WO2024060376A1 - 力反馈装置的降噪方法、游戏手柄和存储介质 - Google Patents

力反馈装置的降噪方法、游戏手柄和存储介质 Download PDF

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Publication number
WO2024060376A1
WO2024060376A1 PCT/CN2022/131309 CN2022131309W WO2024060376A1 WO 2024060376 A1 WO2024060376 A1 WO 2024060376A1 CN 2022131309 W CN2022131309 W CN 2022131309W WO 2024060376 A1 WO2024060376 A1 WO 2024060376A1
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WIPO (PCT)
Prior art keywords
movement
vibration
rod
driving
time
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PCT/CN2022/131309
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English (en)
French (fr)
Inventor
王修越
叶志鹏
Original Assignee
瑞声开泰声学科技(上海)有限公司
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Application filed by 瑞声开泰声学科技(上海)有限公司 filed Critical 瑞声开泰声学科技(上海)有限公司
Priority to US18/091,323 priority Critical patent/US20240100419A1/en
Publication of WO2024060376A1 publication Critical patent/WO2024060376A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback

Definitions

  • This application relates to the technical field of game console terminals, and in particular to a noise reduction method for a force feedback device and a game controller.
  • a gamepad is a common device used with game consoles. It can control game characters by manipulating its buttons and joysticks.
  • game controllers with more functions are provided to players.
  • game controllers with vibration function there are many game controllers with vibration function. During the game, the vibration brought by the controller to the players provides players with an immersive experience. The feeling of environment.
  • the vibration of the game controller is achieved by controlling the vibration rod to reciprocate in response to the frequency through a force feedback device installed therein.
  • a force feedback device installed therein.
  • the process brings vibration to the player and is accompanied by noise, which reduces the user experience.
  • Embodiments of the present application provide a noise reduction method for a force feedback device, a game controller, and a storage medium, which can reduce the noise that occurs when the game controller vibrates to the player during use.
  • inventions of the present application provide a noise reduction method for a force feedback device.
  • the force feedback device includes a vibrating rod, a driving mechanism, a first structure and a second structure.
  • the driving mechanism drives the vibrating rod to reciprocate.
  • the movement forms vibration.
  • One reciprocating movement includes a first movement and a second movement. The first movement is that the vibrating rod moves from the first position to the second position. The second movement is that the vibrating rod moves from the second position. Returning to the first position, the first movement is toward the first structure, and the second movement is toward the second structure.
  • the method includes: before the vibration rod performs the first movement, calculating the vibration The first time when the rod completes the first movement; and after driving the vibrating rod to start the first movement, after the first time, controlling the vibrating rod to stop the first movement to avoid contact with the The first structure collides. This method can reduce the noise that occurs when the game controller vibrates to the player during use.
  • calculating the first time for the vibrating rod to complete the first movement includes: calculating the vibration based on the first position information, the second position information of the vibrating rod, the driving strength of the driving mechanism and the correction coefficient. The first time required for the rod to complete said first movement.
  • calculating the first time required for the vibrating rod to complete the first movement based on the first position information, the second position information of the vibrating rod, the driving strength of the driving mechanism and the correction coefficient includes based on the following formula Calculate the first time:
  • t1 represents the first time required for the vibration rod to complete the first movement
  • P1 represents the first position information
  • P2 represents the second position information
  • A represents the driving intensity of the driving mechanism
  • K Indicates the correction factor applicable to the current situation.
  • the second position in the second position information is a fixed position or a non-fixed position on the movement route of the vibrating rod.
  • the actual position of the second position matches the level of the vibration event; wherein the vibration event includes multiple level.
  • the method further includes: according to the driving mechanism The driving frequency calculates the second time required for the vibration rod to perform the second movement; and after driving the vibration rod to start the second movement, after the second time, the vibration rod is controlled to stop the second movement to avoid conflict with the vibration rod.
  • the second structure collides.
  • calculating the second time required for the vibrating rod to perform the second movement according to the driving frequency of the driving mechanism includes calculating the second time through the following formula:
  • t2 represents the second time required for the vibrating rod to perform the second movement
  • F represents the driving frequency of the driving mechanism
  • embodiments of the present application further provide a game controller, where the game controller includes:
  • An acquisition module used to acquire the current scene information in the screen of the terminal device connected to the game controller
  • a determination module for determining a target force feedback device according to the vibration event coordinates
  • the control module is used to calculate the first time for the vibration rod to complete the first movement before the vibration rod performs the first movement, and after driving the vibration rod to start the first movement, after the first movement of the vibration rod, After a period of time, the vibration rod is controlled to stop the first movement to avoid collision with the first structure.
  • inventions of the present application further provide a game controller.
  • the game controller includes: one or more force feedback devices, a processor, and a memory.
  • the memory is used to store at least one instruction.
  • the instruction is provided by the The processor is loaded and executed to implement the noise reduction method of the force feedback device provided in the first aspect.
  • Figure 1 is a schematic diagram of a game controller provided by an embodiment of the present application.
  • Figure 2 is a schematic structural diagram of a force feedback device provided by another embodiment of the present application.
  • Figure 3 is a schematic flow chart of a noise reduction method for a force feedback device provided by an embodiment of the present application
  • Figure 4 is a schematic structural diagram of a game controller provided by an embodiment of the present application.
