WO2005116802A1 - 入力装置及び方法、文字入力方法 - Google Patents
入力装置及び方法、文字入力方法 Download PDFInfo
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- WO2005116802A1 WO2005116802A1 PCT/JP2004/007456 JP2004007456W WO2005116802A1 WO 2005116802 A1 WO2005116802 A1 WO 2005116802A1 JP 2004007456 W JP2004007456 W JP 2004007456W WO 2005116802 A1 WO2005116802 A1 WO 2005116802A1
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- vibration
- input
- input device
- user
- threshold value
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Classifications
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/014—Hand-worn input/output arrangements, e.g. data gloves
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/218—Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/016—Input arrangements with force or tactile feedback as computer generated output to the user
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/02—Input arrangements using manually operated switches, e.g. using keyboards or dials
- G06F3/0202—Constructional details or processes of manufacture of the input device
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/02—Input arrangements using manually operated switches, e.g. using keyboards or dials
- G06F3/0202—Constructional details or processes of manufacture of the input device
- G06F3/0219—Special purpose keyboards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1056—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving pressure sensitive buttons
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
Definitions
- the present invention relates to an input device, and for example, relates to a device that performs input to a predetermined device based on a bending amount of an operation unit that can be bent by a user operation.
- a data glove is known as one of such input devices.
- the tag member is used like a glove by inserting the user's hand into the bag-shaped body.
- a DEITANO glove is used as an input device to a computer
- an image simulating a user's hand is displayed in a virtual space displayed on the display.
- information is input from the data glove to the computer according to the movement, and the image imitating the hand moves to follow the movement. Yes.
- the keyboard When entering characters, the keyboard is usually used. In mobile phones, etc., input is also performed using a numeric keypad instead of a keyboard.
- a keyboard picture and cursor are displayed on the screen and Accept key input.
- the user operates the joypad cross key or joystick stick to place the cursor on the desired key on the key board displayed on the screen, and presses a button provided on the joypad or joystick.
- the key is determined as the key to be input to the character input area, and the key is input to the character input area.
- the amount of bending of the finger is corresponding to the action of pressing a button. If a threshold is set and digital data is output when the amount of bending of the finger exceeds this threshold, it is difficult for the user to recognize how much the finger is bent and the determination that the button is pressed .
- a normal data glove is provided with a bag-like main body for inserting and using the user's hand, and the entire apparatus tends to be large because such a main body is provided.
- the user's hand since the user's hand is inserted and used, it takes time for the user to pick up the data glove and insert the hand.
- a data glove is attached to both hands, it is difficult to attach a data glove to the other hand while a data glove is attached to one hand, and it takes time to insert the hand.
- operations such as operating a TV remote control or taking notes of information that is important to the progress of the game displayed on the display, it is difficult to perform these operations with the data globe attached. . In particular, if you remove the data glove once and perform these operations, The mounting and dismounting of the globe becomes very complicated.
- an object of the present invention is to provide an input device and an input method that can be easily used by a user.
- an object of the present invention is to provide an input device that does not require a cumbersome operation such as inserting a user's hand into a bag-shaped main body and can be quickly used.
- an object of the present invention is to provide an input device that is more compact than a data glove having a conventional bag-shaped main body and can detect the movement of a user's hand.
- Another object of the present invention is to provide a character input method and an input device that allow easy character input without using a keyboard or a numeric keypad. Disclosure of the invention
- an input device that can be held by a user and used to input information to a predetermined device, and can be displaced by the operation of a user, for example, can be bent or slid.
- the control means sets the displacement amount to x, 0, T, and v 2 and T ⁇ ⁇ x ⁇ v 2
- the vibration means may generate vibration so that the vibration is weakened as the displacement amount is increased.
- An input device that can be held by a user and is used to input information to a predetermined device, the operation unit being bendable by a user operation, and a displacement of the operation unit
- a vibration detecting means for generating vibration to be transmitted to a user; and generating vibration in the vibrating means based on information indicating a displacement amount of the operation unit detected by the sensor.
- Control means wherein the control means is defined as Vj x vs, where x is the displacement amount, T is a first threshold value, T 0 ⁇ V l l ⁇ ⁇ 2 , A range that is in the vicinity of the first threshold value and the displacement amount is smaller than the first threshold value 1 ⁇ (When Vi x T, the vibration increases as the displacement amount increases. , And the displacement is in a range larger than the first threshold T ⁇ Can ( ⁇ ⁇ ⁇ 2) To generate a vibration to the vibrating means so that the vibration is weakened as the displacement amount increases, the input device is also provided.
- the control means is configured so that each of the plurality of threshold values T ⁇ , T 2 -T k -T n (2 ⁇ , ⁇ , ⁇ T 2- ⁇ T k- ⁇ ⁇ ) In the vicinity range of the threshold, when the deformation amount is smaller than the threshold value, the vibration becomes stronger as the displacement amount becomes larger, and when the displacement amount is larger than the threshold value, the vibration becomes larger as the displacement amount becomes larger. Vibration is generated in the vibration means so that the vibration becomes weak.
- the operation unit is elastic and is provided in a plurality of positions that can be gripped by a user's finger, and by gripping these operation units with the user's finger, It is possible to hold the device without dropping it.
- This elasticity can be obtained by using an elastic material such as rubber.
- the input device is provided with a movable part that can be opened and closed, such as a hinge part, and a material is provided by urging the hinge part to be in an open state (a state in which the palm is open). Even if the device itself does not have elasticity, it is possible to hold the device without dropping by the elasticity of the operation unit by gripping these operation units with the user's finger.
- the control unit the vibrations generated the in the vicinity of the threshold ⁇ ⁇ ⁇ ⁇ with each other
- the vibration means may generate vibration so that the vibration means returns to the threshold value from a value larger than the threshold value.
- a first vibration different from the vibration generated in the vicinity of may be generated.
- the control means causes the vibration means to generate a second vibration different from the vibration generated in the vicinity of the threshold when the deformation amount reaches the threshold from a value smaller than the threshold. It can also be.
- the control means determines that the displacement amount is smaller than a first threshold value T i to a first threshold value T! Is detected until the displacement amount changes until it returns to the threshold value 1, and when the displacement amount returns to the threshold value 1 ⁇ Then, information representing the largest threshold value may be input.
- the input device when the device is moved by a user operation, one or more means for detecting a displacement amount of the device before and after being moved, and one or more commands executable by the control device are recorded. And the control means selects and executes one or more of the commands recorded in the memory based on the displacement detected by the means for detecting the displacement of the device. It can also be configured to. Furthermore, it is an input device that can be held by a user and used to input information to a predetermined device, and is provided in a plurality of positions that can be held by a user's finger and has elasticity. It is possible to hold the device without dropping it by gripping these operation parts with the user's finger.
- an input device that includes a motion detection sensor for detecting a motion of a hand, and inputs motion information of the user's hand detected by the motion detection sensor to the predetermined device.
- a motion detection sensor for detecting a motion of a hand
- an input method for inputting operation information of a user's hand to the predetermined device is also provided.
- a method of inputting information to a predetermined device through an input device wherein the displacement amount of the movable part of the input device is detected, and vibration is transmitted to the user according to the detected displacement amount.
