 defined along the front side of the body that is opposite the back side on which the touch panel is located. Tracking panel 52 is illuminated and can be visually tracked to determine the position and orientation of controller 10 in accordance with image recognition techniques. Tracking panel 52 can be shaped to provide a wider viewing angle. For example, in the illustrated embodiment, the tracking panel 52 includes an upwardly facing top portion 54a and a downwardly facing bottom portion 54b that, in combination, provide a wider viewing angle to enable the controller 10 to be visually tracked in a wide variety of positions. Tracking panel 52 may be defined by a translucent material and internally illuminated by a light source, such as one or more LEDs.
圖5A繪示根據本發明之實施例的控制器10之側視圖。如可見,界定跟蹤面板52以便亦用作控制器之前部的支撐架,因此防止底部觸發器50意外被按壓。 FIG. 5A illustrates a side view of controller 10 in accordance with an embodiment of the present invention. As can be seen, the tracking panel 52 is defined to also serve as a support for the front of the controller, thus preventing the bottom trigger 50 from being accidentally pressed.
將瞭解,在各種實施例中,跟蹤面板52可具有含各種形狀、大小或形式之任何各種跟蹤特徵。此等形狀及形式之一些實例參考圖5B至圖5M來提供。在圖5B所繪示之一個實施例中,跟蹤面板可界定單個矩形形狀。在其他實施例中,跟蹤面板可具有任何其他形狀,如圓形、橢圓形、三角形、正方形、多邊形,等等。在另一實施例中,跟蹤面板可包括多個矩形形狀,如圖5C所示。將瞭解,多個矩形形狀可被照亮成相同顏色或不同顏色。雖然圖5C中展示八個矩形形狀, 但是可具有任何數量之矩形形狀。在圖5D之實施例中,跟蹤面板由多個圓形界定。在圖5DE之實施例中,跟蹤面板由單個卵形形狀界定。在圖5F之實施例中,跟蹤面板包括多個形狀,包括正方形、三角形、圓形及「X」,其全部是水平對齊的。將瞭解,在本發明之實施例中可利用任何形狀組合。 It will be appreciated that in various embodiments, tracking panel 52 can have any of a variety of tracking features including various shapes, sizes, or forms. Some examples of such shapes and forms are provided with reference to Figures 5B-5M. In one embodiment illustrated in Figure 5B, the tracking panel can define a single rectangular shape. In other embodiments, the tracking panel can have any other shape, such as a circle, an ellipse, a triangle, a square, a polygon, and the like. In another embodiment, the tracking panel can include a plurality of rectangular shapes, as shown in Figure 5C. It will be appreciated that multiple rectangular shapes can be illuminated to the same color or different colors. Although eight rectangular shapes are shown in Figure 5C, But it can have any number of rectangular shapes. In the embodiment of Figure 5D, the tracking panel is defined by a plurality of circles. In the embodiment of Figure 5DE, the tracking panel is defined by a single oval shape. In the embodiment of Figure 5F, the tracking panel includes a plurality of shapes including squares, triangles, circles, and "X", all of which are horizontally aligned. It will be appreciated that any combination of shapes may be utilized in embodiments of the invention.
當利用多個跟蹤特徵(例如,可為相同形狀或不同形狀之多個形狀)時,其可被個別地照亮以促進在存在多個控制器時識別特定控制器。例如,第一控制器可被控制來照亮形狀之特定一個或組合,第二控制器可被控制來照亮形狀之不同之特定一個或組合,等等。以此種方式,可基於跟蹤特徵的擷取圖像之分析而從彼此識別及分辨多個控制器之各者,因為各控制器經組態以照亮在控制器上作為跟蹤特徵存在之形狀的獨特一個或組合。 When multiple tracking features are utilized (eg, multiple shapes of the same shape or different shapes), they can be individually illuminated to facilitate identification of a particular controller when multiple controllers are present. For example, the first controller can be controlled to illuminate a particular one or combination of shapes, the second controller can be controlled to illuminate a particular one or combination of different shapes, and the like. In this manner, each of the plurality of controllers can be identified and resolved from each other based on the analysis of the captured images of the tracking features, as each controller is configured to illuminate the shape present as a tracking feature on the controller Unique one or combination.
在圖5G之實施例中,跟蹤面板包括定位成水平陣列之多個豎直定向的矩形。在圖5H之實施例中,跟蹤面板包括以豎直陣列配置的多個水平定向之矩形。圖5I繪示跟蹤面板包括字母之實施例。將瞭解,根據本發明之各種實施例,跟蹤面板可包括任何字母、數位、符號或其他字符。雖然所示之實施例包括與彼此分離之多個形狀,但是將瞭解在其他實施例中,如圖5J所示之實施例,可具有鄰近彼此配置之多個形狀。在圖5J所繪示之實施例中,跟蹤面板界定鄰近彼此排列之多個矩形,其中鄰近矩形之間無間隔。 In the embodiment of Figure 5G, the tracking panel includes a plurality of vertically oriented rectangles positioned in a horizontal array. In the embodiment of Figure 5H, the tracking panel includes a plurality of horizontally oriented rectangles arranged in a vertical array. FIG. 5I illustrates an embodiment in which the tracking panel includes letters. It will be appreciated that the tracking panel can include any letter, digit, symbol or other character in accordance with various embodiments of the present invention. While the illustrated embodiment includes a plurality of shapes that are separate from one another, it will be appreciated that in other embodiments, as shown in the embodiment of Figure 5J, there may be multiple shapes disposed adjacent one another. In the embodiment illustrated in FIG. 5J, the tracking panel defines a plurality of rectangles that are adjacent to each other with no spacing between adjacent rectangles.
亦將瞭解,跟蹤面板可被界定來具有各種三維形狀。例如,圖5K繪示包括用於跟蹤之凹形特徵之跟蹤面板的橫截面視圖。圖5L繪示包括用於跟蹤之凸形特徵之跟蹤面板的橫截面視圖。可界定為跟蹤面板之一部分之特徵的前述實例僅藉由舉例提供,且並非是限制。此項技術者將瞭解,在各種其他實施例中,跟蹤面板可包括任何形狀、大小或形式之特徵。 It will also be appreciated that the tracking panel can be defined to have a variety of three dimensional shapes. For example, Figure 5K depicts a cross-sectional view of a tracking panel including concave features for tracking. Figure 5L depicts a cross-sectional view of a tracking panel including a convex feature for tracking. The foregoing examples, which may be defined as a feature of a portion of a tracking panel, are provided by way of example only and are not limiting. Those skilled in the art will appreciate that in various other embodiments, the tracking panel can include features of any shape, size or form.
圖5M繪示由像素矩陣界定之跟蹤面板,各像素可個別地被照亮。在所繪示之實施例中,由跟蹤面板之像素照亮之特定圖案可經組態以具有任何各種設計,且可經組態以當多個控制器處於操作中時顯示不同控制器的不同圖案。 Figure 5M illustrates a tracking panel defined by a matrix of pixels, each of which can be individually illuminated. In the illustrated embodiment, the particular pattern illuminated by the pixels of the tracking panel can be configured to have any of a variety of designs and can be configured to display different controllers when multiple controllers are in operation. pattern.
圖6繪示根據本發明之實施例之控制器10的透視圖,其具有沿著控制器之主體之前側界定的凹陷56。凹陷可被照亮及利用於控制器之視覺跟蹤。在一個實施例中,凹陷有區別地被點亮:例如,從頂部至底部或側面至側面,利用不同顏色或不同亮度/暗度,具有平滑或急劇之過渡,或其組合。在控制器之擷取之圖像中有區別之照明結合凹陷的大小、形狀或定向上之變化可被偵測及分析以確定控制器相對於圖像擷取裝置之位置及定向。在各種實施例中,凹陷56的特定形狀可按照其表面形狀(由控制器表面處之凹陷界定的形狀)及凹進部分之形狀兩者來改變。例如,表面形狀可為如所示之圓形、矩形或條形、多邊形,等等。並且凹進之部分可為半圓形、半卵形、有角、有面,等等。另外,在一些實施例中,可具有界定在控制器上之多於一個凹陷。 6 depicts a perspective view of controller 10 having a recess 56 defined along a front side of the body of the controller, in accordance with an embodiment of the present invention. The depression can be illuminated and utilized for visual tracking by the controller. In one embodiment, the depressions are differentially illuminated: for example, from top to bottom or side to side, with different colors or different brightness/darkness, with smooth or sharp transitions, or a combination thereof. Variations in the size, shape, or orientation of the illumination combined with the recesses in the captured image of the controller can be detected and analyzed to determine the position and orientation of the controller relative to the image capture device. In various embodiments, the particular shape of the recess 56 can vary depending on both its surface shape (the shape defined by the depression at the surface of the controller) and the shape of the recessed portion. For example, the surface shape may be a circle, a rectangle or a strip as shown, a polygon, or the like. And the recessed portion may be semi-circular, semi-oval, angular, faceted, and the like. Additionally, in some embodiments, there may be more than one recess defined on the controller.
圖7繪示根據本發明之實施例的控制器10之仰視圖。3D控制桿22之底部從凹陷60突出可見。 FIG. 7 illustrates a bottom view of controller 10 in accordance with an embodiment of the present invention. The bottom of the 3D lever 22 is visible from the recess 60.
圖8繪示控制器10的橫截面視圖,其展示3D控制桿22之操作。如所提及,3D控制桿22從主體的頂表面藉由控制器之主體延伸至其底表面。3D控制桿22包括用於接觸使用者手指的頂板70a及底板70b。在一個實施例中,控制桿安裝在其中央位置且繞其中央位置樞轉。因此,頂板70a之水平運動導致底板70b在相反方向上的運動,且反之亦然。此外,在一個實施例中,3D控制桿22可以豎直方式上下平移。在一個實施例中,3D控制桿22亦可在水平方向上平移,以水平方式移動整個控制桿。 FIG. 8 illustrates a cross-sectional view of controller 10 showing the operation of 3D joystick 22. As mentioned, the 3D joystick 22 extends from the top surface of the body to the bottom surface thereof by the body of the controller. The 3D joystick 22 includes a top plate 70a and a bottom plate 70b for contacting a user's fingers. In one embodiment, the lever is mounted in its central position and pivots about its central position. Thus, horizontal movement of the top plate 70a causes movement of the bottom plate 70b in the opposite direction, and vice versa. Moreover, in one embodiment, the 3D joystick 22 can be translated up and down in a vertical manner. In one embodiment, the 3D joystick 22 can also be translated in a horizontal direction to move the entire joystick in a horizontal manner.