  • FIG5 is a schematic diagram of the structure of a game controller provided by an embodiment of the present application.
  • Figure 6 is a schematic diagram of a terminal device provided by an embodiment of the present application.
  • Figure 1 is a schematic diagram of a game controller provided by an embodiment of the present application.
  • a gamepad 100 is a component of a common electronic game console. By manipulating its buttons, etc., the game virtual character can be controlled.
  • a common game controller 100 may include: cross key 101 (direction), ABXY key 102 (action - some hardware manufacturers use different marking methods, but the arrangement is generally the same), joystick 103 (direction and perspective), trigger key 104 As well as buttons such as the HOME menu button 105, the noise reduction method of the force feedback device provided by this embodiment does not limit the type, number, arrangement, etc. of the buttons of the game controller.
  • the player When playing a game, the player connects the game controller 100 to a terminal (such as a computer, a television or a smart terminal, etc.), and the current scene information of the game is displayed on the terminal screen.
  • a terminal such as a computer, a television or a smart terminal, etc.
  • the player controls the buttons on the game controller to control the display and display of the game screen.
  • the game handle 100 When the corresponding scene in the game contains a vibration event, the game handle 100 needs to vibrate accordingly to provide the player with a vibration feeling.
  • the game handle 100 may include a corresponding device with a vibration function.
  • the game controller 100 can also have a built-in force feedback device for vibrating when a vibration event occurs in the game to provide the player with a corresponding vibration feeling.
  • one or more force feedback devices may be included in a gamepad.
  • the game handle can vibrate through the one or more force feedback devices, and the player can obtain game feedback information through the vibration sense.
  • a force feedback device when a vibration event occurs in the game, the game controller controls the force feedback device to vibrate, and the player can obtain game feedback information through vibration sensing.
  • the game controller vibrates through the corresponding force feedback device in the at least two force feedback devices, so that the player can obtain game feedback information through vibration sensing.
  • the two force feedback devices can be respectively installed on both sides of the game handle.
  • the game controller can obtain the coordinate information of the vibration event in the game relative to the screen during the game, and then determine the position where the vibration of the force feedback device needs to be triggered.
  • the vertical centerline of the screen can be used as the baseline, and the screen can be divided into a left half screen and a left half screen.
  • the force feedback device on the left side of the game handle is triggered to vibrate; if based on the obtained coordinate information of the vibration event in the game Relative to the coordinate information of the screen, it is determined that the coordinates corresponding to the vibration event are distributed in the right half of the screen, and then the force feedback device on the right side of the game controller is triggered to vibrate.
  • the four force feedback devices can be respectively installed at the four corners of the game handle.
  • the game controller After obtaining the coordinate system information of the screen displaying the game screen, the game controller can obtain the coordinate information of the vibration event in the game relative to the screen during the game, and then determine the position where the vibration of the force feedback device needs to be triggered.
  • the vertical centerline and the horizontal centerline of the screen can be used as the reference line, and the screen can be divided into four areas: the first area, the second area, the third area and the fourth area, where the force feedback device A and the third area of the screen
  • One area corresponds to the force feedback device B corresponding to the second area of the screen, the force feedback device C corresponding to the third area of the screen, and the force feedback device D corresponding to the fourth area of the screen.
  • the coordinate information of the vibration event relative to the screen in the game determine which area of the screen the corresponding coordinates of the vibration event are distributed.
  • the force feedback device A of the game handle is triggered to vibrate. If the coordinate information of the vibration event relative to the screen in the game is distributed in the first area, the second area, the third area, and the fourth area, then the force feedback device A, the force feedback device B, and the force feedback device C of the game handle are triggered. , and the force feedback device D all vibrate.
  • Figure 2 is a schematic structural diagram of a force feedback device provided by another embodiment of the present application.
  • the force feedback device may include a driving mechanism 201 , a vibrating rod 202 , and a protective cap 203 .
  • the driving mechanism 201 can drive the vibrating rod 201 to reciprocate at a set frequency, and one reciprocating motion can drive the vibrating rod 201 from the first position (the position of the protective cap 203) to the second position (return position).
  • the driving mechanism 201 drives the vibrating rod 202 to perform a second movement to reset the vibrating rod 202 to the first position.
  • the first movement of the vibrating rod 201 is toward the first movement. structure
  • the second movement of the vibrating rod 201 is toward the second structure.
  • the first structure is the adjacent structure shown in FIG. 2
  • the second structure is the protective cap 203 shown in FIG. 2 .
  • the vibrating rod 202 will hit the adjacent structure as shown in Figure 2, that is, at the impact position.
  • An impact event occurs at 204, and the impact sound generated by the impact event will cause continuous noise when the game controller 100 frequently vibrates, affecting the user's gaming experience.
  • embodiments of the present application provide a noise reduction method for a force feedback device.
  • the probability of an impact event on the vibrating rod 202 can be reduced by controlling the release timing of the thrust and tension of the driving mechanism 201, thereby reducing Reduce the noise produced by the game controller when it vibrates to the player during use.
  • FIG. 3 is a schematic flowchart of a noise reduction method for a force feedback device provided by an embodiment of the present application.
  • the method may include the following steps:
  • Step 301 Before the vibrating rod makes the first movement, calculate the first time for the vibrating rod to complete the first movement.