- the vibration transmission is V i ⁇ x ⁇ T i where x is the displacement amount, T is the first threshold value, and O ⁇ Vi i 1 ⁇
- the displacement amount increases.
- a method is provided that is performed in such a way that the vibration is strong. Further, it is a method of inputting information to a predetermined device through an input device, wherein the displacement amount of the movable part of the input device is detected, and vibration transmission is transmitted to the user according to the detected displacement amount.
- the vibration becomes stronger as the displacement amount increases.
- the displacement amount is in a range larger than the first threshold value (T ⁇ ⁇ x ⁇ V 2 )
- a method for inputting characters into a predetermined character input area displayed on a display wherein a character input is input to the character input area from a user by moving a movable part provided in the character input device. Detected by the control unit, the character input control unit displays a character corresponding to the detected input in the character input region, and the character input control unit has a displacement amount of the movable unit exceeding a predetermined threshold value. If not, a method is also provided in which a candidate character to be input is presented to the user through the display, and when the amount of displacement exceeds a predetermined threshold, the candidate character is determined as the input character.
- FIG. 1 is an explanatory diagram of the usage state of the input device according to the present invention.
- FIG. 2 is an explanatory diagram of a state in which a receiver is attached to an input terminal of a game machine to which a display is connected.
- FIG. 3 is an explanatory diagram of the arrangement of sensors and the like in the input device.
- FIG. 4 is an explanatory diagram of the appearance of the input device.
- FIG. 5 is an explanatory diagram of a state in which the user has gently gripped the input device, (a) is an initial state of the input device, and (b) is an explanatory diagram of a state in which the input device is bent until the bending amount is maximized. No.
- FIG. 6 (a) is a graph of the bending amount in the operation section
- Fig. 6 (b) is a graph showing the vibration intensity with respect to the bending amount.
- FIG. 7 is a flowchart for explaining the relationship between the bending amount of the operation unit and the vibration of the vibrator in the input device.
- FIG. 8 is a flowchart for explaining the relationship between the bending amount of the operation unit and the vibration of the vibrator in the input device.
- FIG. 9 is a flowchart showing details of the processing executed by the processor.
- FIG. 10 is an explanatory diagram of an input example in which a keyboard is displayed on the display. BEST MODE FOR CARRYING OUT THE INVENTION
- the input device includes a key input device to a computer, a controller for a game machine such as an arcade machine, a controller for an image processing device, an input device for an image processing device, a remote control for an electric appliance such as a television video, etc.
- a key input device to a computer a controller for a game machine such as an arcade machine
- a controller for an image processing device an input device for an image processing device
- a remote control for an electric appliance such as a television video, etc.
- This game machine uses a game program recorded on a disc such as a CD-ROM and a DVD-ROM to process images such as objects around the player character and player character on the display device. Execute.
- the input device detects a user's hand, more specifically, a movement such as bending and stretching of a finger, a parallel movement, a rotation movement, a turning movement, etc. of the entire hand by moving an arm. .
- the detected data is transmitted to the device or device that receives input from this input device.
- FIG. 1 shows a usage state of the input device 100 according to the present embodiment.
- the input device 1 0 0 is grasped by a user (only the user's hand is shown in the figure) indicated by reference numeral 1 0 2, and the input device 1 0 0 moves the entire hand. And the bending motion of each finger.
- the input device 1 0 0 converts the motion detected in this way into data that can be recognized by the game machine 1 0 8 and inputs the data to the game machine 1 0 8 through the receiver 1 0 6.
- data is transmitted from the input device 100 to the receiver 10 6 wirelessly. However, these are connected by a cable or the like to transmit data by wire. You may do it.
- An arbitrary device to be controlled is a game machine in this embodiment, and is shown as a game machine 108 in FIG.
- a device for detecting the position and direction of the input device 100 is incorporated in the input device 100, and in this embodiment, the position and direction are detected by an acceleration sensor. ing. After positioning the input device 10 0 in the initial state by executing calibration, etc., the acceleration angle is detected by the acceleration sensor, so that the tilt angle of the input device with respect to the X, y, and z axes Thus, the attitude of the input device 100 can be detected. Therefore, when the obtained inclination angle satisfies a predetermined condition, it can be determined that the input device 100 is in a vertical, horizontal, or inverted position, for example. Further, input may be performed from the input device according to the detected posture.
- the input device 100 includes an operation portion provided as a protruding portion that can be bent for each finger and a displacement amount of the operation portion, in this example, a sensor that detects a bending amount,
- a bending sensor is provided to allow input.
- the receiver 1 0 6 is attached to the game machine 1 0 8 so that it can be used with an existing game machine or the like, and information input from the input device 1 0 0, for example, an input signal And commands are received by the receiver 1 0 6.
- the receiving device it is of course possible to incorporate the receiving device into the game machine in advance.
- the data transmitted from the input device 1 0 0 is received by the receiver 1 0 6, and a signal that can be recognized by the game machine 1 0 8 is sent from the receiver 1 0 6 to the game machine 1 0 8.
- Sent for example, for game consoles that can recognize digital inputs such as cross keys and buttons, and analog inputs such as analog sticks, the receiver 1 0 6 receives information transmitted from the input device 1 0 0. Then, input digital input or analog input to game console 1 0 8.
- the receiver 10 06 receives input information from the input device 100 and inputs a digital input such as a cross key or a button to the game machine 1 0 8.
- FIG. 2 shows an explanatory diagram of a state in which the receiver 1 06 is attached to the input terminal of the game machine 1 0 8 to which the display 1 1 0 is connected.
- this receiver 1 0 6 for the right hand, for the left hand
- the input generated from each of the input devices 1 0 0 according to the hand movement of the user 1 0 2 is input to the game machine 1 0 8 as a digital signal that can be recognized by the game machine 1 0 8.
- a program such as a game is executed, and a screen is displayed on the display 110 according to the digital input input from the receiver 10 06.
- the display 1 1 0 displays text 1 1 0 a, menu window 1 1 0 b, and / or graphic 1 1 0 c.
- FIG. 3 is an explanatory diagram of the arrangement of sensors and the like in the input device 100 according to the present embodiment.
- This input device 100 is provided on the main body 1 1 6 and elastically provided on the main body 1 1 6 corresponding to the user's thumb, index finger, middle finger, ring finger and little finger from the main body 1 1 6 respectively.
- 1 1 2 a, 1 1 2 b, 1 1 2 c, 1 1 2 d and 1 1 2 e The main body 1 1 6 has a shape that fits almost in the palm of the user so that the user can easily hold the input device 100 and does not drop unexpectedly.
- the operation units 1 1 2 a to e are provided with bending sensors 1 1 to 4 a to e, respectively.
- the operation units 1 1 2 a to e are assumed to have elasticity, and the bending sensor 1 1 4 a to e detects the movement of each finger of the user.
- at least one of the operation units 1 1 2 a to e is composed of a fixed member fixed to the input device and a movable member slidably provided with respect to the fixed member.
- the movable member may be displaced by sliding with respect to the fixed member with a finger, and the amount of displacement (the amount of movement of the movable member relative to the fixed portion) may be detected.
- the movable member can be freely slid in all directions on the surface of the operation unit by the user's finger and is movable in a normal state where the user removes the finger from the movable unit. You may comprise so that a part may return to an initial position. In this case, it is possible to provide a function equivalent to an analog stick by outputting the displacement amount and displacement direction from the initial position of the movable portion.