在一個實施例中,3D控制桿22之此種自由運動(包括繞其中央位置樞轉,以及豎直及水平平移運動)借助於浮動安裝件來完成。例如,在一個實施例中,控制桿之中央部分安裝在順應材料72中,其允許控制桿「浮動」且從而促進此種運動。在一個實施例中,控制桿包括凸緣71以促進穩當地安裝在順應材料72內。順應材料可為任何類型之彈性材料,其使控制桿22能由使用者移動,但是當不受使用者影響時將控制桿返回到正常之居中定向。感測器74偵測控制桿22之運動,且感測器資料分析器76分析來自感測器之原始資料以確定控制桿22的定向及/或運動。 In one embodiment, such free movement of the 3D joystick 22 (including pivoting about its central position, as well as vertical and horizontal translational motion) is accomplished by means of a floating mount. For example, in one embodiment, the central portion of the lever is mounted in compliant material 72 that allows the lever to "float" and thereby facilitate such movement. In one embodiment, the lever includes a flange 71 to facilitate proper installation within the compliant material 72. The compliant material can be any type of resilient material that enables the lever 22 to be moved by the user but returns the lever to a normal centered orientation when unaffected by the user. Sensor 74 detects motion of control lever 22, and sensor profile analyzer 76 analyzes the raw data from the sensor to determine the orientation and/or motion of control lever 22.
圖9繪示根據本發明之實施例之控制器10的背部透視圖。圖10A繪示根據本發明之實施例之控制器10的另一透視圖。圖10B繪示根據本發明之實施例之無3D控制桿的控制器10。 FIG. 9 is a perspective view of the back of the controller 10 in accordance with an embodiment of the present invention. FIG. 10A illustrates another perspective view of controller 10 in accordance with an embodiment of the present invention. FIG. 10B illustrates the controller 10 without the 3D joystick in accordance with an embodiment of the present invention.
將瞭解,在各種實施例中,控制器可包括任何各種額外特徵,包括(但不限於)觸覺回饋機構,如振動機構;各種資料及電力連接器,如USB連接器;各種慣性感測器,如加速度計、陀螺儀及磁力計,等等。關於可包括在控制器中之可行特徵之額外細節可參考2008年10月27日申請的標題為「Determining Location and Movement of Ball-Attached Controller」的美國專利第12/259,181號,及2006年5月6日申請的標題為「Method and System for Applying Gearing Effects to Visual Tracking」的美國申請案第11/382,036號而找到,其揭示內容以引用之方式併入本文中。 It will be appreciated that in various embodiments, the controller can include any of a variety of additional features including, but not limited to, haptic feedback mechanisms, such as vibrating mechanisms; various data and power connectors, such as USB connectors; various inertial sensors, Such as accelerometers, gyroscopes and magnetometers, and so on. For additional details regarding the viable features that may be included in the controller, reference is made to U.S. Patent No. 12/259,181, entitled "Determining Location and Movement of Ball-Attached Controller", filed on October 27, 2008, and May 2006. U.S. Patent Application Serial No. 11/382,036, the disclosure of which is incorporated herein by reference.
圖11A繪示根據本發明之實施例之控制器裝置100的俯視圖。控制器100包括可出於各種目的組態之各種按鈕102,以及用於提供方向輸入之方向按鈕104。提供左操縱桿108及右操縱桿110。系統按鈕112可執行各種系統功能或另外提供對各種系統功能之存取,如退出視訊遊戲,暫停或關閉遊戲控制台,關閉控制器裝置100,等等。 FIG. 11A illustrates a top view of a controller device 100 in accordance with an embodiment of the present invention. The controller 100 includes various buttons 102 that can be configured for various purposes, as well as direction buttons 104 for providing directional inputs. A left joystick 108 and a right joystick 110 are provided. System button 112 can perform various system functions or otherwise provide access to various system functions, such as exiting a video game, pausing or closing a game console, turning off controller device 100, and the like.
提供揚聲器114來允許在控制器處出現音訊輸出,其可藉由允許某些音訊透過控制器呈現(而不是與視訊遊戲之音訊輸出之剩餘部分協力呈現)來豐富使用者之遊戲。例如,來自視訊遊戲之虛擬環境的周圍聲音可藉由正常音訊機構(例如,作為視訊遊戲之視訊輸出的一部分)來呈現,而來自通信之音訊(例如,電話、無線電通信,等等)特別地藉由控制器揚聲器114來呈現。當多個玩家參與遊戲時,特定玩家之音訊可選路至被該玩家操作之控制器。以此種方式,多玩家遊戲之玩家甚至在參與相同之本地遊戲環境中的遊戲時,各玩家都可接收對其特定之音訊,且容易地辨別適用於其的此種音訊。 A speaker 114 is provided to allow audio output to occur at the controller, which enriches the user's game by allowing certain audio to be presented through the controller (rather than co-presenting with the remainder of the audio output of the video game). For example, ambient sound from a virtual environment of a video game can be presented by a normal audio organization (eg, as part of the video output of a video game), while audio from communication (eg, telephony, radio communication, etc.) is specifically Presented by the controller speaker 114. When multiple players participate in the game, the audio of a particular player can be routed to the controller operated by that player. In this manner, even if a player of a multi-player game participates in a game in the same local game environment, each player can receive a specific audio for it and easily discern such audio suitable for it.
控制器裝置100包括觸敏板116以促進基於觸摸之輸入。選項按鈕118可經組態以對各種選項提供存取,該各種選項可對於遊戲控制台、雲遊戲平台、特定視訊遊戲或一些其他背景是特定的。共用按鈕120可對共用介面提供存取,以將使用者遊戲共用至社交網路,如共用使用者遊戲之截屏或視訊剪輯,或啟動串流使用者當前遊戲的實況。在一個實施例中,共用按鈕對使用者最近遊戲之緩存視訊提供存取,使用者可從其選擇一部分或截屏以共用至社交網路,如遊戲社交網路或其他社交網路。 The controller device 100 includes a touch sensitive pad 116 to facilitate touch based input. Option button 118 can be configured to provide access to various options that can be specific to a game console, cloud gaming platform, a particular video game, or some other background. The share button 120 can provide access to the shared interface to share the user's game to the social network, such as a screen capture or video clip sharing the user's game, or to activate the live game of the current user. In one embodiment, the shared button provides access to the user's most recent cached video of the game from which the user can select a portion or screen capture for sharing to a social network, such as a gaming social network or other social network.
圖11B繪示根據本發明之實施例之控制器裝置100的透視圖。如所示,控制器100包括觸發器按鈕130、132、134及136,其提供遊戲之額外輸入。光條138界定在控制器100之前側上以促進控制器100的識別及跟蹤。光條138可被照亮以具有特定顏色,且可從遊戲環境之擷取圖像來識別。將瞭解,控制器100之位置及定向可藉由跟蹤光條138來確定。 FIG. 11B is a perspective view of the controller device 100 in accordance with an embodiment of the present invention. As shown, the controller 100 includes trigger buttons 130, 132, 134, and 136 that provide additional input to the game. Light bar 138 is defined on the front side of controller 100 to facilitate identification and tracking of controller 100. Light bar 138 can be illuminated to have a particular color and can be identified from captured images of the gaming environment. It will be appreciated that the position and orientation of the controller 100 can be determined by tracking the light bar 138.
在一個實施例中,預期一種用於儲存遊戲之方法。遊戲可藉由遊戲控制台之作業系統回應於使用者請求來執行,使用者請求可關於與期望遊戲相關之資料集的標準檔操作之形式出現。請求可從與遊戲相 關之應用傳輸。遊戲可例如包括視訊內容、音訊內容及/或靜態視覺內容,包括壁紙、主題、代碼「擴展」內容或與遊戲相關之任何其他類型的內容。預期此種內容可為使用者生成或開發者生成的,免費或付費的,完整版或試用的,及/或出售或出租的。 In one embodiment, a method for storing a game is contemplated. The game may be executed in response to a user request by the game console's operating system, and the user request may appear in the form of a standard file operation of the data set associated with the desired game. Requests can be made from the game Off application transfer. The game may, for example, include video content, audio content, and/or static visual content, including wallpapers, themes, code "extended" content, or any other type of content related to the game. Such content is expected to be generated by the user or developer, free or paid, full or trial, and/or sold or rented.
遊戲之一部分可被緩存,即,暫時儲存。例如,對於遊戲內之先前動作的前15秒、先前完成之級別可暫時儲存,如本文中進一步描述。本文中使用的術語「部分」可對應於可分成單個或多個位或位元組資料之任何有關或任意組之任何遊戲部分。例如,遊戲的「部分」可對應於級別、章節、場景、動作、角色、背景、結構、路線、行動、歌曲、主題、持續時間、大小、檔、其部分及其組合。此外,遊戲之部分可包括截屏或規定持續時間之視訊擷取。 One part of the game can be cached, ie temporarily stored. For example, the first 15 seconds of the previous action within the game, the previously completed level may be temporarily stored, as further described herein. The term "portion" as used herein may correspond to any game portion that can be divided into any related or any group of single or multiple bits or byte data. For example, a "part" of a game may correspond to a level, a chapter, a scene, an action, a character, a background, a structure, a route, an action, a song, a theme, a duration, a size, a file, a portion thereof, and combinations thereof. In addition, portions of the game may include screen captures or video captures for a specified duration.
在一個實施例中,遊戲之部分可被本端儲存在遊戲控制台上之臨時或永久記憶體中。或者或另外,遊戲之部分可在網路上傳輸而遠端儲存。例如,遊戲之部分可在無線或有線網路上傳輸至另一計算裝置,另一遊戲控制台或遠端伺服器。此種遠端伺服器可包括社交媒體伺服器。 In one embodiment, portions of the game may be stored by the local end in temporary or permanent memory on the game console. Alternatively or additionally, portions of the game may be transmitted over the network and stored remotely. For example, portions of the game can be transmitted over a wireless or wired network to another computing device, another game console or a remote server. Such a remote server can include a social media server.