  • the driving mechanism 201 of the force feedback device provides a thrust force to the vibrating rod 202, and drives the vibrating rod 202 to move from the first position to the second position through the thrust force.
  • the shape of the vibration rod 202 can be as shown in Figure 2.
  • the driving mechanism 201 After the rod rotates to the second position, the driving mechanism 201 provides a pulling force to the vibrating rod 202, and drives the vibrating rod 202 to the second position to return to the first position through this pulling force, thereby controlling the vibrating rod 202 to complete a reciprocating movement, in which the driving force
  • the mechanism 201 can drive the vibrating rod 202 to complete multiple reciprocating motions at a set frequency so that the vibrating rod vibrates at the set frequency, thereby providing a vibration sensation for players using the handle and improving the tactile experience of the game.
  • the driving mechanism can be a motor, and the driving rod of the motor is used in conjunction with the vibration rod.
  • the outer surface of the driving rod can be a threaded structure, and the threaded structure is connected to the control rod.
  • the gear structure of the vibration rod 202 rotates in cooperation, that is, the driving rod and the gear form a master-slave relationship (the driving rod actively controls the gear slave). Then, when the driving rod of the motor rotates in one direction (for example, clockwise), the gear driven control vibrating rod 202 rotates from the first position to the second position to complete the first movement.
  • the driving rod of the motor rotates in the opposite direction (such as counterclockwise rotation), and the gear driven control vibrating rod 202 returns from the second position to the first position to complete the second movement, and then the vibrating rod 202 completes a reciprocating motion.
  • the driving mechanism can control the release timing of the thrust and pulling force of the driving mechanism 201 according to the estimated time, thereby improving the accuracy of the movement position of the driving vibration rod 202 and reducing vibration.
  • the first time required for the vibrating rod 202 to complete the first movement this time can be calculated based on the first position information, the second position information of the vibrating rod 202, the driving intensity of the driving mechanism 201, and the correction coefficient.
  • the driving intensity (amplitude) and driving frequency of the driving mechanism 201 in the force feedback device can be preset.
  • the driving mechanism may be a motor for providing force feedback; therefore, the driving strength represents the strength of the force feedback provided by the driving mechanism, that is, the magnitude of the driving force.
  • the first position information and the second position information when the vibrating rod 202 performs the first movement and the second movement can also be predetermined.
  • the first position information may be the position information of the protective cap 203 as shown in FIG. 2
  • the second position information may be the position information of the preset return position of the vibrating rod 202 when it performs reciprocating motion.
  • the second position may be a fixed position on the movement path of the vibrating rod 202 , or may be an unfixed position on the movement path of the vibrating rod 202 .
  • the second position is set as a fixed position on the movement route of the vibrating rod 202, then when a vibration event occurs in the game, all vibration events that trigger the vibration of the force feedback device are caused by the vibration of the vibrating rod 202 on the protective cap.
  • the reciprocating motion is performed between the position 203 and the fixed second position, thereby providing the user with a fixed vibration feeling.
  • the vibration level of the current vibration event can be determined, and the vibration level of the current vibration event can be determined according to the current vibration event.
  • the vibration level of the vibration event determines the actual position of the second position corresponding to this vibration of the force feedback device.
  • the vibration events that appear in the game can be classified in advance.
  • the classification can be based on the game scene type.
  • the classification table of the vibration events is as shown in Table 1:
  • the game scenes that trigger vibration events can be divided into three types, namely sports hitting scenes, fighting hitting scenes, driving impact scenes and explosion scenes.
  • the level of the vibration event triggered when the player controls the game character to hit a tennis ball through the handle is level one vibration; when the player plays a fighting game, the level of the vibration event triggered when the player controls the game character through the handle is hit. It is a second-level vibration; the level of the vibration event triggered when the player controls the vehicle in the game through the handle and collides is a third-level vibration; when the player is playing a war game, the game character or vehicle controlled by the player through the handle explodes within a certain range.
  • the level of the vibration event triggered is level four vibration. Among them, the vibration sensation provided by the first-level vibration to the fourth-level vibration to the player is gradually enhanced.
  • vibration levels can also be divided based on other methods, and the number of vibration levels is also not limited.
  • the second position corresponding to the level of each vibration event is different, and the specific matching method is shown in Table 2:
  • the actual position of the second position corresponding to the current vibration event is matched according to the vibration event level.
  • the first-level vibration corresponds to the second position A
  • the second-level vibration corresponds to the second position B
  • the third-level vibration corresponds to the second position C
  • the fourth-level vibration corresponds to the second position D. Since the preset first-level vibration to the fourth-level vibration provide the player with gradually enhanced vibration, in order to realize the gradual enhancement of the vibration, the actual position of the second position corresponding to different vibration levels can be set to be different.
  • the driving frequency of the driving mechanism 201 of the force feedback device can be set to be fixed, and different driving intensities are output based on the levels of different vibration events, so that when the actual positions of the second positions corresponding to different vibration levels are different, the driving The vibration rod 202 moves from the first position to the second position (second position A, second position B, second position C or second position D) in the same or similar time, thereby providing different vibration sensations to the player.
  • the movement distance of the vibration rod 202 from the first position to the second position A is L (A)
  • the movement distance from the first position to the second position B is L (B)
  • the movement distance from the first position to the second position is L (B) .