- the operation unit 1 1 2 itself is configured as an analog joystick whose end on the main unit 1 1 6 side of the operation unit 1 1 2 is fixed to the main unit, and the amount of displacement from the initial state is determined by the user. The movement of each finger may be detected.
- Bending sensors 1 1 4 a-e are coupled to processor 1 1 8
- the signals from the bald sensors 1 1 4 a to e are processed by the processor 1 1 8.
- the main body 1 1 6 is provided with an acceleration sensor 1 2 2 for detecting acceleration in each direction of the X axis, the y axis, and the z axis, and the signal from the acceleration sensor 1 2 2 is also processed by the processor 1 1 8. Is processed.
- the main unit 1 1 6 is further provided with a transmission unit 1 2 4, which is configured to transmit a signal input from the processor 1 1 8 to the receiver 1 0 6.
- the processor 1 1 8 sets a threshold value for the bending amount of each operation unit 1 1 2 a to e, and the bending amount is changed from a value smaller than the threshold value to a larger value, and the bending amount exceeds the threshold value. It was determined that the value was changed from a large value to a small value, and the determination result was input to the game machine 1 0 8 through the receiver 1 0 6.
- the game machine 10 8 advances the game according to the state of each virtual button.
- the operation units 1 1 1 2 a to e are elastic and have a shape and material that can be bent by a user's finger.
- the operation parts 1 1 1 2 a to e are made of rubber and have a substantially rectangular parallelepiped shape protruding from the main body part 1 1 6.
- the surface of the operation unit 1 1 2 a to e that is gripped by the user (hereinafter, this surface is referred to as an outer surface) is placed on each finger of the user corresponding to each operation unit 1 1 2 a to e.
- a groove is formed to fit, that is, to fit the finger.
- each finger of the user is moved to the operation unit 1 1 2 a to Each fits in the groove of e, and the operation parts 1 1 2 a to e fit more to the finger and can be operated stably.
- Each operation unit 1 1 2 a to e is in an extended state in a normal state in which no pressure is applied from the user's finger.
- the operation unit 1 1 2 a to e is A repulsive force is given in the direction to return to the state.
- the input device 1 0 0 can be stably held by friction between the operator's finger and the operation unit 1 1 2 a to e.
- the operation units 1 12 a to e are in a state of being rounded inward as shown in the drawing, with the outer surface being the outside and the back surface of the outer surface being the inside. I did it. If the operation units 1 1 2 a to e are in a normal state and a flat state, the input device 100 may become difficult to grip or may be easily dropped. However, in this embodiment, the user enters with the finger bent inward. Since the force device 1 0 0 can be gripped, the input device 1 0 0 can be stably gripped, and the input device 1 0 0 is unlikely to drop unexpectedly.
- Bending sensors 1 1 4 a to e for detecting the degree of bending of the operating units 1 1 2 a to e are embedded in the respective operating units 1 1 2 a to e.
- This bending sensor may be provided on the surface corresponding to the rear surface of the outer surface as appropriate (hereinafter, this surface may be referred to as the inner surface), and it also obstructs the user from holding the input device 100. If not, it may be provided outside.
- linear pressure-sensitive sensors whose resistance values change with pressure are used as the bending sensors 1 14 a to e.
- the resistance value is increased by the pressure from the finger.
- the current that flows in the pressure sensor when the control unit 1 1 2 a to e is bent is the current that flows in a normal state according to the degree of bending. Smaller than. Therefore, the degree of bending of the operation units 1 1 2 a to e can be detected by such an amount of current.
- vibratory power 1 2 0 a to 1 2 0 e is provided in the operation units 1 1 2 a to 1 1 2 e, respectively.
- vibrator 1 2 0 f is provided on the little finger side of main body 1 1 6, and vibrator 1 2 0 g is provided on the thumb side.
- the vibrators 120 a to g are provided, but these can be omitted.
- vibrators 120a to e are provided in the vicinity of the tip of each operation unit 1 12a to e, and more preferably in a position near the user's fingertip.
- the outputs from the bending sensors 1 14 a to e and the acceleration sensor 1 2 2 are input to the processor 1 1 8, and these are processed by the processor 1 1 8.
- the output signal from the processor 1 1 8 is input to the transmitter 1 2 4.
- the transmitter 1 2 4 transmits the signal input from the processor 1 1 8 to the receiver 1 0 6 and inputs it to the game machine 1 0 8.
- the game machine 1 0 8 detects the movement of the input device 1 0 0.
- a game character or an image simulating the user's hand can be displayed on the display 1 1 0 to follow the actual hand movement of the user detected by the input device 1 0 0. Can be displayed.
- components such as a bending sensor 1 1 4 a to e, a processor 1 1 8, a vibrator 1 2 0 a to g, an acceleration sensor 1 2 2, a transmission unit 1 2 4, and the like are connected to an operation unit 1 1 2. It was assumed to be embedded in a to e or the main body 1 1 6. Accordingly, as shown in the explanatory diagram of the external appearance of the input device 100 in FIG. 4, these components are not touched by the user on the external appearance of the input device 100. Of course, these constituent elements may be provided on the surface of an arbitrary portion of the input device 100, or only a part thereof may be embedded.
- FIG. 5 (a) shows a state where the user 1 0 2 has gripped the input device 1 0 0 lightly.
- This state is an initial state of the input device 100 according to the present embodiment, that is, a state where the bending amount is 0, and no processing is performed regarding the input state of the button.
- the main unit 1 1 6 is stored in the palm of the user 1 0 2, and each operation unit 1 1 2 a to e fits the thumb, index finger, middle finger, ring finger, and little finger, respectively. It is in a state.
- Fig. 5 (b) shows a state in which user 1 0 2 has bent the input device until the bending amount is maximized.
- the main body 1 1 6 is held in the palm of the user 1 0 2 and its position does not change from the position shown in FIG. 5 (a), but the operation parts 1 1 2 a to e are bent.
- the quantity is 1 0 0 (maximum).
- the input device 100 may be appropriately provided with a locking mechanism so that the operation portions 1 1 2 a to e can be held in a state where the bending amount is maximum.
- the input device 100 is in a normal state in which the operation parts 1 1 2 a to e are bent to have a substantially cylindrical shape, and the operation parts 1 1 2 a to e are extended as shown in FIG. 5 (a). It is more compact and easier to carry than ever.
- a current is supplied to the bending sensors 1 14 a to e from a power source (not shown) provided in the input device 100.
- this power source is built in the input device 100 to improve the portability of the input device 100.
- Processor 1 1 8 detects each current flowing in each bending sensor 1 1 4 a to e Then, the bending amount of the operation unit 1 1 2 a to e is detected from the current value.
- Each of the bending sensors 1 1 4 a to e has the lowest resistance value in a normal state in which the user 1 0 2 does not hold the input device 1 0 0, and resistance as the bending sensor is bent by the user 1 0 2. The value becomes higher.
- the bending sensor is in the normal state with a bending amount of 0 (minimum bending amount), the bending sensor is bent as deep as possible with a bending amount of 100 (maximum bending amount), and the current value in the normal state (maximum bending amount).