視需要,不是從特定遊戲間隔(例如,特定持續時間、級別、章節、路線,等等)之外之遊戲緩存或部分恢復的遊戲部分可從緩存移除。此種移除處理可使用作業系統上之標準檔操作來完成。 The portion of the game that is not cached or partially recovered from a particular game interval (eg, a particular duration, level, chapter, route, etc.) may be removed from the cache, as desired. This removal process can be accomplished using standard file operations on the operating system.
遊戲之部分可顯示在可存取儲存之遊戲的任何數量之顯示裝置上。例如,儲存之遊戲可顯示在連接至遊戲控制台的電視機上,遊戲從電視機擷取。在另一實例中,儲存之遊戲可顯示在電腦上,儲存之遊戲被傳輸至電腦。儲存之遊戲可單獨顯示或與其他資訊協力顯示,例如顯示在社交媒體網站上。 Portions of the game can be displayed on any number of display devices that can access the stored game. For example, a stored game can be displayed on a television connected to a game console, and the game is retrieved from the television. In another example, the stored game can be displayed on a computer and the stored game is transferred to the computer. Stored games can be displayed separately or in conjunction with other information, such as on social media sites.
在一個實施例中,遊戲之部分被與除了緩存或擷取遊戲的使用者之外之使用者相關的另一遊戲控制台顯示。根據本實施例,遊戲之部 分可展示從第一使用者的視角而言,一個球從第一使用者拋至第二使用者。遊戲之部分可接著被傳輸至第二使用者之遊戲控制台。因此,第二使用者可接著從第一使用者之視角查看遊戲。第二使用者亦可具有展示從第二使用者視角而言球被第一使用者拋出且被第二使用者接住之儲存之遊戲部分。在本實施例中,第二使用者可從第一使用者之視角及第二使用者的視角兩者來查看遊戲。然而此外,由第二使用者儲存之遊戲部分可傳輸至第一使用者之遊戲控制台,使得第一使用者可從兩個視角查看遊戲。本實施例可應用於具有任何數量之視角的任何數量之使用者,因此遊戲可從任何數量之不同角度被查看。 In one embodiment, portions of the game are displayed by another game console associated with a user other than the user who cached or retrieves the game. According to the embodiment, the game department The points can show that a ball is thrown from the first user to the second user from the perspective of the first user. Portions of the game can then be transmitted to the game console of the second user. Thus, the second user can then view the game from the perspective of the first user. The second user may also have a portion of the game that displays the storage that was thrown by the first user from the second user's perspective and captured by the second user. In this embodiment, the second user can view the game from both the perspective of the first user and the perspective of the second user. In addition, however, the portion of the game stored by the second user can be transmitted to the game console of the first user such that the first user can view the game from two perspectives. This embodiment is applicable to any number of users having any number of viewing angles, so the game can be viewed from any number of different angles.
就如此處所描述之遊戲之一部分的儲存、傳輸及/或顯示而言,可預期遊戲之一部分可作為圖像或視訊資料被儲存、傳輸以及顯示。然而,在另一個實施例中,遊戲之一部分可作為代表圖像或視訊資料的遙測或中繼資料被儲存並傳輸,且可在顯示前被遊戲控制台或其他裝置重新創建成圖像或視訊。 In the case of storage, transmission and/or display of a portion of a game as described herein, it is contemplated that a portion of the game may be stored, transmitted, and displayed as an image or video material. However, in another embodiment, a portion of the game may be stored and transmitted as telemetry or relay material representing the image or video material, and may be recreated as an image or video by the game console or other device prior to display. .
在一些實施例中,遊戲之一部分與所執行的遊戲具有預定關係。例如,遊戲之一部分可與當前所執行遊戲之前之一定量的遊戲(如遊戲之前10秒)對應。在另一個實施例中,遊戲之第一部分與遊戲之第二部分具有預定關係。例如,遊戲之第一部分可與接收擷取遊戲之第二部分的請求之前之一定量的遊戲(如,在選擇擷取按鈕之前之10秒遊戲)對應。在此等實施例之各者中,在當前遊戲或所請求之遊戲之前緩衝的遊戲量可由使用者根據其特定偏好來組態並調整。 In some embodiments, one of the games has a predetermined relationship with the executed game. For example, a portion of the game may correspond to a game that is quantified prior to the currently executed game (eg, 10 seconds before the game). In another embodiment, the first portion of the game has a predetermined relationship with the second portion of the game. For example, the first portion of the game may correspond to a game that is quantified prior to receiving a request to retrieve the second portion of the game (eg, a 10 second game prior to selecting the capture button). In each of these embodiments, the amount of game buffered prior to the current game or requested game may be configured and adjusted by the user according to their particular preferences.
在其他實施例中,緩衝器為「智慧」或「彈性」的,以便其根據變量擷取遊戲而不用考慮時間。在一個此種實施例,遊戲之第一部分與遊戲相關的事件具有預定關係。例如,可對遊戲之第一部分進行緩衝使其包括統計異常,如到達很高之分數,在短時間內收集大量點數,選擇控制器上之多個按鈕,以及其他稀少事件。此種統計異常一 般可藉由將遊戲度量與特定遊戲或所有遊戲之平均度量進行對比來確定。此種平均度量可本地或遠端儲存以便比較。例如,遊戲控制台可追蹤特定遊戲之全球高分,並緩衝使用者接近且超越該高分的遊戲。在另一個實例中,遠端伺服器可追蹤特定遊戲之全球高分並將該資訊傳遞至遊戲控制台,其對使用者接近並超越該高分之遊戲進行緩衝。 In other embodiments, the buffer is "smart" or "elastic" so that it can capture the game based on variables without regard to time. In one such embodiment, the first portion of the game has a predetermined relationship with game related events. For example, the first part of the game can be buffered to include statistical anomalies, such as reaching very high scores, collecting a large number of points in a short period of time, selecting multiple buttons on the controller, and other rare events. Such statistical anomaly This can be determined by comparing game metrics to the average metric of a particular game or all games. Such average metrics can be stored locally or remotely for comparison. For example, the game console can track the global high scores of a particular game and buffer the game that the user approaches and exceeds the high score. In another example, the remote server can track the global high scores for a particular game and pass the information to the game console, which buffers the game for the user to approach and exceed the high score.
在另一個實例中,可對遊戲之一部分進行緩衝以使其包括成就,如所獲之獎品或到達的其他地標。此種獎品或地標紀念任何目標或遊戲成就,如所獲得之一定數目的點數,到達之某一等級等。例如,可對遊戲進行緩衝使其包括對達到10級、到達100,000點等頒發獎品。 In another example, a portion of the game may be buffered to include achievements, such as prizes won or other landmarks that arrive. Such prizes or landmarks commemorate any goal or game achievement, such as a certain number of points obtained, a certain level of arrival, and the like. For example, the game can be buffered to include prizes for reaching level 10, reaching 100,000 points, and the like.
類似地,除了實際得到獎品或統計異常,朝著到達一個事件前進可被緩衝為包括在遊戲之一部分中。例如,可在1至10級之每一級取得螢幕截屏,創建相冊來紀念收到到達10級的獎品。另一個實例,可拍攝使用者第一至第五次贏得比賽之視訊,其中五次獲勝頒發獎品。 Similarly, in addition to actually getting a prize or statistical anomaly, advancing towards an event can be buffered to be included in one of the games. For example, screen captures can be taken at each of levels 1 to 10, creating an album to commemorate the receipt of prizes up to level 10. As another example, the user can be photographed for the first to fifth wins of the game, and five of them win the prize.
因此,根據本發明之實施例,執行之遊戲的至少一部分可一直保持在運行之緩衝器中。換言之,當接收到共用遊戲之一部分的請求時,已擷取之前遊戲之一部分以包括先前的連續鏡頭。例如,如果在使用者跨過比賽遊戲之終點線之後接收到共用遊戲的請求,則緩衝之遊戲可包括使用者跨過終點線的連續鏡頭。換言之,使用者將能夠擷取在請求共用遊戲之前發生之時刻。 Thus, in accordance with an embodiment of the present invention, at least a portion of the executed game can remain in the running buffer at all times. In other words, when a request to share a portion of the game is received, one of the previous games has been retrieved to include the previous footage. For example, if a request to share a game is received after the user crosses the finish line of the game, the buffered game may include a continuous shot of the user crossing the finish line. In other words, the user will be able to retrieve the moment that occurred before the request to share the game.
應瞭解,使用者可與一或多個特別選擇之朋友、整個社交圖譜或社交網路中之任何使用者共用遊戲(例如,選擇之螢幕截屏、視訊或實況遊戲流)。社交網路可為與視訊遊戲在其上運行之平台相關之社交網路,或獨立於視訊遊戲或其平台存在之第三方社交網路。可藉由被定義為允許與社交網路介接之API存取社交網路。已共用遊戲之使用者可接收到告知其共用之遊戲的通知。此種通知可為至社會新聞饋源之郵寄、藉由社交網路之私人消息、遊戲中之通知、電子郵件、聊 天通知等形式。與社交網路共用遊戲會需要使遊戲可為社交網路使用者之其他子集(其可為或可不是共用使用者之社交圖譜的一部分)所用。例如,對於給定之視訊遊戲,社交網路之任何使用者(其亦擁有該視訊遊戲)可共用或可用遊戲,並因此被准予存取視訊遊戲之共用遊戲。可藉由線上論壇、聊天室或其他僅對視訊遊戲玩家開放之線上通道存取此種共用遊戲。在一個實施例中,視訊遊戲可在社交網路上具有專用頁面或網站。共用遊戲可對存取視訊遊戲之頁面或網站之使用者開放。當然,將瞭解的是,從共用使用者之角度而言,可提供選項來允許使用者明確且調整其遊戲將與誰以及什麼論壇共用。 It should be appreciated that a user may share a game (eg, a selected screen capture, video, or live game stream) with one or more specially selected friends, the entire social map, or any user in the social network. The social network may be a social network associated with the platform on which the video game is running, or a third party social network independent of the video game or its platform. The social network can be accessed by an API defined to allow interfacing with a social network. Users who have shared the game can receive notifications that inform their shared games. Such notifications can be mailed to social news feeds, private messages via social networks, in-game notifications, emails, chats Day notice and other forms. Sharing a game with a social network would require that the game be used by other subsets of social network users that may or may not be part of the social graph of the shared user. For example, for a given video game, any user of the social network (which also owns the video game) may share or use the game and is thus granted access to the shared game of the video game. Such shared games can be accessed via online forums, chat rooms, or other online channels that are only open to video game players. In one embodiment, the video game may have a dedicated page or website on the social network. The shared game can be opened to users who access the video game page or website. Of course, it will be appreciated that from the perspective of the shared user, an option can be provided to allow the user to clarify and adjust who and what forum the game will be shared with.