  • the movement distance of the second position C is L (C)
  • the movement distance from the first position to the second position D is L (D)
  • the movement distance L (A) to the movement distance L (D) increases step by step, that is, L (A) ⁇ L (B) ⁇ L (C) ⁇ L (D) .
  • calculating the first time required for the vibration rod 202 to complete the first movement this time based on the first position information, the second position information of the vibration rod 202, the driving intensity of the driving mechanism 201 and the correction coefficient may include: The following formula is calculated:
  • t1 represents the first time required for the vibration rod 202 to complete the first movement this time
  • P1 represents the first position information
  • P2 represents the second position information
  • A represents the driving strength of the driving mechanism 201
  • K represents the correction applicable to the current situation. coefficient.
  • the first time t1 required for the vibration rod 202 to complete the first movement this time can be calculated before the driving mechanism 201 drives the vibration rod 202 to perform the first movement.
  • Step 302 After the driving mechanism drives the vibration rod to start the first movement, the driving mechanism controls the vibration rod to stop the first movement after a first time has passed.
  • the driving mechanism 201 can start timing when the thrust is released to drive the vibrating rod 202 to start the first movement, and after the elapse of t1 Then, the thrust force is stopped to be released, and the vibration rod 202 can be controlled to stop moving after t1, thereby improving the accuracy of controlling the movement of the vibration rod and reducing the possibility of noise caused by the vibration rod hitting the adjacent structure below.
  • the vibration rod 202 when the vibration rod 202 performs the second movement, the second time required for the vibration rod to complete the second movement this time can also be calculated, and the vibration rod 202 can be controlled to stop the second movement based on the calculated second time, thereby reducing the possibility of noise caused by the vibration rod 202 hitting the protective cap 203, thereby improving the user experience, which can be specifically achieved by the following steps:
  • Step 303 Calculate the second time required for the vibrating rod to perform the second movement according to the driving frequency of the driving mechanism.
  • the driving frequency of the driving mechanism 201 can be a frequency preset by the user.
  • the set driving frequency is 2 Hz
  • the frequency of the second movement of the vibrating rod 202 can be calculated based on the driving frequency of the driving mechanism 201 (such as 2 Hz). The second time required.
  • the second time required for the vibrating rod 202 to perform the second movement can be calculated through the following formula 2:
  • t2 represents the second time required for the vibrating rod 202 to perform the second movement
  • F represents the driving frequency of the driving mechanism 201.
  • the driving frequency of the driving mechanism 201 is 2 Hz
  • the second time required for the vibrating rod 202 to perform the second movement can be calculated based on the above formula 2 to be 250 ms.
  • the second time t2 required for the vibration rod 202 to complete the second movement this time can be calculated before the driving mechanism 201 drives the vibration rod 202 to perform the second movement.
  • Step 304 The driving mechanism drives the vibrating rod to start the second movement, and controls the vibrating rod to stop the second movement after the second time.
  • the driving mechanism 201 can start timing when the pulling force is released to drive the vibrating rod 202 to start the second movement, and after the elapse of t2 Then, the pulling force is stopped to be released, and the vibration rod 202 can be controlled to stop moving after t2, thereby improving the accuracy of controlling the movement of the vibration rod and reducing the possibility of noise caused by the vibration rod hitting the protective cap 203.
  • the above steps 301 to 304 can be used to improve the accuracy of driving the vibrating rod 202 and reduce the possibility of the vibrating rod 202 hitting other structures and causing noise. Improve user experience.
  • the corresponding control module of the game handle controls the target force feedback device to vibrate, which enriches the ways for players to obtain touch sensations based on the game handle, and increases the amount of information obtained about the current scene of the game, so that judgments and reaction operations can be made more quickly and accurately, improving player performance. gaming experience.
  • Figure 4 is a schematic structural diagram of a game controller provided by an embodiment of the present application.
  • the game controller provided in this embodiment includes the following modules:
  • the acquisition module 41 is used to acquire the current scene information (game scene information) in the screen of the terminal connected to the game controller.
  • the acquisition module 41 is also configured to obtain the event coordinates corresponding to the vibration event when the current scene information contains a vibration event;
  • Determining module 42 used to determine the target force feedback device according to the vibration event coordinates
  • the control module 43 is used to execute the method provided by the embodiment shown in Figure 3, calculate the first time and the second time, and control the vibration of the force feedback device corresponding to the vibration event coordinates according to the first time and the second time.
  • Players can judge the information represented by the vibration information of the game controller based on the sense of touch.
  • Information transmission based on touch is realized based on the vibration of different force feedback devices on the game handle.
  • Players can thereby obtain game scene information based on the sense of vibration and achieve precise positioning of the game scene.
  • the game controller provided in this embodiment not only serves as an input device for game control, but also serves as an output device to feed back game information to the player, thereby improving the player's gaming experience.
  • Figure 5 is a schematic structural diagram of a game controller provided by an embodiment of the present application.
  • the game controller provided by the embodiment of the present application may include a processor 501 and a memory 502.
  • the memory 502 is used to store at least one instruction.
  • the instruction is loaded and executed by the processor 501 to implement the present invention.
  • Figure 6 is a schematic diagram of a terminal device provided by an embodiment of the present application.
  • the terminal device 60 of this embodiment includes: a processor 601, a memory 602, and a computer program stored in the memory 602 and executable on the processor 601, such as a vibration program for a game controller.