- the current value (1) is defined as 1 2 for the current value (minimum current value) when the bending sensor is bent as deep as possible, and i is the measured current value.
- Bending amount 1 0 0 (I!-/ ( ⁇ ⁇ - ⁇ 2 )
- the bending amount and the current are linearly associated with each other for the sake of simplicity of explanation.
- the bending amount and the current are associated with each other in a nonlinear manner.
- the bending amount can be arbitrarily defined.
- the bending rate may be defined such that the bending rate is 0% in the normal state and the bending rate is 100% in the state where the bending amount is maximum.
- the processor 1 1 8 sets a threshold value for the bending amount detected by each of the bending sensors 1 1 2 a to e, and the bending amount reaches this threshold value from a value smaller than this threshold value. And that the bending amount has returned from a value larger than this threshold to a smaller value.
- a plurality of thresholds are set for the bending amount for each of the operation units 1 1 2 a to e.
- the bending amount crosses the threshold value, that is, the bending amount increases from a value smaller than the threshold value and increases beyond the threshold value (hereinafter referred to as a positive cross), and the bending amount is Decrease from a value larger than the threshold value to become smaller than the threshold value (hereinafter referred to as reverse crossing) and were detected.
- the operation unit 1 1 2 a is taken as an example, and the bending amount obtained from the current value flowing through the bending sensor 1 1 4 a and the processing in the processor 1 1 8 according to the bending amount will be described.
- the same processing is performed for the other operation units 1 1 2 b to e.
- Fig. 6 (a) shows a graph of the bending amount at the operation unit 112a.
- the horizontal axis represents the amount of bending of the operation unit 112a.
- the processor 118 performs predetermined processing such as information transmission to the game machine 108 and driving of the vibrators 120a to 120g. Is done.
- the buffer area (indicated by Al, A2 in the figure), (represented by T 2 of the drawing) trigger points, vibration Fi one Dobakku region (figure The vibration stop areas (indicated by C in the figure) are defined, and the operation of the processor 118 will be described for each of these areas.
- Region A1 is the region of 0 ⁇ ⁇ 5 where X is the bending amount and corresponds to the buffer region described above.
- the processor 118 does not perform processing such as driving the vibrators 120a to 120g. This area corresponds to the state in which the user 102 has lightly grasped the input device 100. In the processor 118, there is no input to the game machine 108, driving of the vibrator 120a provided in the operation unit 112a, etc. Not performed.
- Regions Bl and B2 are regions where the bending amount X is 5 ⁇ x ⁇ 25 and 25 ⁇ x ⁇ 45, respectively, and correspond to the vibration feedback area described above. In this region, when the bending amount is 5 or more, the vibration becomes stronger as the bending amount X increases in the vibrator 120a, and the vibration becomes the strongest at the bending amount 25. When the bending amount exceeds 25, the bending amount As becomes larger, the vibration becomes weaker, and the vibration of vibrator 120 a stops at a bending amount of 45.
- V i 5
- bending amount X is below threshold value 1 ⁇ ( V l ⁇ x ⁇ T x )
- vibration increases as bending amount increases.
- the vibration becomes weaker as the amount of bending increases.
- the vibrator 120a is controlled by the processor 118 according to the bending amount so that the vibrator 120a vibrates as described above.
- the strength of vibration is expressed as the magnitude of the amplitude of the operation unit 112a.
- the vibration strength can be expressed in other forms, for example, by reducing the vibration interval while keeping the amplitude constant, or by combining the vibration interval (frequency of vibration) and amplitude. Good.
- a vibration indicating that a positive cross with threshold value ⁇ has occurred (hereinafter referred to as 1 ⁇ positive cross vibration).
- 1 ⁇ positive cross vibration is generated separately from the vibration corresponding to the bending amount in the B 1 and B 2 regions in FIG. 6 (a), and the bending amount in the B 1 and B 2 regions. It was superposed on the vibration corresponding to. While the 1 ⁇ positive cross vibration is generated, the vibration according to the bending amount may be stopped. In this case, for example, after the predetermined time has elapsed since the occurrence of 1 ⁇ positive cross, the 1 ⁇ positive cross vibration is stopped and returned to the vibration corresponding to the bending amount.
- the 1 ⁇ positive cross vibration is distinguishable from the vibration in the regions B 1 and B 2.
- at least one of the amplitude, magnitude, vibration direction, vibration frequency, and the like is different from the vibration in the regions B 1 and B 2.
- the vibration interval is made shorter (higher frequency) than the vibration in the regions B 1 and B 2 so that the user 1 0 2 can identify both vibrations. .
- the profiler 1 1 8 determines that a reverse cross of the threshold value 1 ⁇ has occurred.
- a vibration indicating that the reverse cross of the threshold value 1 ⁇ has occurred (hereinafter 1 ⁇ reverse) Vibrator 1 2 0 a is controlled so as to generate (cross vibration).
- the ⁇ ⁇ reverse cross vibration is generated separately from the vibration corresponding to the bending amount in the region of B l and B 2 in Fig. 6 (a), and the bending amount in the region of B l and B 2 It was made to superimpose on the vibration according to. While the T reverse cross vibration is generated, the vibration corresponding to the bending amount may be stopped.
- the T reverse cross vibration is stopped and returned to the vibration corresponding to the bending amount.
- the 1 ⁇ reverse cross vibration is distinguishable from the vibration in region B l, ⁇ 2.
- at least one of the amplitude, magnitude, direction of vibration, frequency of vibration, etc. shall be different from the vibration in the region B1, ⁇ 2.
- 1 ⁇ reverse cross vibration may be the same as ⁇ ⁇ forward cross vibration, but may be distinguishable from 1 ⁇ forward cross vibration.
- the processor 118 when a reverse cross of is generated, causes the vibrator 12 0 a to generate a vibration having a shorter vibration interval (higher frequency) than the 1 ⁇ forward cross vibration as a reverse cross vibration.
- the reverse cross vibration can be distinguished from both the vibrations in the regions B 1 and B2 and the normal cross vibration.
- Region C is a region where the bending amount X is 45 and X 55, and corresponds to the vibration stop region described above. In area C, no vibration is generated regardless of the amount of bending, as in areas A 1 and A 2 which are buffer areas.
- Regions B3 and B4 are regions where the bending amount X is 55 ⁇ x ⁇ 75, 75 and x ⁇ 95, respectively, and correspond to the vibration feedback area described above.
- the processor 118 inputs a drive signal to the vibrator 120a to vibrate the operation unit 11 2a.
- the processor 118 performs control so that the amplitude of the vibration increases as the bending amount increases, and the vibration becomes the maximum at the bending amount 75.
- the vibration night 120a is controlled so that the vibration stops at the bending amount 95.
- the vibration becomes stronger as the bending amount increases, and the bending amount is in a range larger than the threshold 1 ⁇ ( ⁇ 2 and ⁇ In 4 ), the vibration becomes weaker as the bending amount increases.
- the vibrations in regions ⁇ 3 and ⁇ 4 may be the same as or different from those in regions Bl and ⁇ 2.
- the vibration of the regions B l and ⁇ 2 is determined so that the user 102 can easily recognize whether the current bending amount is in the regions B l and ⁇ 2 or ⁇ 3 and ⁇ 4.