雖然用於共用之各種介面可藉由按下專用按鈕(例如,按下控制器共用按鈕)存取,但是將瞭解,在其他實施例中,可不需要一些或所有此等介面來說明與使用者社交圖譜共用遊戲。例如,在一個實施例中,控制器共用按鈕可被組態為當其被按下時擷取使用者遊戲之螢幕截屏。然後,擷取之螢幕截屏可被自動上傳並共用至使用者的社交圖譜。 While various interfaces for sharing may be accessed by pressing a dedicated button (eg, pressing a controller common button), it will be appreciated that in other embodiments, some or all of these interfaces may not be required to illustrate the user. Social graph sharing game. For example, in one embodiment, the controller share button can be configured to capture a screenshot of the user's game when it is pressed. The captured screenshots can then be automatically uploaded and shared to the user's social graph.
在另一個實施例中,按下控制器上之共用按鈕啟動對遊戲視訊之記錄。當共用按鈕被第二次按下時,遊戲視訊之記錄停止,且視訊剪輯可被上傳並共用至使用者社交圖譜。在一個實施例中,視訊剪輯至使用者社交圖譜之上傳及共用可在視訊記錄操作結束之後自動進行。然而,在另一個實施例中,當共用按鈕被第二次按下以停止記錄時,呈現出允許使用者定製各種選項(如,剪裁視訊、為視訊選擇代表性螢幕截屏)之介面,確定與其共用視訊之特定使用者,增加文字說明或標題等。在被使用者定製之後,視訊可與其他人共用或可用於觀看。 In another embodiment, pressing the common button on the controller initiates recording of the game video. When the share button is pressed a second time, the recording of the game video is stopped, and the video clip can be uploaded and shared to the user's social graph. In one embodiment, the uploading and sharing of the video clip to the user's social graph may occur automatically after the end of the video recording operation. However, in another embodiment, when the shared button is pressed a second time to stop recording, an interface is presented that allows the user to customize various options (eg, tailoring the video, selecting a representative screen shot for the video), determining Add a text description or title to a specific user who shares the video. After being customized by the user, the video can be shared with other people or can be used for viewing.
在一個實施例中,控制器上之共用按鈕可被組態為在社交網路上共用預定持續時間之遊戲視訊。例如,使用者可指定當按下共用按鈕 時,遊戲視訊之前10秒將被共用至使用者之社交圖譜。在另一個實施例中,可指定當按下共用按鈕時,遊戲視訊之下一個10秒將被記錄並共用至社交圖譜。應瞭解,用於剪裁視訊及執行其他類型定製之選項可應用於記錄的遊戲視訊。此外,觸發按鈕後記錄之預定持續時間的遊戲視訊可與如已描述之緩衝的遊戲視訊結合。 In one embodiment, the share button on the controller can be configured to share game video of a predetermined duration over the social network. For example, the user can specify when the share button is pressed At the time, 10 seconds before the game video will be shared with the user's social graph. In another embodiment, it may be specified that when the common button is pressed, a 10 second below the game video will be recorded and shared to the social graph. It should be appreciated that the options for tailoring video and performing other types of customizations can be applied to recorded game video. In addition, the game video recorded for a predetermined duration after the button is triggered may be combined with the game video buffered as described.
在又一個實施例中,控制器裝置上之共用按鈕可被組態為開始對使用者活動遊戲進行實況視訊串流。可將實況視訊串流預先限定為僅使用者社交圖譜之成員,或其他較小或較大之使用者組,如使用者社交圖譜之特定子集、擁有或可存取相同視訊遊戲之所有使用者、任何遊戲平台使用者等可用。 In yet another embodiment, the common button on the controller device can be configured to begin live video streaming of the user active game. The live video stream can be pre-defined as only members of the user's social graph, or other smaller or larger groups of users, such as a specific subset of the user's social graph, possessing or having access to all uses of the same video game. , any game platform users, etc. are available.
圖12繪示根據本發明之一個實施例的可用於提供與視訊遊戲之交互的硬體及使用者介面。圖12示意性地繪示根據本發明之實施例的Sony® Playstation 3®娛樂裝置,可相容以使控制裝置與在基礎計算裝置執行之電腦程式介接的控制台之總體系統架構。提供系統單元700,各種週邊裝置可連接至系統單元700。系統單元700包括:Cell處理器728;Rambus®動態隨機存取記憶體(XDRAM)單元726;具有專用視訊隨機存取記憶體(VRAM)單元732之真實合成器圖形單元730;以及I/O橋734。系統單元700進一步包括用於從磁片740a進行讀取之Blu Ray®磁片BD-ROM®光碟讀取器740及可拆卸插槽式硬碟驅動器(HDD)736,其藉由I/O橋734可存取。可選擇地,系統單元700進一步包括用於讀取緻密快閃記憶體卡、Memory Stick®儲存卡等之儲存卡讀取器738,其類似地可藉由I/O橋734存取。 12 illustrates a hardware and user interface that can be used to provide interaction with a video game, in accordance with one embodiment of the present invention. Figure 12 is a schematic illustration of the overall system architecture of a Sony® Playstation 3® entertainment device that is compatible to interface the control device with a computer program executing at the base computing device in accordance with an embodiment of the present invention. A system unit 700 is provided with various peripheral devices connectable to the system unit 700. System unit 700 includes: Cell processor 728; Rambus® dynamic random access memory (XDRAM) unit 726; real synthesizer graphics unit 730 with dedicated video random access memory (VRAM) unit 732; and I/O bridge 734. The system unit 700 further includes a Blu Ray® magnetic disk BD-ROM® optical disk reader 740 and a removable slot hard disk drive (HDD) 736 for reading from the magnetic sheet 740a, which is supported by an I/O bridge. 734 is accessible. Alternatively, system unit 700 further includes a memory card reader 738 for reading a compact flash memory card, a Memory Stick® memory card, etc., which is similarly accessible by I/O bridge 734.
I/O橋734亦連接至六個通用序列匯流排(USB)2.0埠724;千兆乙太網路埠722;IEEE 802.11 b/g無線網路(Wi-Fi)埠720;及能夠支持多達七個藍芽連接之Bluetooth®無線鏈路埠718。 The I/O bridge 734 is also connected to six universal serial bus (USB) 2.0埠724; Gigabit Ethernet 埠722; IEEE 802.11 b/g wireless network (Wi-Fi) 埠720; and can support multiple Up to seven Bluetooth connected Bluetooth® wireless links 埠718.
操作時,I/O橋734處理所有的無線、USB及乙太網路資料,包括 來自一或多個遊戲控制器702-703之資料。例如,當使用者正在玩遊戲時,I/O橋734經由藍芽鏈路從遊戲控制器702-703接收資料並將其引導至Cell處理器728,Cell處理器728相應地更新遊戲之當前狀態。 In operation, I/O Bridge 734 handles all wireless, USB and Ethernet data, including Information from one or more game controllers 702-703. For example, when the user is playing a game, the I/O bridge 734 receives the material from the game controllers 702-703 via the Bluetooth link and directs it to the Cell processor 728, which updates the current state of the game accordingly. .
除了遊戲控制器702-703之外,無線、USB及乙太網路埠亦對其他週邊裝置提供連接,如遙控裝置704、鍵盤706、滑鼠708、可攜式娛樂裝置710(如,Sony Playstation Portable®娛樂裝置)、攝像機712(如,EyeToy®攝像機)、麥克風耳機714以及麥克風715。在原理上,此種週邊裝置因此可無線連接至系統單元700;例如,可攜式娛樂裝置710可經由Wi-Fi專用連接進行通信,而麥克風耳機714可經由藍芽鏈路進行通信。 In addition to game controllers 702-703, wireless, USB, and Ethernet networks also provide connections to other peripheral devices, such as remote control device 704, keyboard 706, mouse 708, portable entertainment device 710 (eg, Sony Playstation). Portable® entertainment device), camera 712 (eg, EyeToy® camera), microphone headset 714, and microphone 715. In principle, such peripheral devices can thus be wirelessly connected to system unit 700; for example, portable entertainment device 710 can communicate via a Wi-Fi dedicated connection, while microphone headset 714 can communicate via a Bluetooth link.
提供此等介面意味著Playstation 3裝置亦可與其他週邊裝置,如數位視訊記錄器(DVR)、機上盒、數位相機、可攜式媒體播放機、IP語音電話、行動電話、印表機和掃描器相容。 Providing such interfaces means that the Playstation 3 device can also be used with other peripheral devices such as digital video recorders (DVRs), set-top boxes, digital cameras, portable media players, IP voice phones, mobile phones, printers, and The scanner is compatible.
此外,傳統之儲存卡讀取器716可經由USB埠724連接至系統單元,使得能夠讀取Playstation®或Playstation 2®裝置所使用類型之儲存卡748。 In addition, a conventional memory card reader 716 can be coupled to the system unit via a USB port 724 to enable reading of a memory card 748 of the type used by the Playstation® or Playstation 2® device.