  • a processor 60 executes the computer program, the noise reduction method of the force feedback device provided by any embodiment of the present application is implemented.
  • the terminal device 6 may be a desktop computer, a notebook, a handheld computer, a desktop game console, a handheld game console, and other devices.
  • the terminal device 6 may include, but is not limited to, a processor 601 and a memory 602.
  • FIG. 6 is only an example of the terminal device 6 and does not constitute a limitation on the terminal device 6. It may include more or fewer components than shown in the figure, or combine certain components, or different components. , for example, the terminal device 6 may also include input and output devices, network access devices, buses, etc.
  • Embodiments of the present application also provide a computer storage medium on which a computer program is stored.
  • the computer program is executed by a processor, the noise reduction method of the force feedback device provided by any embodiment of the present application is implemented.
  • An embodiment of the present application also provides a computer program product, which includes a computer program or instructions.
  • a computer program product which includes a computer program or instructions.
  • the noise reduction method of the force feedback device provided by any embodiment of the present application is implemented.
  • terminals involved in the embodiments of this application may include but are not limited to personal computers (Personal Computer, PC), personal digital assistants (Personal Digital Assistant, PDA), wireless handheld devices, tablet computers (Tablet Computer), Mobile phones, MP3 players, MP4 players, etc.
  • PC Personal Computer
  • PDA Personal Digital Assistant
  • Tablett Computer Tablet Computer
  • Mobile phones MP3 players, MP4 players, etc.
  • the application may be an application program (nativeApp) installed on the terminal, or it may also be a web page program (webApp) of the browser on the terminal, which is not limited in the embodiments of the present application.
  • nativeApp application program
  • webApp web page program
  • the disclosed systems, devices and methods can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division. In actual implementation, there may be other division methods.
  • multiple units or components may be combined. Either it can be integrated into another system, or some features can be ignored, or not implemented.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
  • the above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium.