- FIGS. 6 (a) point bending amount x 75 as shown in T 2 of the has a threshold for determining a positive cross reverse cross- described above.
- the processor 118 when judging that the positive cross threshold T 2 has occurred, the vibration (hereinafter referred to as T 2 positive cross vibration) indicating that the positive cross the threshold T 2 has occurred is generated
- T 2 positive cross vibration is generated separately from the vibration corresponding to the bending amount in the B3 and B 4 regions in FIG. 6 (a), and according to the bending amount in the B3 and B 4 regions.
- the vibration corresponding to the bending amount may be stopped. In this case, for example, after the predetermined time has elapsed since the occurrence of the T 2 positive cross, the ⁇ 2 positive cross vibration is stopped and returned to the vibration corresponding to the bending amount.
- T 2 positive cross vibration region B3, oscillations in beta4, and 1 ⁇ The positive cross-vibration shall identifiable.
- at least one of the amplitude, magnitude, vibration direction, vibration frequency, etc. is different from the vibrations in the regions ⁇ 3 and ⁇ 4 and the normal cross vibration.
- the vibration interval in the region ⁇ 3, ⁇ 4 and the ⁇ ⁇ forward cross vibration, 1 the vibration interval is made shorter (higher frequency) than the reverse cross vibration, and the user 102 The vibration can be identified.
- the processor 118 when a reverse cross threshold T 2 as described above is determined to have Ji raw vibration (hereinafter indicating that inverse cross the threshold T 2 occurs, T 2 reverse cross vibration
- T 2 reverse cross vibration The vibrator 120a is controlled so that is generated.
- the T 2 reverse cross vibration is generated separately from the vibration corresponding to the bending amount in the B 3 and B 4 regions in FIG. 6 (a), and the bending amount in the B 3 and B 4 regions. It was made to superimpose on the vibration according to. While the T 2 reverse cross vibration is generated, the vibration corresponding to the bending amount may be stopped.
- the T 2 reverse cross vibration is distinguishable from the vibrations in the regions ⁇ 3 and ⁇ 4 and the 1 ⁇ forward cross vibration and 1 ⁇ reverse cross vibration.
- at least one of the amplitude, magnitude, direction of vibration, frequency of vibration, etc. shall be different from the vibration in the region ⁇ 3, ⁇ 4, 1 ⁇ forward cross vibration, ⁇ ⁇ reverse cross vibration.
- T 2 reverse cross vibration may be the same vibration T 2 positive cross vibration, but so that the distinguishable from T 2 positive cross vibration may be different vibration.
- the processor 11 8 when the T 2 reverse cross is determined to have occurred, the processor 11 8, further short vibration interval (high frequency) generates vibration as T 2 reverse cross vibration than T 2 positive cross vibration
- the vibrator 120a was controlled as follows.
- the T 2 reverse cross vibration can be identified from any of the vibrations in the region B l, ⁇ 2, 1 ⁇ forward cross vibration, ⁇ reverse cross vibration, and ⁇ 2 forward cross vibration.
- 1 ⁇ positive cross vibration, 1 ⁇ inverse cross vibration, T 2 Seiku loss vibration so each T 2 reverse cross vibration assumes different frequencies, the vibration of the operation unit 112 a It is now possible to identify the current bending amount from the frequency.
- Region A 2 is a region where the bending amount is 95 and x ⁇ 100, and corresponds to the buffer region described above.
- the processor 118 does not perform processing such as driving the vibrators 120a to 120g. This area corresponds to the state in which the user 102 holds the input device 100 firmly. In the processor 118, the input to the game machine 108, the drive of the vibrator 120a provided in the operation unit 112a, etc. Do nothing.
- the relationship between the bending amount of the operation unit 112a and the vibration of the vibrator 120a in the input device 100 configured as described above will be described with reference to the flowcharts of FIGS. Step is abbreviated as S.
- the detection of the bending amount X and the vibration control of the vibrator 120a are performed by the processor 118.
- the processor 118 detects the bending amount X and determines whether 5 ⁇ x or not. Is determined (S101). If 5 ⁇ x is not true (S 101N), repeat S 101 again.
- step S115 If it is determined in S115 that X has reached 75 (S115 Y), a 12 positive cross vibration is generated by vibrator 120a (S118). Next, it is determined whether ⁇ 5 ⁇ ⁇ (S 1 19). If the determination result is ⁇ (S 1 19 ⁇ ), ⁇ 2 reverse cross vibration is generated by the piper 120a (S 120). Return to step S115.
- the processor 118 detects the bending amount X and controls the vibrator 120a according to the detected value, whereby the user 102 is bent according to the bending amount of the operation unit 112a. It can accurately tell whether the quantity X has reached the threshold Tp ⁇ 2 .
- the vibration becomes stronger as the bending amount of the operation unit 1 12a approaches the threshold value 1 ⁇ . From the strength of, we can quantitatively recognize how close the current bending amount is to the threshold 1 ⁇ .
- the vibrator 120a to generate the Ti positive cross vibration at the threshold value T ⁇ , the user 102 can recognize that the Ti positive cross has been performed. The same applies to the threshold T 2 and T 2 positive cross vibrations.
- the regions B l, beta 2, beta 3, and the dynamic vibration in each of the beta 4 were different from each other.
- the user 102 determines that the bending amount of the current operation unit 1 12 a is in the region B l, B 2, B 3, B4 from these vibrations. Is there a deviation area, also, threshold 1 ⁇ , positive cross for each tau 2, it is possible to know whether the opposite cross occurs.
- these regions are regions where the operation unit 112a is hardly bent, regions where the bending amount of the operation unit 112a is half, and the operation unit 112a is almost complete. These areas correspond to the bent areas, respectively, and these areas A1, C, and A2 can be easily identified. Therefore, the user 102 can easily grasp whether the bending amount of the operation unit 112a is in any of the areas A1, C, and A2 from the bending state of the finger, the presence / absence of vibration, and the type of vibration. Can do.
- the processor When the bending amount X is less than T 2 decreases from 75 greater than, the processor generates a T 2 reverse cross signal, and inputs to the game machine 108 to the signal through the receiver 106.
- Example 1 On the game machine 108 side, a normal cross signal and a reverse cross signal with a threshold value, and a normal cross signal and a reverse cross signal with a threshold value T 2 are detected, and in response to these input signals, the following Operation is as shown in Example 1.
- input device 1 0 0 is button 1 and button 2 It was operated as a device controller. Specifically, the forward cross signal and reverse cross signal of the threshold value ⁇ ⁇ at the operation unit 1 1 2 a of the input device 1 0 0 are turned on by turning on the controller's button 1 (the operation of pushing the button) and off (the button is released) Corresponding to each action). Furthermore, a positive cross signal and the inverse cross signal of the operation unit 1 1 2 threshold in a T 2 of the input equipment 1 0 0, Potan 2 also operates the pushing, pushing the port Tan second controller in addition to Potan 1 controller The action of releasing the state and returning to the state where only the button 1 was pressed is associated with.
- the forward cross signal and the reverse cross signal of threshold value 1 at the operation unit 1 1 2 b of the input device 1 0 0 are turned on (pressing the button) and off (moving the button) Respectively.