遊戲控制器702-703可操作以經由藍芽鏈路與系統單元700進行無線通訊,或連接至USB埠,從而藉由USB埠供電為遊戲控制器702-703之電池充電。遊戲控制器702-703亦可包括記憶體、處理器、儲存卡讀取器、永久記憶體(如,閃速記憶體)、光發射器(如,受照球形部分、LED或紅外光)、用於超聲通信之麥克風及揚聲器、隔音室、數碼相機、內部時鐘、可識別形狀(如,面向遊戲控制台之球形部分)以及使用協定,如Bluetooth®、WiFiTM之無線通訊等。 The game controllers 702-703 are operable to wirelessly communicate with the system unit 700 via a Bluetooth link, or to a USB port to charge the battery of the game controllers 702-703 by USB power. Game controllers 702-703 may also include memory, processors, memory card readers, permanent memory (eg, flash memory), light emitters (eg, illuminated spherical portions, LEDs, or infrared light), a microphone and a speaker, acoustic chamber, a digital camera, an internal clock of the ultrasound communication, identifiable shape (e.g., spherical section facing the game console) and using protocols such as Bluetooth®, WiFi TM of wireless communications.
遊戲控制器702是被設計成雙手使用的控制器,且遊戲控制器703為帶有附件之單手控制器。除了一或多個類比操縱桿及習知控制按鈕,遊戲控制器易受三維位置確定影響。因此,除了或替代習知按鈕 或操縱桿命令,遊戲控制器使用者之姿勢及動作可轉換為遊戲輸入。可選擇地,其他支援無線之週邊裝置(如,PlaystationTM可攜式裝置)可用作控制器。在為PlaystationTM可攜式裝置之情況下,另外的遊戲或控制資訊(例如,控制指令或者生命數量)可提供在裝置之螢幕上。亦可使用其他可替代之或者補充的控制裝置,如跳舞毯(未展示)、光筆(未展示)、方向盤及踏板(未展示)或者預定控制器,如用於快速回應答問遊戲之單個或若干大按鈕(亦未展示)。 The game controller 702 is a controller designed to be used in both hands, and the game controller 703 is a one-hand controller with an accessory. In addition to one or more analog joysticks and conventional control buttons, the game controller is susceptible to three-dimensional position determination. Thus, in addition to or in lieu of conventional button or joystick commands, the gestures and actions of the game controller user can be converted to game input. Alternatively, additional support of wireless peripheral device (e.g., Playstation TM portable device) used as a controller. In the case of the Playstation TM portable device, additional game or control information (e.g., control instructions or number of lives) may be provided on the screen of the device. Other alternative or supplemental controls may also be used, such as a dance mat (not shown), a light pen (not shown), a steering wheel and pedal (not shown), or a predetermined controller, such as a single or several for a quick response game. Big button (also not shown).
遙控裝置704亦可操作以經由藍芽鏈路與系統單元700無線通訊。遙控裝置704包括適合用於Blu RayTM磁片BD-ROM讀取器540之操作及用於磁片內容導航的控制。 Remote control device 704 is also operative to wirelessly communicate with system unit 700 via a Bluetooth link. Remote device 704 includes a Blu Ray TM magnetic sheet suitable for BD-ROM reader 540 and for the operation of the magnetic sheet content navigation control.
除了習知之預錄製及可記錄CD以及所謂之超級音訊CD,Blu RayTM磁片BD-ROM讀取器740可操作以讀取與Playstation及Playstation 2裝置相容的CD-ROM。除了習知之預錄製及可記錄DVD,讀取器740亦可操作以讀取與Playstation 2及PlayStation 3裝置相容之DVD-ROM。讀取器740可進一步操作以讀取與Playstation 3裝置以及習知之預錄製及可記錄藍光(Blu-Ray)磁片相容的BD-ROM。 In addition to the conventional pre-recorded and recordable CDs and so-called super audio CDs, the Blu Ray (TM) magnetic BD-ROM reader 740 is operable to read CD-ROMs compatible with Playstation and Playstation 2 devices. In addition to conventional pre-recorded and recordable DVDs, the reader 740 is also operative to read DVD-ROMs compatible with Playstation 2 and PlayStation 3 devices. Reader 740 can be further operative to read BD-ROMs that are compatible with Playstation 3 devices and conventional pre-recorded and recordable Blu-Ray discs.
系統單元700可操作以將由Playstation 3裝置經由真實合成器圖形單元730產生或者解碼之音訊及視訊藉由音訊及視訊連接器提供給顯示及聲音輸出裝置742,如具有顯示器744及一或多個揚聲器746之監視器或者電視機。音訊連接器750可包括習知之類比及數位輸出,而視訊連接器752可不同地包括分量視訊、S視訊、合成視訊及一個或者多個高清晰度多媒體介面(HDMI)輸出。因此,視訊輸出可為如PAL或NTSC格式,或720p、1080i或1080p的高清晰度。 The system unit 700 is operative to provide audio and video generated or decoded by the Playstation 3 device via the real synthesizer graphics unit 730 to the display and sound output device 742 via an audio and video connector, such as having a display 744 and one or more speakers 746 monitor or TV. The audio connector 750 can include conventional analog and digital outputs, and the video connector 752 can differently include component video, S video, composite video, and one or more high definition multimedia interface (HDMI) outputs. Therefore, the video output can be in high definition such as PAL or NTSC format, or 720p, 1080i or 1080p.
音訊處理(生成、解碼等)由Cell處理器728執行。Playstation 3裝置之作業系統支援Dolby® 5.1環繞聲、Dolby®影院環繞(DTS),以及來自Blu-Ray®磁片之7.1環繞聲的解碼。 Audio processing (generation, decoding, etc.) is performed by the Cell processor 728. The Playstation 3 unit's operating system supports Dolby® 5.1 surround sound, Dolby® Cinema Surround (DTS), and decoding of 7.1 surround sound from Blu-Ray® discs.
在本實施例中,攝像機712包括單個電荷耦合裝置(CCD)、LED指示器,以及基於硬體之即時資料壓縮及編碼裝置,使得可如基於圖像內之MPEG(運動畫面專家組)標準之類的合適格式來傳輸壓縮之視訊資料供系統單元700解碼。攝像機LED指示器被配置為回應於來自系統單元700之合適的控制資料而進行照亮,(例如)以表明不利之照明條件。攝像機712之實施例可不同地經由USB、藍芽或Wi-Fi通訊連接埠連接至系統單元700。攝像機之實施例可包括一或多個關聯之麥克風且亦能夠傳輸音訊資料。在攝像機之實施例中,CCD可具有適合高清視訊擷取之解析度。使用時,由攝像機擷取之圖像可例如併入遊戲中或被解釋為遊戲控制輸入。在另一個實施例中,照相機為適合偵測紅外光的紅外照相機。 In the present embodiment, the camera 712 includes a single charge coupled device (CCD), an LED indicator, and a hardware-based real-time data compression and encoding device such that it can be based on an MPEG (Moving Picture Experts Group) standard within an image. The appropriate format of the class is to transmit the compressed video material for decoding by system unit 700. The camera LED indicator is configured to illuminate in response to appropriate control data from system unit 700, for example, to indicate adverse lighting conditions. Embodiments of camera 712 can be connected to system unit 700 via a USB, Bluetooth or Wi-Fi communication port, differently. Embodiments of the camera may include one or more associated microphones and are also capable of transmitting audio material. In an embodiment of the camera, the CCD may have a resolution suitable for high definition video capture. In use, the image captured by the camera can be incorporated, for example, into a game or interpreted as a game control input. In another embodiment, the camera is an infrared camera adapted to detect infrared light.
通常,為了經由系統單元700之其中一個通訊連接埠與週邊裝置(如,攝影機或遙控裝置)成功進行資料通信,應提供合適的軟體,如設備驅動程式。設備驅動程式技術為眾人熟知,因此此處不再贅述,僅指出此項技術者將意識到在描述之本實施例中可能需要設備驅動程式或者類似之軟體介面。 In general, in order to successfully communicate data with peripheral devices (eg, cameras or remote controls) via one of the communication ports of system unit 700, suitable software, such as device drivers, should be provided. Device driver technology is well known and will not be described here, merely indicating that the skilled person will appreciate that a device driver or similar software interface may be required in the described embodiment.
圖13繪示根據本發明之一個實施例的可用於處理指示之額外硬體。Cell處理器728具有包括四個基本元件之架構:包括記憶體控制器860及雙匯流排介面控制器870A、870B之外部輸入及輸出結構;被稱為Power處理元件850之主處理器;被稱為協處理元件(SPE)810A-H之八個輔助處理器;及連接上述元件且被稱為元件互連匯流排880的迴圈資料匯流排。與Playstation 2裝置之情感引擎之6.2GFLOP的浮點性能相比,Cell處理器之總浮點性能為218GFLOP。 Figure 13 illustrates additional hardware that can be used to process an indication in accordance with one embodiment of the present invention. Cell processor 728 has an architecture comprising four basic components: an external input and output structure including memory controller 860 and dual bus interface controllers 870A, 870B; a main processor called Power processing component 850; The eight auxiliary processors of the co-processing elements (SPE) 810A-H; and the loop data bus that connects the above elements and are referred to as the component interconnection bus 880. The total floating point performance of the Cell processor is 218GFLOP compared to the floating point performance of the 6.2GFLOP of the emotion engine of the Playstation 2 device.
Power處理元件(PPE)850基於雙向同時多執行緒Power 570,其適應以3.2GHz之內部時鐘運行的PowerPC核(PPU)855。其包括512kB 2級(L2)緩存及32kB 1級(L1)緩存。PPE 850能夠每時鐘週期進行八個 單獨之位置操作,在3.2GHz下換算為25.6GFLOP。PPE 850之主要任務是充當用於處理大部分之計算工作量的協處理元件810A-H之控制器。操作時,PPE 850維持作業佇列,為協處理元件810A-H調度作業,並且監控其進度。因此,各協處理元件810A-H運行內核,該內核之作用是取得工作、執行工作、並且與PPE 850同步。 The Power Processing Element (PPE) 850 is based on a bidirectional simultaneous multi-thread Power 570 that accommodates a PowerPC core (PPU) 855 operating with an internal clock of 3.2 GHz. It includes a 512kB level 2 (L2) cache and a 32kB level 1 (L1) cache. PPE 850 can perform eight clock cycles per clock Operated in a separate position, converted to 25.6GFLOP at 3.2 GHz. The primary task of the PPE 850 is to act as a controller for the coprocessing elements 810A-H that handle most of the computational effort. In operation, the PPE 850 maintains a queue of jobs, schedules jobs for the co-processing elements 810A-H, and monitors their progress. Thus, each co-processing component 810A-H runs a kernel that functions to get work, perform work, and synchronize with PPE 850.