  • the above-mentioned software functional unit is stored in a storage medium and includes a number of instructions to cause a computer device (which can be a personal computer, server, or network device, etc.) or processor (Processor) to execute the methods described in various embodiments of this application. Some steps.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code. .

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Abstract

本申请实施例提供力反馈装置的降噪方法、游戏手柄和存储介质,该方法包括:在所述振动杆进行第一运动前,计算所述振动杆完成所述第一运动的第一时间;以及在驱动所述振动杆开始所述第一运动起,经过所述第一时间后,控制所述振动杆停止所述第一运动以避免与第一结构发生碰撞。通过方法可以降低游戏手柄使用过程中给玩家带来振感时降低其出现的噪声。

Description

力反馈装置的降噪方法、游戏手柄和存储介质 技术领域
本申请涉及游戏机终端技术领域,尤其涉及一种力反馈装置的降噪方法、游戏手柄
和存储介质。
背景技术
游戏手柄是一种常见的搭配游戏机共同使用的设备,可以通过操纵其按键和操纵杆实现对游戏角色的控制。随着游戏手柄的不断发展,具有更多功能的游戏手柄提供给玩家使用,其中,不乏具有振动功能的游戏手柄,游戏过程中,手柄的给玩家带来的振感给玩家提供了身临其境的感觉。
游戏手柄的振感是通过设置在其中的力反馈装置控制其振动杆以响应频率做往复运动实现的,然而,在该振动杆下降过程中容易撞击到下方相邻的结构,进而在游戏手柄使用过程中给玩家带来振感的同时还伴随着噪声,降低了用户体验。
申请内容
本申请实施例提供力反馈装置的降噪方法、游戏手柄和存储介质,可以降低游戏手柄使用过程中给玩家带来振感时降低其出现的噪声。
第一方面,本申请实施例提供一种力反馈装置的降噪方法,所述力反馈装置包括振动杆、驱动机构、第一结构和第二结构,所述驱动机构驱动所述振动杆做往复运动形成振动,一次往复运动包括第一运动和第二运动,所述第一运动为所述振动杆由第一位置向第二位置运动,所述第二运动为所述振动杆由第二位置复位至第一位置,所述第一运动朝向所述第一结构,所述第二运动朝向所述第二结构,所述方法包括:在所述振动杆进行第一运动前,计算所述振动杆完成所述第一运动的第一时间;以及在驱动所述振动杆开始所述第一运动起,经过所述第一时间后,控制所述振动杆停止所述第一运动以避免与所述第一结构发生碰撞。通过方法可以降低游戏手柄使用过程中给玩家带来振感时降低其出现的噪声。
进一步地,所述计算所述振动杆完成所述第一运动的第一时间包括:基于振动杆的第一位置信息、第二位置信息、所述驱动机构的驱动强度以及修正系数计算所述振动杆完成所述第一运动所需的第一时间。
进一步地,所述基于振动杆的第一位置信息、第二位置信息、所述驱动机构的驱动强度以及修正系数计算所述振动杆完成所述第一运动所需的第一时间包括基于以下公式计算所述第一时间:
t1=K/A*(P2+1–P1);
其中,t1表示所述振动杆完成所述第一运动所需的第一时间,P1表示所述第一位置信息,P2表示所述第二位置信息,A表示所述驱动机构的驱动强度,K表示适用于当前的修正系数。
进一步地,所述第二位置信息中的第二位置为所述振动杆运动路线上的一个固定位置或一个非固定位置。
进一步地,若所述第二位置为所述振动杆运动路线上的一个非固定位置,则所述第二位置的实际位置与所述振动事件的等级相匹配;其中,所述振动事件包括多个等级。
进一步地,在所述在驱动所述振动杆开始所述第一运动起,经过所述第一时间后,控制所述振动杆停止所述第一运动之后,还包括:根据所述驱动机构的驱动频率计算所述振动杆进行第二运动所需的第二时间;以及在驱动所述振动杆开始第二运动起,经过所述第二时间后控制所述振动杆停止第二运动以避免与所述第二结构发生碰撞。
进一步地,所述根据所述驱动机构的驱动频率计算所述振动杆进行第二运动所需的第二时间包括通过以下公式计算所述第二时间:
t2=1/(2*F)
其中,t2表示所述振动杆进行所述第二运动所需的第二时间,F表示所述驱动机构的驱动频率。
第二方面,本申请实施例还提供一种游戏手柄,所述游戏手柄包括:
获取模块,用于获取与所述游戏手柄连接的终端设备的屏幕中的当前场景信息;
确定模块,用于根据所述振动事件坐标确定目标力反馈装置;以及
控制模块用于在所述振动杆进行第一运动前,计算所述振动杆完成所述第一运动的第一时间,以及在驱动所述振动杆开始所述第一运动起,经过所述第一时间后,控制所述振动杆停止所述第一运动以避免与第一结构发生碰撞。
第三方面,本申请实施例还提供一种游戏手柄,所述游戏手柄包括:一个或多个力反馈装置、处理器和存储器,所述存储器用于存储至少一条指令,所述指令由所述处理器加载并执行时以实现第一方面提供的力反馈装置的降噪方法。
附图说明
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作一简单地介绍,显而易见地,下面描述中的附图是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动性的前提下,还可以根据这些附图获得其他的附图。
图1为本申请一个实施例提供的游戏手柄示意图;
图2为本申请另一个实施例提供的力反馈装置的结构示意图;
图3为本申请一个实施例提供的一种力反馈装置的降噪方法的流程示意图;
图4是本申请一个实施例提供的一种游戏手柄的结构示意图;
图5为本申请一个实施例提供的游戏手柄的结构示意图;
图6是本申请一个实施例提供的终端设备的示意图。