- the acceleration sensor 1 2 2 of the input device 1 0 2 detects the inclination in the front, rear, left and right directions with respect to the horizontal plane from the initial state of the input device 1 0 0, and the front, rear, left and right directions indicate the up, down, left and right directions of the direction key. Can be associated with each direction input.
- the input device 100 can be used as a controller generally used in an entertainment device for performing direction input and button input.
- an arbitrary number of buttons can be obtained by appropriately assigning the positive cross signal and reverse cross signal at 1 or T 2 of any operation unit 1 1 2 of the input device 1 0 0 to the buttons of the controller as appropriate. It can be used as a controller.
- the forward cross signal, the reverse cross signal and the button can arbitrarily associate the forward cross signal, the reverse cross signal and the button on / off. For example, three values of off, weak, and strong are assigned to one button, and it is determined that a weak input has been made when the bending amount exceeds the first threshold, and a second threshold that is larger than the first threshold. If it exceeds, it may be determined that a strong input has been made.
- Algorithm 2 In algorithm 1, for example, even if user 1 0 2 intends to turn button 1 on and immediately return it to the off state, if the input shakes around 1 ⁇ , the on and off states are turned on several times. There may be a case where the result is different from the intention of the user 1 0 2, which is turned off after repeated.
- the vibrator 1 2 0 a Niyotsu Te operating portion 1 1 2 a vibrates, 1 ⁇ in Ya Ding 2 around, against the intention of the user 1 0 2
- the vibration amount may increase or decrease slightly due to the vibration of the vibrator. In this case, a result different from the intention of the user 102 as described above may be obtained.
- algorithm 2 determines the presence or absence of an input by detecting a reverse cross signal in order to faithfully reflect the intention of user 100.
- the operation example 1 in the algorithm 1 is applied to detect the 1 ⁇ reverse cross signal and the T 2 reverse cross signal transmitted from the input device 1 0 0 to the game machine 1 0 8 to determine the input. It was.
- the game machine 1 0 8 As in the operation example 1, from the input device 1 0 0, 1 ⁇ reverse cross signal, ⁇ ⁇ forward cross signal, ⁇ 2 forward cross signal, and ⁇ 2 reverse cross signal Each is entered. In the game machine 1 0 8 side, 1 ⁇ positive cross signal, without determining the input has been made at the time of T 2 positive cross signal is input, first inverse cross signal, T 2 reverse cross-signal is input It is determined that the input has been made. The game machine processes the game according to the input 1 ⁇ reverse cross signal and ⁇ 2 reverse cross signal. For example, with operating the character in the game by the input device 1 0 0, if the input device 1 0 0 1 ⁇ inverse cross signal is inputted, the character is small jump, T 2 reverse cross signal If entered, make the character jump a lot.
- ⁇ 2 When the reverse cross signal is input, the operation unit 1 1 2 is left in the initial state, that is, when the operation unit 1 1 2 is returned to the bend amount 0 state, the operation unit 1 1 2 is returned to the initial state. In the returning process, it passes through the state of bending amount 25. Therefore, this In this process, a T reverse cross signal is always input, and a 1 reverse cross signal may be input against the intention of the user 1 0 2. In order to eliminate this inconvenience, in this operation example, if 1 ⁇ reverse cross signal is input continuously to T 2 reverse cross signal, this 1 ⁇ reverse cross signal is regarded as an invalid signal. I handled it.
- a memory that can be accessed by the processor 1 1 8 is provided in the input device 1 0 0.
- the bending amount X is greater than 25 (S 2 0 1 ⁇ )
- the bending amount X is 25 or less. Is determined (S 2 0 4). When the bending amount X is not less than 25 (S 2 0 4 ⁇ ), the process returns to S 2 0 3. In other cases (S 2 0 4 ⁇ ), the processor 1 1 8 reads the maximum value recorded in the memory as the output value, in this case the value “1” (S 2 0 5), The first signal is output to the game machine 1 0 8 through the receiver 1 0 6.
- the signal value corresponding to the second signal in this example, the value “2” is recorded in the memory.
- S 2 0 6 it is determined whether X has returned to 25 (S 2 0 7). If X does not return to 25 (S 2 0 7 N), S 2 0 7 is executed again. If X returns to 2 5 (S 2 0 7 Y), go to S 2 0 5 and processor 1 1 8 reads the maximum value recorded in memory, in this case the value “2”
- the second signal is output to the game machine 1 0 8 through the receiver 1 0 6.
- the bending amount X is the threshold T!
- the output value “1” or “2” is read from the processor 1 1 8 and the first information and the second information are output to the game machine 1 0 8 respectively.
- both the first information and the second information are performed by returning the operation unit 1 1 2 a from the bent state to the initial state.
- This operation is performed by the restoring force of the operation unit 1 1 2 a. Therefore, the user 1 0 2 does not need to perform an operation that requires accuracy, that is, adjusts the gripping force of the operation unit 1 1 2 a.
- the first information and the second information can be output only by the elastic restoring force. Accordingly, the processor 1 1 8 outputs the first information and the second information at the timing intended by the user 1 0 2.
- the above-described values “1” and “2” are recorded in the memory, but the values recorded in the memory may be updated.
- the value recorded in the memory is updated only when a button having a bending amount larger than that corresponding to the recorded value is pushed.
- the bending amount X of the operation unit 1 1 2 is larger than 75 due to an erroneous operation or the like. It can happen. In this case, it is assumed that the T 2 reverse cross signal is not generated even if the bending amount X becomes 75 or less after the region A 2 shown in Fig. 6, that is, when the bending amount X becomes 95 or more. Also good.
- the area A 2 is an erroneous operation canceling area.
- the cancellation of an erroneous operation by providing such a cancel area can be applied when input is performed in accordance with a reverse cross signal as in this operation example 3.
- a reverse cross signal as in this operation example 3.
- input is performed in accordance with the reverse cross signal, and thus an erroneous operation can be canceled by providing the cancel cell area in this way.
- Algorithm 2 can be applied to use the input device 100 as a keyboard.
- a keyboard is displayed on the game machine 1 0 8 and characters are input in a predetermined character input field, and the input device 1 0 0 is used for each of the right hand and the left hand. Therefore, these two input devices 100 are used as a key board.
- the operation unit 1 1 2 a 1 ⁇ reverse cross signal is “a”, the operation unit 1 1 2 b T reverse cross signal “i”, operation unit 1 1 2 c T for reverse cross signal “u”, operation unit 1 1 2 d 1 ⁇ reverse cross signal “e”, operation unit 1 1 2 e
- Japanese can be input using Roman characters by combining vowels and consonants. Further, by highlighting the key input from the input device 100 on the displayed keyboard, it is possible to perform input while confirming the input key.
- the user 1 0 2 is the operation unit of the input device 1 0 0 on the left hand side. 1 1 2 a Input “s” by inputting T 2 reverse cross signal from.
- the “s” key on the keyboard shown in FIG. 10 is highlighted. Therefore, in addition to the vibration of the vibrator 1 2 0 a to g of the input device 1 0 0, the user also performs “s” key input by inverting the key displayed on the screen. Can be confirmed. Note that if the key is left highlighted and the same key is input again, the key will be highlighted from the beginning.
- the key is highlighted.