各協處理元件(SPE)810A-H均包括相應之協處理單元(SPU)820A-H,以及相應之儲存流控制器(MFC)840A-H,該儲存流控制器依次包括相應的動態儲存裝置器存取控制器(DMAC)842A-H,相應之記憶體管理單元(MMU)844A-H,以及匯流排介面(未展示)。各SPU 820A-H是時鐘為3.2GHz之RISC處理器,並包括256kB本地RAM 830A-H,原則上可擴展為4GB。各SPE給出理論上為25.6GFLOP之單精確度性能。SPU在單個時鐘週期內可處理4個單精確度浮點數、4個32位元數、8個16位元整數或者16個8位元整數。在同一個時鐘週期內,亦可執行儲存操作。SPU 820A-H不直接存取系統記憶體XDRAM 726;SPU 820A-H形成之64位元位址被傳遞給MFC 840A-H,該MFC 840A-H指示其DMA控制器842A-H藉由元件互聯匯流排880及記憶體控制器860存取記憶體。 Each of the co-processing elements (SPE) 810A-H includes a respective co-processing unit (SPU) 820A-H, and a corresponding storage flow controller (MFC) 840A-H, which in turn includes a corresponding dynamic storage device Access controllers (DMAC) 842A-H, corresponding memory management units (MMUs) 844A-H, and bus interface (not shown). Each SPU 820A-H is a RISC processor with a clock of 3.2 GHz and includes 256 kB of local RAM 830A-H, which can be expanded to 4 GB in principle. Each SPE gives a single precision performance that is theoretically 25.6 GFLOP. The SPU can process 4 single-precision floating-point numbers, 4 32-bit numbers, 8 16-bit integers, or 16 8-bit integers in a single clock cycle. The storage operation can also be performed in the same clock cycle. The SPU 820A-H does not directly access the system memory XDRAM 726; the 64-bit address formed by the SPU 820A-H is passed to the MFC 840A-H, which indicates that its DMA controller 842A-H is interconnected by components The bus 880 and the memory controller 860 access the memory.
元件互連匯流排(EIB)880為Cell處理器728內部之邏輯迴圈通信匯流排,其連接上述處理器元件,即PPE 850、記憶體控制器860、雙匯流排介面870A、B以及8個SPE 810A-H,共計12個參與元件。參與元件可同時以每時鐘週期8位元組之對匯流排進行讀及寫。如前所述,各SPE 810A-H包括DMAC 842A-H,用於調度較長之讀或寫序列。EIB包含4個通道,其中兩個分別沿順時針方向及逆時針方向。因此,對於12個參與元件,任意兩個參與元件之間最長之逐步資料流程在適當的方向是6步。因此,在參與元件之間藉由裁決全面利用之情況下,12槽之理論峰值暫態EIB頻寬為每時鐘96B。此相當於在3.2GHz 時脈速率時307.2GB/s(每秒千百萬位元組)之理論峰值頻寬。 The component interconnect bus (EIB) 880 is a logical loop communication bus inside the Cell processor 728, which is connected to the above processor components, namely, PPE 850, memory controller 860, dual bus interface 870A, B, and 8 SPE 810A-H, a total of 12 participating components. The participating components can simultaneously read and write to the busbar of 8 bytes per clock cycle. As previously mentioned, each SPE 810A-H includes a DMAC 842A-H for scheduling a longer read or write sequence. The EIB consists of 4 channels, two of which are clockwise and counterclockwise. Therefore, for the 12 participating components, the longest step-by-step data flow between any two participating components is 6 steps in the appropriate direction. Therefore, the theoretical peak transient EIB bandwidth of the 12-slot is 96B per clock in the case of full utilization between the participating components. This is equivalent to 3.2GHz The theoretical peak bandwidth of the clock rate is 307.2 GB/s (thousands of bytes per second).
記憶體控制器860包括由Rambus公司開發之XDRAM介面862。記憶體控制器以25.6GB/s之理論峰值頻寬與Rambus XDRAM 726介接。 Memory controller 860 includes an XDRAM interface 862 developed by Rambus Corporation. The memory controller interfaces with Rambus XDRAM 726 at a theoretical peak bandwidth of 25.6 GB/s.
雙匯流排介面870A、B包括Rambus FlexIO®系統介面872A、B。介面被組織成12個通道,各通道8位寬,其中五個路徑是入站,七個路徑是出站。此在Cell處理器與I/O橋734之間經由控制器870A以及在Cell處理器與真實模擬器圖形單元730之間經由控制器870B提供62.4GB/s的理論峰值頻寬(其中36.4GB/s是出站,26GB/s是入站)。 The dual bus interface 870A, B includes the Rambus FlexIO® system interface 872A, B. The interface is organized into 12 channels, each channel being 8 bits wide, five of which are inbound and seven are outbound. This provides a theoretical peak bandwidth of 62.4 GB/s between the Cell processor and I/O bridge 734 via controller 870A and between the Cell processor and real simulator graphics unit 730 via controller 870B (of which 36.4 GB/ s is outbound, 26GB/s is inbound).
由Cell處理器728發送至真實模擬器圖形單元730之資料通常包括顯示清單,其為繪製頂點、對多邊形應用紋理、指定照明條件等之命令序列。 The material sent by the Cell Processor 728 to the Real Simulator Graphics Unit 730 typically includes a display list that is a sequence of commands for drawing vertices, applying textures to polygons, specifying lighting conditions, and the like.
圖14係根據本發明之一個實施例的場景A至場景E以及與經由網際網路連接至伺服器處理之遊戲客戶端1102交互之各自使用者A至使用者E的示例說明。遊戲客戶端係允許使用者經由網際網路連接至伺服器應用及處理之裝置。遊戲客戶端允許使用者存取並播放線上娛樂內容,如但不限於遊戲、電影、音樂及照片。此外,遊戲客戶端可提供對線上通信應用的存取,如VOIP、文本聊天協定及電子郵件 14 is an illustration of scenes A through E and respective users A through E interacting with a game client 1102 that is connected to the server via an internet connection, in accordance with one embodiment of the present invention. The game client allows the user to connect to the server application and processing device via the internet. The game client allows users to access and play online entertainment content such as, but not limited to, games, movies, music, and photos. In addition, the game client provides access to online communication applications such as VOIP, text chat protocols and email
使用者經由控制器與遊戲客戶端交互。在一些實施例中,控制器為遊戲客戶端專用控制器,而在其他實施例中,控制器可為鍵盤及滑鼠之組合。在一個實施例中,遊戲客戶端係可輸出音訊及視訊訊號以藉由監視器/電視及關聯音訊設備創建多媒體環境之獨立裝置。例如,遊戲客戶端可為(但不限於)精簡型客戶端、內部PCI擴展卡、外部PCI擴展裝置、擴展卡裝置、內部、外部或無線USB裝置,或Firewire裝置等。在其他實施例中,遊戲客戶端整合電視或其他多媒體裝置(如,DVR、藍光(Blu-Ray)播放機、DVD播放機或多通道接收器)。 The user interacts with the game client via the controller. In some embodiments, the controller is a game client specific controller, while in other embodiments, the controller can be a combination of a keyboard and a mouse. In one embodiment, the game client can output audio and video signals to create a separate device for the multimedia environment via the monitor/television and associated audio devices. For example, the game client can be, but is not limited to, a thin client, an internal PCI expansion card, an external PCI expansion device, an expansion card device, an internal, external or wireless USB device, or a Firewire device or the like. In other embodiments, the game client integrates a television or other multimedia device (eg, a DVR, Blu-Ray player, DVD player, or multi-channel receiver).
在圖14之場景A中,使用者A使用與遊戲客戶端1102A配對的控制器1106A,與顯示在監視器1104A上之客戶端應用交互。類似地,在場景B內,使用者B使用與遊戲客戶端1102B配對之控制器1106B,與顯示在監視器1104B上之客戶端應用交互。場景C繪示在使用者C觀看顯示來自遊戲客戶端1102C的遊戲及好友列表之監視器時,從使用者C背後看之場景。在一個實施例中,當圖14展示單個伺服器處理模組時,全世界有多個伺服器處理器模組。各伺服器處理模組包括子模組,用於使用者會話控制、分享/通信邏輯、使用者地理位置及負載平衡處理服務。此外,伺服器處理模組包括網路處理及分散式儲存。 In scenario A of FIG. 14, user A interacts with the client application displayed on monitor 1104A using controller 1106A paired with game client 1102A. Similarly, in scenario B, user B interacts with the client application displayed on monitor 1104B using controller 1106B paired with game client 1102B. Scene C shows the scene viewed from the back of the user C when the user C views the monitor displaying the game and the buddy list from the game client 1102C. In one embodiment, when Figure 14 shows a single server processing module, there are multiple server processor modules worldwide. Each server processing module includes a sub-module for user session control, sharing/communication logic, user geographic location, and load balancing processing services. In addition, the server processing module includes network processing and distributed storage.
當遊戲客戶端1102連接至伺服器處理模組時,使用者會話控制可用於認證使用者。經認證之使用者可具有關聯之虛擬化分散式儲存及虛擬化網路處理。可儲存為使用者虛擬化分散式儲存之一部分之實例專案包括已購買的媒體,如但不限於遊戲、視訊及音樂等。此外,分散式儲存可用於保存多個遊戲之遊戲狀態、單個遊戲之自訂設置及遊戲客戶機之定製設置。在一個實施例中,伺服器處理的使用者地理位置模組用於確定使用者及其各自之遊戲客戶端的地理位置。使用者之地理位置可由共用/通信邏輯及負載平衡處理伺服器用於基於多個伺服器處理模組之地理定位及處理需求優化性能。對網路處理及網路儲存之一或兩者進行虛擬化將允許遊戲客戶端之處理任務動態地轉移至未充分使用之伺服器處理模組。因此,負載平衡可用於最小化與從儲存召回及伺服器處理模組與遊戲客戶端之間資料傳輸相關聯的等待時間。 User session control can be used to authenticate the user when the game client 1102 is connected to the server processing module. Certified users can have associated virtualized decentralized storage and virtualized network processing. Example projects that can be stored as part of a user's virtualized decentralized storage include purchased media such as, but not limited to, games, video, and music. In addition, decentralized storage can be used to save game state for multiple games, custom settings for individual games, and custom settings for game clients. In one embodiment, the server-processed user geographic location module is used to determine the geographic location of the user and their respective game clients. The geographic location of the user can be used by the sharing/communication logic and load balancing processing server to optimize performance based on the geolocation and processing requirements of the plurality of server processing modules. Virtualizing one or both of network processing and network storage will allow the game client's processing tasks to be dynamically transferred to underutilized server processing modules. Therefore, load balancing can be used to minimize latency associated with data transfer from storage recalls and server processing modules to game clients.