具体实施方式
为使本申请实施例的目的、技术方案和优点更加清楚,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
图1为本申请一个实施例提供的游戏手柄示意图。
参照图1,游戏手柄100为常见电子游戏机的部件,通过操纵其按键等,实现对游戏虚拟角色的控制。常见的游戏手柄100可以包括:十字键101(方向)、ABXY键102(动作-亦有硬件生产商使用不同方法标记,但排列方式大体相同)、摇杆103(方向及视角)、扳机键104以及HOME菜单键105等按键,本实施例提供的力反馈装置的降噪方法,对游戏手柄的按键的类型、个数、排列方式等均不做限定。
玩家在玩游戏时,将游戏手柄连100接至终端(如计算机、电视机或智能终端等),终端屏幕上呈现游戏的当前场景信息,玩家操控游戏手柄上的按键,控制游戏画面的显示及游戏中的虚拟角色。
在游戏中的相应场景含有振动事件时,需要游戏手柄100进行相应振动以为玩家提供振感。其中,游戏手柄100可以包括具有振动功能的相应器件。在一种实施方式中,该游戏手柄100还可以内置力反馈装置,用于在游戏中的出现振动事件时进行振动以为玩家提供相应振感。
在一种实施方式中,一个游戏手柄中可以包括一个或多个力反馈装置。当游戏中出现振动事件时,游戏手柄可以通过该一个或多个力反馈装置进行振动,玩家可以通过振感获知游戏反馈信息。
在游戏手柄中设置一个力反馈装置的场景中,在游戏中出现振动事件时,游戏手柄控制该一个力反馈装置进行振动,玩家可以通过振感获知游戏反馈信息。
在游戏手柄中设置至少两个力反馈装置的场景中,游戏手柄通过该至少两个力反馈装置中相对应的力反馈装置进行振动,从而玩家可以通过振感获知游戏反馈信息。
以设置两个力反馈装置为例,该两个力反馈装置可以分别设置在游戏手柄的两侧。游戏手柄可以在获取到显示游戏画面的屏幕的坐标系信息后,在游戏过程中获取游戏中振动事件相对于屏幕的坐标信息,进而确定需要触发力反馈装置振动的位置。具体地,可以将屏幕垂直中线作为为基准线,并将屏幕划分为左半屏和有半屏。若根据获取到的游戏中振动事件相对于屏幕的坐标信息,确定振动事件对应坐标分布在屏幕的左半屏,则触发游戏手柄左侧的力反馈装置振动;若根据获取到的游戏中振动事件相对于屏幕的坐标信息,确定振动事件对应坐标分布在屏幕的右半屏,则触发游戏手柄右侧的力反馈装置振动。
以设置四个力反馈装置(力反馈装置A、力反馈装置B、力反馈装置C、以及力反馈装置D)为例,该四个力反馈装置可以分别设置在游戏手柄的四个角。游戏手柄可以在获取到显示游戏画面的屏幕的坐标系信息后,在游戏过程中获取游戏中振动事件相对于屏幕的坐标信息,进而确定需要触发力反馈装置振动的位置。具体地,可以将屏幕的垂直中线和水平中线为基准线,将屏幕划分为第一区域、第二区域、第三区域以及第四区域这四个区域,其中,力反馈装置A与屏幕的第一区域对应、力反馈装置B与屏幕的第二区域对应、力反馈装置C与屏幕的第三区域对应、力反馈装置D与屏幕的第四区域对应。根据游戏中振动事件相对于屏幕的坐标信息,确定振动事件对应坐标分布在屏幕哪个区域。举例来说, 若游戏中振动事件相对于屏幕的坐标信息分布在屏幕第一区域,则触发游戏手柄的力反馈装置A振动。若游戏中振动事件相对于屏幕的坐标信息在第一区域、第二区域、第三区域以及第四区域均有分布,则触发游戏手柄的力反馈装置A、力反馈装置B、力反馈装置C、以及力反馈装置D均振动。
图2为本申请另一个实施例提供的力反馈装置的结构示意图。
参照图2所示,该力反馈装置可以包括驱动机构201、振动杆202、保护帽203。其中,该驱动机构201可以驱动振动杆201以设定频率做往复运动,其中一次往复运动可以为驱动振动杆201由第一位置(保护帽203的位置)处向第二位置(返回位置)做第一运动,在振动杆202到达该第二位置后,驱动机构201驱动该振动杆202做第二运动以使振动杆202复位至第一位置,振动杆201的第一运动朝向所述第一结构,振动杆201的第二运动朝向所述第二结构,在一种实施方式中,该第一结构为图2所示的相邻结构,第二结构为图2所述的保护帽203。
在实际应用过程中,该振动杆202在往复运动过程中,具体在振动杆202做第一运动时,会出现振动杆202撞击到如图2所示的相邻结构上,即,在撞击位置204发生撞击事件,该撞击事件产生的撞击声会导致在游戏手柄100频繁出现振动事件时噪声不断,影响用户的游戏体验。
为克服上述问题,本申请实施例提供一种力反馈装置的降噪方法,通过该方法可以通过控制驱动机构201的推力和拉力的释放时机,降低振动杆202出现撞击事件的概率,从而可以降低游戏手柄使用过程中给玩家带来振感时降低其出现的噪声。
图3为本申请一个实施例提供的一种力反馈装置的降噪方法的流程示意图。
参照图3所示,该方法可以包括以下步骤:
步骤301:在振动杆做第一运动前,计算振动杆完成本次第一运动的第一时间。
其中,为实现振动杆202的第一运动,力反馈装置的驱动机构201向振动杆202提供推力,并通过该推力驱动振动杆202由第一位置运动到第二位置。在一种实施方式中,振动杆202的形状可以如图2所示,在驱动机构201向振动杆202提供推力时,振动杆202以其转动轴心转动,并转动至第二位置,在振动杆转动至第二位置后,驱动机构201向振动杆202提供拉力,并通过该拉力驱动振动杆202有第二位置返回至第一位置,从而实现控制振动杆202完成一次往复运动,其中,驱动机构201可以以设定频率驱动振动杆202完成多次往复运动从而实现振动杆以该设定频率进行振动,从而为使用该手柄的玩家提供振感,提高游戏的触觉体验。
在一种实施方式中,如图2所示,该驱动机构可以为一种电机,该电机的通过驱动杆与振动杆配合使用,该驱动杆外表面可以为螺纹结构,且该螺纹结构与控制振动杆202转动的齿轮结构配合,即驱动杆与该齿轮形成主从动关系(驱动杆主动控制齿轮从动)。进而在该电机的驱动杆向一个方向转动(例如顺时针转动)时,齿轮从动控制振动杆202由第一位置向第二位置转动以完成第一运动,在振动杆202到达第二位置后,该电机的驱动杆向反方向转动(如逆时针转动),齿轮从动控制振动杆202由第二位置复位至第一位置以完成第二运动,进而振动杆202完成一次往复运动。