- the reverse display is canceled and the normal display is restored. Therefore, the user 1 0 2 can confirm that “s” is correctly input from the input device 1 0 0.
- the user 1 0 2 receives the reverse cross signal from the control unit 1 1 2 a of the right hand input device, the reverse control signal from the left hand side 1 1 2 b, and the reverse control signal from the right hand side 1 1 2 e 1 ⁇ Reverse cross signal, right hand side input device 1 0 0 operation part 1 1 2
- T ⁇ reverse cross signal in this order from ⁇ a '', ⁇ t '', ⁇ o '', ⁇ “u” is input from the input device 1 0 0 in this order.
- the “a”, “t”, “o”, and “ii” keys on the keyboard shown in the display of FIG. 10 are highlighted in this order.
- the input device 100 is not limited to a game machine, but a computer such as a personal computer or a server.
- the input device 1 0 0 can be used as a keyboard.
- Assign keys such as alphabets, numbers, and shift keys used on the keyboard to either 1 ⁇ reverse cross signal of input device 1 0 0 or ⁇ reverse cross signal combination of input device 1 0 0 ( For example, if you press the “F 1” key on the keyboard, “Simultaneous input of 1 ⁇ reverse cross signal of operation unit 1 1 2a and ⁇ ⁇ reverse cross signal of operation unit 1 1 2b on input device 1 0 0” Therefore, the input device 1 0 0 can be used as a keyboard.
- An example in which the input device 100 is used as a computer keyboard such as a 106 keyboard is shown below.
- the state in which the back of the hand is almost horizontal and the input device 100 is gripped is set as the initial state, and the displacement amount of the input device 100 by the operation of the user 10 2 from this initial state is measured as the acceleration sensor 1 2 2
- the processor 1 1 8 obtains the inclination angle of the input device 1 0 0 from the detection result, and the input device 1 0 0 determines which of the input devices 10 0 Determine if key was entered I tried to do it.
- the vertical direction is z-axis
- the front-rear direction is y-axis
- the left-right direction is X-axis when viewed from the user 102.
- 1 0 6 The input for which line of one board is determined.
- the 10 6 keyboard has function keys in the first row, “half-width Z full-width” key and numeric keys (1, 2, 3—) in the second row, and “tab” in the third row.
- a threshold is appropriately set for the forward tilt angle of the input device 1 0 0, and how much the input device 1 0 0 is tilted around the X axis. Determines which stage of the keyboard is to be entered.
- the input device 1 0 0 is below 20 ° to the horizontal plane (most tilted forward).
- 1 0 6 First-stage input to the keyboard, 20 ° to the horizontal plane. -10 ° Downward state 10 0 2nd stage input to key board, 10 ° from horizontal plane 10 ° Downward to horizontal state 1 0 6 3rd stage input to key board, horizontal plane 1 0 ° Upward state 1 0 6 4th stage input to the keyboard, relative to the horizontal plane 10 ° to 20 ° Upward state 1 0 6 5th stage input to the keyboard, relative to the horizontal plane
- the upward direction from 20 ° was used as the 6th input on the 10 6 keyboard.
- the input device 10 0 is tilted to the left or right, that is, the left and right tilt angles of the input device 10 0 around the y axis are associated with the input key. It was. Assuming that only the input device 10 0 held by the right hand is used in the key input, the input device 1 0 0 is tilted to an angle of a predetermined angle or more, and in this embodiment, the input device 1 0 0 is tilted to the left by 10 ° or more.
- the leftmost key is changed to 'the control unit corresponding to the thumb of the right hand 1 1 2 a 1 ⁇ reverse cross signal from the a
- the second key from the left pointing finger 1 ⁇ Reverse cross signal from the control unit 1 1 2b corresponding to the ... 5th key corresponds to the reverse cross signal from the control unit 1 1 2e corresponding to the little finger of the right hand.
- the sixth key from the left is assigned to the 1 reverse cross signal from the operation unit 1 1 2 a, and from the left.
- the 7th key is associated with the 7 ⁇ reverse cross signal from the operation unit 1 1 2b
- the 10th key from the left is associated with the 1 ⁇ reverse cross signal from the operation unit 1 1 2e.
- a character input control unit that accepts input from the input device 1 0 0, in this example, inputs from the bending sensors 1 1 4 a to e and the acceleration sensor 1 2 2 and displays a keyboard on the screen is provided as a computer or game machine. (Or, if the input device 100 is dedicated to a game console or computer, the input device 1 0 0) will change the keyboard display according to the accepted input. It may be possible to assist the key input from the user by making it hesitant.
- This character input control unit (not shown) can be constructed in software in the form of a driver of the input device 100 or the like. In this operation example 4, the key to be input is specified according to the state of the input device 100, for example, the inclination angle from the horizontal plane.
- the screen display may be changed.
- the keys that can be input in the current state of the input device 100 are highlighted, for example, highlighted so that the user can be notified of the keys that can be input according to the state of the input device 100. it can.
- the step of the keyboard is determined by the tilt angle centered on the X axis and the tilt angle centered on the y axis of the input device 100. Yes.
- the character input control unit calculates these tilt angles from the input of the acceleration sensor 1 2 2 and highlights the keys that can be entered on the key board.
- the tilt angle about the X axis of the input device 100 is upward from 10 ° to 20 ° with respect to the horizontal plane, and the tilt angle about the y axis of the input device 100 is
- the angle is less than 10 ° left and right, it is possible to input to the 6th to 10th keys from the left of the keyboard on the fifth level of the keyboard. Therefore, in this state, the 6th to 10th keys from the left are highlighted in the fifth stage of the keyboard. Therefore, on a normal 106 keyboard, the keys “b”, “n”, “m”, “,“. ”Are highlighted.
- inline input displays characters that can be input at the position where characters are actually input.
- the tilt angle about the X axis is 10 ° to 20 ° upward with respect to the horizontal plane
- the tilt angle about the y axis of the input device 10 0 is 10 ° to the left and right.
- the user can confirm the key he / she is trying to input, and the key here, “n” is the desired key. If the operation unit 1 1 2 b is bent further and 1 forward cross signal is generated, the operation unit 1 1 2 b is returned to the expanded state and 1 ⁇ reverse cross signal is generated, so that ⁇ n '' Can be confirmed. Even after the 1 ⁇ Cross cross signal is generated, the operation part 1 1 2 b is bent to the area A 2 where the bending amount X is 95 or more, which is the erroneous operation canceling area as described above. In this way, you can cancel the input "n".
- the ⁇ ⁇ forward cross signal and ⁇ ⁇ reverse cross signal according to the bending amount of the operation unit 1 1 2 a are associated with button 1 on and off, respectively.
- the T ⁇ forward cross signal and 1 ⁇ reverse cross signal of the operation units 1 1 2 b to l 1 2 e are associated with the on and off of the buttons 2 to 4, respectively.
- the processor 1 1 8 detects the movement of the input device 1 0 0 through the acceleration sensor 1 2 2 and executes a specific command. The operation example is shown below.
- the input device 1 0 0 has a memory that can be accessed by the processor 1 1 8, and a plurality of commands that can be executed by the processor 1 1 8 are stored in this memory. Recorded.
- a state in which the input device 1 0 0 is gripped by the user 1 0 2 is set as an initial state, and the input device 1 0 0 from the initial state is changed.