伺服器處理模組具有伺服器應用A及伺服器應用B之實例。伺服器處理模組能夠支援多個伺服器應用,如伺服器應用X1及伺服器應用X2所指示般。在一個實施例中,伺服器處理基於集群計算架構,其允許集群內之多個處理器處理伺服器應用。在另一個實施例中,不同類 型的多電腦處理方案被應用於處理伺服器應用。此允許伺服器處理可縮放,以適應執行多個客戶端應用之大量遊戲客戶端以及相應的伺服器應用。可替代地,伺服器處理可縮放以適應因更苛刻之圖形處理或遊戲、視訊壓縮或應用複雜性所需而增加之計算需求。在一個實施例中,伺服器處理模組經由伺服器應用執行大部分處理。此允許相對較貴之元件(如圖形處理器、RAM及通用處理器)位於中央位置,並降低遊戲客戶端的成本。處理過之伺服器應用資料經由網際網路被發送回相應之遊戲客戶端以在監視器上顯示。 The server processing module has an instance of the server application A and the server application B. The server processing module can support multiple server applications, as indicated by server application X 1 and server application X 2 . In one embodiment, the server processing is based on a cluster computing architecture that allows multiple processors within the cluster to process server applications. In another embodiment, different types of multi-computer processing schemes are applied to the processing server application. This allows the server to handle scaling to accommodate a large number of game clients executing multiple client applications and corresponding server applications. Alternatively, the server processing can be scaled to accommodate the increased computational demands required for more demanding graphics processing or gaming, video compression, or application complexity. In one embodiment, the server processing module performs most of the processing via the server application. This allows relatively expensive components (such as graphics processors, RAM, and general purpose processors) to be centrally located and reduces the cost of the game client. The processed server application data is sent back to the corresponding game client via the Internet for display on the monitor.
場景C繪示遊戲客戶端及伺服器處理模組可執行之示例性應用。例如,在一個實施例中,遊戲客戶端1102C允許使用者C創建並查看包括使用者A、使用者B、使用者D及使用者E之好友列表1120。如所示,在場景C中,使用者C能夠在監視器1104C上看見各使用者之即時圖像或化身。伺服器處理執行遊戲客戶端1102C的相應之應用,並與使用者A、使用者B、使用者D及使用者E之相應遊戲客戶端1102一起執行。因為伺服器處理知道遊戲客戶機B正在執行之應用,所以使用者A之夥伴列表可指示遊戲使用者B正玩哪一個遊戲。更進一步言之,在一個實施例中,使用者A可直接從使用者B查看遊戲視訊中之真實場景。此可藉由除發送至遊戲客戶端B之外,僅發送使用者B之經處理的伺服器應用資料至遊戲客戶端A實現。 Scene C illustrates an exemplary application executable by the game client and server processing module. For example, in one embodiment, game client 1102C allows user C to create and view a buddy list 1120 that includes user A, user B, user D, and user E. As shown, in scenario C, user C can see an instant image or avatar of each user on monitor 1104C. The server processes the corresponding application executing the game client 1102C and executes it with the corresponding game client 1102 of User A, User B, User D, and User E. Since the server process knows that the game client B is executing the application, the user A's buddy list can indicate which game the game user B is playing. Furthermore, in one embodiment, user A can view the real scene in the game video directly from user B. This can be achieved by sending only the processed server application data of user B to game client A, in addition to being sent to game client B.
除了能夠觀看來自好友之視訊外,通信應用可允許好友之間進行即時通信。如前例中所應用的,此允許使用者A在觀看使用者B之即時視訊時提供鼓勵或者提示。在一個實施例中,藉由客戶端/伺服器應用建立雙向即時語音通信。在另一個實施例中,客戶端/伺服器應用支援文本聊天。在又另一個實施例中,客戶端/伺服器應用將語音轉換成文本以在好友的螢幕上顯示。 In addition to being able to view video from friends, the communication application can allow instant communication between friends. As used in the previous example, this allows User A to provide encouragement or prompts when viewing User B's instant video. In one embodiment, two-way instant voice communication is established by the client/server application. In another embodiment, the client/server application supports text chat. In yet another embodiment, the client/server application converts the speech to text for display on the friend's screen.
場景D及場景E分別繪示各自之使用者D及使用者E與遊戲控制台 1110D及1110E交互。遊戲控制台1110D及1110E均連接至伺服器處理模組並繪示其中伺服器處理模組為遊戲控制台及遊戲客戶端協調遊戲的網路。 Scene D and scene E respectively show the respective user D and user E and the game console 1110D and 1110E interact. The game consoles 1110D and 1110E are both connected to the server processing module and depict a network in which the server processing module coordinates the game for the game console and the game client.
圖15繪示資訊服務提供商架構之實施例。資訊服務提供商(ISP)1370傳送大量之資訊服務至散佈於各地並藉由網路1386連接的使用者1382。ISP可僅傳送一種類型之服務(例如股票價格更新)或各種服務(例如廣播媒體、新聞、體育、遊戲等)。此外,各ISP提供之服務是動態的,即服務可在任一時間點添加或者去掉。因此,向特定個體提供特定類型之服務的ISP可隨時間改變。例如,當使用者在其家鄉時,使用者可由使用者附近之ISP服務,當使用者旅行至不同城市時,可由不同的ISP來服務。家鄉的ISP會將所需資訊及資料轉移至新之ISP,使得使用者資訊「跟隨」使用者至新城市使資料離使用者更近且更容易存取。在另一個實施例中,可在管理使用者資訊之主機ISP與在主機ISP控制下直接與使用者介接之伺服器ISP之間建立主機-伺服器關係。在其他實施例中,當客戶端在全世界移動時,資料從一個ISP轉移至另一個ISP以使在更好位置服務使用者之ISP是傳送此等服務的ISP。 Figure 15 illustrates an embodiment of an information service provider architecture. The Information Service Provider (ISP) 1370 transmits a large amount of information services to users 1382 that are distributed throughout the network and connected via the network 1386. An ISP can only transmit one type of service (such as stock price updates) or various services (such as broadcast media, news, sports, games, etc.). In addition, the services provided by each ISP are dynamic, ie the service can be added or removed at any point in time. Thus, an ISP that provides a particular type of service to a particular individual can change over time. For example, when the user is in his hometown, the user can be served by an ISP near the user, and when the user travels to a different city, the user can be served by a different ISP. The home ISP will transfer the required information and information to the new ISP, so that the user information "follows" the user to the new city to make the data closer and more accessible to the user. In another embodiment, a host-server relationship can be established between a host ISP that manages user information and a server ISP that interfaces directly with the user under the control of the host ISP. In other embodiments, when the client moves around the world, the data is transferred from one ISP to another so that the ISP serving the user at a better location is the ISP that delivered the services.
ISP 1370包括應用服務提供商(ASP)1372,其藉由網路向顧客提供基於電腦之服務。使用ASP模型提供之軟體有時亦被稱為應需式軟體或軟體即服務(SaaS)。向特定應用程式(如顧客關係管理)提供存取之簡單方式係藉由使用標準協定,如HTTP。應用軟體駐留在提供商之系統中並由使用者藉由使用HTML之網頁流覽器、藉由提供商提供的專用客戶端軟體或其他遠端介面(如,精簡型客戶端)存取。 The ISP 1370 includes an Application Service Provider (ASP) 1372 that provides computer-based services to customers via the Internet. Software provided using the ASP model is sometimes referred to as on-demand software or software as a service (SaaS). The simple way to provide access to a particular application, such as customer relationship management, is through the use of standard protocols such as HTTP. The application software resides in the provider's system and is accessed by the user via a web browser using HTML, a proprietary client software provided by the provider, or other remote interface (eg, a thin client).
在廣大地理區域傳輸之服務經常使用雲計算。雲計算係一種計算類型,其中動態可擴展且經常被虛擬化的資源藉由網際網路作為服務提供。使用者無需為支援其之「雲」中之技術結構的專家。雲計算可 分為不同之服務,如基礎設施即服務(IaaS)、平台即服務(PaaS)及軟體即服務(SaaS)。雲計算服務經常提供可從網頁流覽器存取之通用商業線上應用,而軟體及資料則儲存在伺服器上。術語「雲」用於比喻網際網路,基於網際網路在電腦網路圖表中如何描繪且為其隱藏之複雜基礎設施的抽象化。 Services that are transmitted over a wide geographic area often use cloud computing. Cloud computing is a type of computing in which dynamically scalable and often virtualized resources are provided by the Internet as a service. Users do not need to be experts in supporting the technical structure in their "cloud." Cloud computing can Divided into different services, such as Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Cloud computing services often provide a common commercial online application that can be accessed from a web browser, while software and data are stored on the server. The term "cloud" is used to describe the Internet, based on the abstraction of the complex infrastructure of how the Internet is portrayed and hidden in computer network diagrams.
進一步言之,ISP 1370包括遊戲處理伺服器(GPS)1374,其被遊戲客戶端用於玩單人或多人視訊遊戲。大多數藉由網際網路玩之視訊遊戲藉由至遊戲伺服器的連接操作。通常,遊戲使用專用伺服器應用,該應用從玩家收集資料並且將其分發給其他玩家。此比點對點配置更加有效率亦更有效,但需要單獨之伺服器來託管該伺服器應用。在另一個實施例中,GPS建立玩家與其各自遊戲裝置間的通信,且在不依賴中央GPS之情況下進行資訊交換。 Further, ISP 1370 includes a Game Processing Server (GPS) 1374 that is used by the game client to play single or multi-person video games. Most video games played over the Internet are operated by connections to the game server. Typically, games use a dedicated server application that collects data from players and distributes them to other players. This is more efficient and efficient than a point-to-point configuration, but requires a separate server to host the server application. In another embodiment, the GPS establishes communication between the player and their respective gaming devices and exchanges information without relying on central GPS.
專用GPS係獨立於客戶端運行之伺服器。此種伺服器通常在位於資料中心之專用硬體上運行,提供更多之頻寬及專用處理能力。專用伺服器對大多數基於PC之多玩家遊戲而言是託管遊戲伺服器的優選方法。大型多玩家在通常由軟體公司託管之專用伺服器上運行,軟體公司擁有遊戲權利,允許其控制並更新內容。 The dedicated GPS is independent of the server running on the client. Such servers are typically run on dedicated hardware located in the data center, providing more bandwidth and dedicated processing power. Dedicated servers are the preferred method of hosting game servers for most PC-based multiplayer games. Large multiplayers run on dedicated servers that are typically hosted by software companies, which have game rights that allow them to control and update content.
廣播處理伺服器(BPS)1376將音訊或圖像信號分發給聽眾。向極窄範圍之聽眾廣播有時稱為窄播。廣播分佈之最終一站為信號如何到達收聽者或觀看者,其可如同無線電台或電視台一樣在空中傳播至天線及接收器,或可藉由有線電視或有線廣播(或「無線電纜」)經由電台傳播或直接來自網路。網際網路亦可為受眾帶來廣播或電視,特別是利用多點廣播,允許共用信號及頻寬。歷史上,廣播按地理區域劃定界限,如國家廣播或者區域廣播。然而,隨著快速網際網路之增殖,廣播不受地理限定,其內容可到達世界上之幾乎任何國家。 A Broadcast Processing Server (BPS) 1376 distributes the audio or image signals to the listener. Broadcasting to a narrow range of listeners is sometimes referred to as narrowcasting. The final station of the broadcast distribution is how the signal arrives at the listener or viewer, which can be transmitted to the antenna and receiver in the air like a radio or television station, or via cable or cable broadcast (or "wireless cable"). The radio spreads or comes directly from the Internet. The Internet can also bring broadcast or television to the audience, especially with multicast, allowing for shared signals and bandwidth. Historically, broadcasts have been delineated by geographic regions, such as national broadcasts or regional broadcasts. However, with the proliferation of fast Internet, broadcasts are not geographically restricted and their content can reach almost any country in the world.
儲存服務提供商(SSP)1378提供電腦儲存空間及相關管理服務。 SSP亦提供週期性備份及存檔。藉由將儲存作為服務提供,使用者可按需要預訂更多之儲存。另一個主要優點為SSP包括備份服務,且當電腦硬體驅動器損壞時使用者不會丟失其所有資料。進一步地,多個SSP可具有使用者資料之全部或部分副本,此允許使用者以有效率之方式存取資料,不受使用者所在位置或使用的設備限制。例如,使用者可在家中電腦存取個人文檔,亦可當使用者在外時藉由行動電話存取。 The Storage Service Provider (SSP) 1378 provides computer storage and related management services. SSP also provides periodic backup and archiving. By providing storage as a service, users can order more storage as needed. Another major advantage is that the SSP includes a backup service and the user does not lose all of their data when the computer's hardware drive is damaged. Further, multiple SSPs may have all or part of a copy of the user profile, which allows the user to access the data in an efficient manner, independent of the location of the user or the device being used. For example, a user can access a personal document from a computer at home, or can be accessed by a mobile phone when the user is outside.
通信提供商380為使用者提供連接。通信提供商之一種為網際網路服務提供商(ISP),其提供網際網路存取入口。ISP使用適合傳送網際網路協定資料包之資料傳輸技術(如,撥號、DSL、纜線數據機、無線或專用高速互聯)連接其顧客。通信提供商亦可提供消息服務,如電子郵件、即時通訊及SMS文本。另一類型之通信提供商為網路服務提供商(NSP),其藉由提供通對網際網路的直接主幹存取銷售寬頻或網路存取。網路服務提供商可由電信公司、資料載體、無線通訊提供商、網際網路服務提供商、提供高速網際網路存取之有線電視運營商等組成。 Communication provider 380 provides a connection to the user. One type of communication provider is an Internet Service Provider (ISP) that provides Internet access. ISPs connect their customers with data transfer technologies (such as dial-up, DSL, cable modems, wireless or dedicated high-speed interconnects) that are suitable for transporting Internet Protocol packets. Communication providers can also provide messaging services such as email, instant messaging and SMS text. Another type of communication provider is a Network Service Provider (NSP) that sells broadband or network access by providing direct backbone access to the Internet. Internet service providers can be composed of telecommunications companies, data carriers, wireless communication providers, Internet service providers, and cable operators that provide high-speed Internet access.
資料交換1388及ISP 1370內部之若干模組互連,並將此等模組經由網路1386連接至使用者1382。資料交換1388可覆蓋很小的面積,其中ISP 1370之所有模組彼此接近,或當不同模組散佈於不同地方時可覆蓋很大之地理區域。例如,資料交換1388可包括位於資料中心主機殼內之快速十億位元乙太網路(或更快),或洲際虛擬區域網路(VLAN)。 Data exchange 1388 and several modules within ISP 1370 are interconnected and connected to user 1382 via network 1386. The data exchange 1388 can cover a small area, in which all modules of the ISP 1370 are close to each other, or cover a large geographical area when different modules are scattered in different places. For example, data exchange 1388 may include a fast one billion bit Ethernet (or faster) or an intercontinental virtual local area network (VLAN) located within the data center mainframe.
使用者1382利用客戶端裝置1384存取遠端服務,客戶端裝置包括至少一個CPU、一個顯示器及I/O。客戶端裝置可為PC、行動電話、上網本、PDA等。在一個實施例中,ISP 1370識別客戶端使用之裝置類型,並調整採用的通信方法。在其他情況下,客戶端裝置使用標準 通信方法(如,html)來存取ISP 1370。 The user 1382 accesses the remote service using the client device 1384, which includes at least one CPU, a display, and I/O. The client device can be a PC, a mobile phone, a netbook, a PDA, or the like. In one embodiment, the ISP 1370 identifies the type of device used by the client and adjusts the communication method employed. In other cases, client devices use standards A communication method (eg, html) is used to access the ISP 1370.
本發明之實施例可與各種電腦系統組態一起使用,包括手持設備、微處理器系統、基於微處理器之或可程式設計的消費性電子產品、小型電腦、大型電腦等。本發明亦可在分散式運算環境中實現,其中任務由藉由基於有線或無線網路連結之遠端處理裝置執行。 Embodiments of the present invention can be used with a variety of computer system configurations, including handheld devices, microprocessor systems, microprocessor-based or programmable consumer electronics, small computers, large computers, and the like. The present invention can also be practiced in a distributed computing environment where tasks are performed by remote processing devices that are connected by a wired or wireless network.
考慮到以上實施例時,應瞭解本發明可採用涉及電腦系統所儲存之資料之各種電腦執行的操作。此等操作係要求對物理量進行物理處理之操作。此處描述之構成本發明的部分之任何操作皆為有用的機器操作。本發明亦涉及用於執行此等操作之裝置或設備。該設備可根據所需目的特別構建,或該設備可為由儲存於電腦中的電腦程式選擇性啟動或組態之通用電腦。特定而言,各種通用機器可與根據本文之教示而編寫之電腦程式一同使用,或可更方便地構造更專用的設備來執行所需操作。 In view of the above embodiments, it will be appreciated that the present invention may employ various computer-implemented operations involving data stored by a computer system. These operations require the physical processing of physical quantities. Any of the operations described herein that form part of the present invention are useful machine operations. The invention also relates to a device or device for performing such operations. The device may be specially constructed for the desired purpose, or the device may be a general purpose computer selectively activated or configured by a computer program stored in the computer. In particular, various general purpose machines may be used with computer programs written in accordance with the teachings herein, or more convenient to construct more specialized devices to perform the desired operations.
本發明亦可體現為電腦可讀介質上之電腦可讀代碼。電腦可讀介質係可儲存資料之任何資料儲存裝置,其此後可由電腦系統讀取。電腦可讀介質之實例包括硬碟驅動器、網路附加儲存(NAS)、唯讀記憶體、隨機存取記憶體、CD-ROM、CD-R、CD-RW、磁帶以及其他光學及非光學資料儲存裝置。該電腦可讀介質可包括分佈於網路耦合電腦系統之電腦可讀有形介質,以便電腦可讀代碼可以分佈的方式被儲存及執行。 The invention can also be embodied as computer readable code on a computer readable medium. A computer readable medium is any data storage device that can store data, which can thereafter be read by a computer system. Examples of computer readable media include hard disk drives, network attached storage (NAS), read only memory, random access memory, CD-ROM, CD-R, CD-RW, magnetic tape, and other optical and non-optical materials. Storage device. The computer readable medium can include a computer readable tangible medium distributed over a network coupled computer system so that the computer readable code can be stored and executed in a distributed fashion.
雖然以特定順序描述方法操作,但是應瞭解其他內務操作可在操作之間執行,或操作可調整以便其在略微不同之時間發生,或可分佈於允許處理操作以與處理相關之時間間隔發生的系統內,只要對疊加操作之處理是按所需要的方式執行。 Although the method operations are described in a particular order, it should be understood that other housekeeping operations may be performed between operations, or that the operations may be adjusted so that they occur at slightly different times, or may be distributed at intervals that allow processing operations to occur at processing-related intervals. Within the system, as long as the processing of the overlay operation is performed in the desired manner.
雖然為了清楚理解已經相當詳細地描述上述發明,但顯然易見可在所附申請專利範圍內做一些改變及修改。因此,本實施例應被認為 是說明性而非限制性的,且本發明並不限於此處給出之細節,而是可在所附申請專利範圍之範疇及等同物內進行修改。 Although the invention described above has been described in considerable detail for clarity of understanding, it is obvious that modifications and variations may be made within the scope of the appended claims. Therefore, this embodiment should be considered It is intended to be illustrative, and not restrictive, and the scope of the invention
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