- the amount of tilt was detected. It is assumed that at least one of the recorded commands described above is executed when the input device 100 is tilted by a certain value or more.
- the vertical direction is the ⁇ axis
- the front-rear direction is the y-axis
- the left-right direction is the X-axis when viewed from the user 102
- the user 1 0 2 enters from the state in which the input device 1 0 0 is first gripped.
- Force device 1 0 0 is tilted to the left (input device 1 0 0 is viewed from user 1 0 2 around the y-axis
- the processor 1 1 8 determines that the tilt angle exceeds a certain value, the above command is executed.
- Examples of the command include assigning buttons 1 to 5 to the operation units 1 1 2 a to e, respectively, and selecting a plurality of specific buttons as targets for batch processing.
- buttons 1 to 5 of the operation units 1 1 2 a to e are collectively processed. Selected as the target of. After changing to the selected state in this way, if the state changes with the button on any one of the operation units 1 1 2 a to e, the change is applied to all other operation units 1 1 2 a to e. It was reflected in the potan.
- each operation unit the operation to turn on the button when the ⁇ ⁇ forward cross signal is generated, and the operation to turn off the button when the 1 ⁇ reverse cross signal occurs.
- the button is turned on
- all control units 1 1 2 the buttons are turned on at the same time (ie, all control units 1 1 2 a to e are treated as if the 1 ⁇ positive cross signal has been generated simultaneously).
- buttons 1 1 1 2 a to e causes a 1 ⁇ reverse cross state and the button is turned off, all buttons 1 1 In 2, the button is turned off at the same time (that is, it is assumed that 1 ⁇ reverse cross signal is generated simultaneously in all control units 1 1 2 a to e).
- a specific vibrator is entered when the selected state is entered. May be vibrated.
- the user on the left side of Pibray evening 1 2 0 f, 1 2 0 g 1 0 2 (for example, if the right hand input device 1 0 0 shown in Fig. 3 is used, vibrator 1 2 0 By vibrating g), the user is surely notified that the batch processing selection state has been reached.
- the user 1 0 2 inputs, for example, the operation of bending only the middle finger and the little finger.
- this command is sent to the processor 1 1 It can also be executed with 8. This makes it possible to perform difficult input operations with simple operations.
- the attitude of the input device 100 can be detected and the input can be switched for each attitude.
- the input device 1 0 0 is in the “lateral position” where the user 1 0 2 is gripped with the back of the hand facing up in a state substantially parallel to the horizontal plane, and the user 1 0 2
- the state where the input device 1 0 0 is gripped in a state perpendicular to the horizontal plane is referred to as “vertical position”
- the state where the user 1 0 2 grips the input device 1 0 0 with the back of the hand down is referred to as “inside position”.
- the assignment of the buttons to the operation units 1 12 a to e may be changed.
- the processor 1 1 8 determines that the input device 1 0 0 is swung to the left from the movement of the input device 1 0 0 detected by the acceleration sensor 1 2 2, the operation unit 1 1 2 a Then, a signal indicating that the button 1 assigned to the operation unit 1 1 2 a is turned on is input to the game machine 1 0 8 through the receiver 1 0 6. Similarly, when it is determined that the input device 1 0 0 has been swung to the right, the button 2 assigned to the operation unit 1 1 2 b is replaced with the button 2 that has been determined that the input device 1 0 0 has been turned to the left.
- buttons 3 assigned to operation unit 1 1 2 c is turned on, and button 4 assigned to operation unit 1 1 2 d is turned on when it is determined that input device 1 0 0 has turned to the right.
- the corresponding signal is input to the game machine 1 0 8 through the receiver 1 0 6.
- an input device that can be easily used by the user 102 is provided.
- the input device shown in the present embodiment can detect the movement of the user's hand and is also suitable for inputting digital data.
- each of the above-described operation examples is exemplary, and the forward cross signal and the reverse cross signal from each operation unit are keys, buttons, function keys on the device side that receive input from the input device 100.
- the number of keypads and function keys can be arbitrarily set.
- the input device can be an input device for an arbitrary device as well as a controller of a game machine and a computer keyboard as described above.
- it can also be used as a remote controller for home appliances such as televisions and videos.
- the input device in the present embodiment is a hand held type and is held by the user 1 0 2 hand, and is of the type used by the user 1 0 2 hand such as a data glove. It is not a thing. However, although the device itself is large, it is of course possible to make the input device a globe.
- the operation unit of the input device 100 is grasped by the user's 10 2 hand, and is not dropped by the elasticity of the operation unit (and the finger, palm, operation unit and friction, etc.).
- the input device 1 0 0 can be held. However, as described above, the input device 100 can be used by putting it in a glove-like shape on the hand of the user 1 0 2 or by providing means for fixing the operation unit to the finger of the user 1 0 2. A material that does not return to its original shape after being bent by 02, such as a lead plate, can also be used.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- General Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Health & Medical Sciences (AREA)
- Life Sciences & Earth Sciences (AREA)
- Biophysics (AREA)
- Cardiology (AREA)
- General Health & Medical Sciences (AREA)
- Heart & Thoracic Surgery (AREA)
- Position Input By Displaying (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
Claims
Priority Applications (3)
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US11/597,478 US8059089B2 (en) | 2004-05-25 | 2004-05-25 | Input device and method, and character input method |
PCT/JP2004/007456 WO2005116802A1 (ja) | 2004-05-25 | 2004-05-25 | 入力装置及び方法、文字入力方法 |
JP2006513787A JP4171046B2 (ja) | 2004-05-25 | 2004-05-25 | 入力装置及び方法、文字入力方法 |
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Application Number | Priority Date | Filing Date | Title |
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PCT/JP2004/007456 WO2005116802A1 (ja) | 2004-05-25 | 2004-05-25 | 入力装置及び方法、文字入力方法 |
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WO2005116802A1 true WO2005116802A1 (ja) | 2005-12-08 |
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PCT/JP2004/007456 WO2005116802A1 (ja) | 2004-05-25 | 2004-05-25 | 入力装置及び方法、文字入力方法 |
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US (1) | US8059089B2 (ja) |
JP (1) | JP4171046B2 (ja) |
WO (1) | WO2005116802A1 (ja) |
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US11980810B2 (en) | 2016-07-26 | 2024-05-14 | Sony Interactive Entertainment Inc. | Information processing system, operation device, and operation device control method |
US12109487B2 (en) | 2016-07-26 | 2024-10-08 | Sony Interactive Entertainment Inc. | Operation device and method for controlling the same |
US11173393B2 (en) | 2017-09-29 | 2021-11-16 | Sony Interactive Entertainment Inc. | Operation device and control apparatus therefor |
US11511185B2 (en) | 2017-10-27 | 2022-11-29 | Sony Interactive Entertainment Inc. | Operation device |
CN110215658A (zh) * | 2019-06-10 | 2019-09-10 | 南京比特互动创意科技有限公司 | 一种沉浸式海洋世界体验平台 |
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JP4171046B2 (ja) | 2008-10-22 |
US20110134034A1 (en) | 2011-06-09 |
JPWO2005116802A1 (ja) | 2008-04-03 |
US8059089B2 (en) | 2011-11-15 |
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