为了能够提高驱动振动杆202运动位置的精准度,具体地可以为降低振动杆202在做第一运动时撞击到下方相邻结构的可能性,可以在振动杆202进行第一运动前计算出,本次振动杆202完成第一运动所需的第一时间,从而驱动机构可以根据该预计时间控制驱动机构201的推力和拉力的释放时机,从而提高驱动振动杆202运动位置的精准度,降低振动杆202在做第一运动时撞击到下方相邻结构的可能性。
在一种实施方式中,可以基于振动杆202的第一位置信息、第二位置信息、驱动机构201的驱动强度以及修正系数计算振动杆202本次完成第一运动所需的第一时间。
其中,该具有振动功能的手柄在被用户使用前可以预先设置力反馈装置中驱动机构201的驱动强度(amplitude)以及驱动频率。在一种实施方式中,该驱动机构可以为一种用于提供力反馈的电机;因此,该驱动强度表示该驱动机构所提供力反馈的强度,即驱动力的大小。
在该手柄在被用户使用前还可以预先确定振动杆202进行第一运动和第二运动时的第一位置信息和第二位置信息。在一种实施方式中,该第一位置信息可以为如图2所示的保护帽203的位置信息,第二位置信息可以为预先设置的振动杆202进行往复运动时的返回位置的位置信息。
其中需要说明的是,该第二位置可以为振动杆202运动路线上的一个固定位置,也可以为振动杆202运动路线上不固定的位置。
在一种实施方式中,若设置第二位置为振动杆202运动路线上的一个固定位置,则在游戏中出现振动事件时,所有的振动事件触发力反馈装置振动均为振动杆202在保护帽203的位与该固定的第二位置之间进行往复运动,从而为用户提供固定的振感。
在另一种实施方式中,若设置第二位置为振动杆202运动路线上非固定位置,在实际应用过程中,在游戏中出现振动事件时,可以确定当前振动事件的振动级别,并根据当前振动事件的振动级别确定力反馈装置本次振动对应的第二位置的实际位置。
其中,可以预先对游戏中出现的振动事件进行分级,在一种实施方式中,可以基于游戏场景类型进行分级,举例来说,该振动事件的分类表如表一所示:
表一
游戏场景 振动事件等级
运动击球场景 一级振动
格斗击打场景 二级振动
驾驶撞击场景 三级振动
爆炸场景 四级振动
如表一所示,在该实施方式中可以将触发振动事件的游戏场景划分三种,分别为运动击球场景、格斗击打场景、驾驶撞击场景以及爆炸场景。举例来说,玩家通过手柄控制游戏人物击打网球时触发的振动事件的等级为一级振动;玩家在玩格斗类游戏时,玩家通过手柄控制的游戏人物被击打时触发的振动事件的等级为二级振动;玩家在通过手柄控制游戏内车辆发生撞击时触发的振动事件的等级为三级振动;玩家在玩战争类游戏时,玩家 通过手柄控制的游戏人物或载具一定范围内发生爆炸时触发的振动事件的等级为四级振动。其中,一级振动至四级振动给玩家提供的振感逐级增强。
本申请实施例并不对如何划分振动事件等级进行限制,在其他实施方式中,还可以基于其他方式划分振动等级,且振动等级数量同样不做限制。
在一种实施方式中,每个振动事件的等级所对应的第二位置不同,具体匹配方式如表二所示:
表二
振动事件等级 第二位置
一级振动 第二位置A
二级振动 第二位置B
三级振动 第二位置C
四级振动 第二位置D
如表二所示,当前振动事件对应的第二位置的实际位置根据振动事件等级来匹配。其中,一级振动对应第二位置A、二级振动对应第二位置B、三级振动对应第二位置C以及四级振动对应第二位置D。由于预设一级振动至四级振动给玩家提供的振感逐级增强,为实现振感逐级增强,可以设置不同的振动等级所对应的第二位置的实际位置不同。举例来说,可以设置力反馈装置的驱动机构201的驱动频率固定,基于不同振动事件的等级输出不同驱动强度,从而在不同的振动等级所对应的第二位置的实际位置不同的情况下,驱动振动杆202在相同或相似的时间内从第一位置运动到第二位置(第二位置A、第二位置B、第二位置C或者第二位置D),从而为玩家不同振感。其中,振动杆202从第一位置运动到第二位置A的运动路程为L (A)、从第一位置运动到第二位置B的运动路程为L (B)、从第一位置运动到第二位置C的运动路程为L (C)、从第一位置运动到第二位置D的运动路程为L (D)。并且运动路程L (A)至运动路程L (D)逐级增长,即,L (A)<L (B)<L (C)<L (D)
在一种实施方式中,基于振动杆202的第一位置信息、第二位置信息、驱动机构201的驱动强度以及修正系数计算振动杆202本次完成第一运动所需的第一时间可以包括通过以下公式一计算:
t1=K/A*(P2+1–P1)          公式一
其中,t1表示振动杆202本次完成第一运动所需的第一时间,P1表示第一位置信息,P2表示第二位置信息,A表示驱动机构201的驱动强度,K表示适用于当前的修正系数。
通过上述方式可以在驱动机构201驱动振动杆202进行第一运动之前计算得到振动杆202本次完成第一运动所需的第一时间t1。
步骤302:驱动机构在驱动振动杆开始第一运动起,经过第一时间后控制振动杆停止第一运动。
其中,通过步骤301计算得到振动杆202本次完成第一运动所需的第一时间t1之后,驱动机构201可以在释放推力驱动振动杆202开始进行第一运动时开始计时,并在经过t1时长后,停止释放该推力,进而可以在经过t1时长后控制振动杆202停止运动,进而可以提高控制振动杆运动的精准性,降低振动杆撞击下方相邻结构导致出现噪声的可能性。
在一些实施方式中,在振动杆202进行第二运动时,还可以计算出振动杆本次完成第二运动所需的第二时间,并基于计算得到的第二时间控制振动杆202停止第二运动,从而降低振动杆202撞击保护帽203导致出现噪声的可能性,从而提高用户体验,具体可以通过以下步骤实现:
步骤303:根据驱动机构的驱动频率计算振动杆进行第二运动所需的第二时间。
其中,该驱动机构201的驱动频率可以为用户预先设置的频率,举例来说,设置的驱动频率为2Hz,进而可以根据驱动机构201的驱动频率(如2Hz)计算振动杆202进行第二运动所需的第二时间。
在一种实施方式中,可以通过以下公式二计算振动杆202进行第二运动所需的第二时间:
t2=1/(2*F)       公式二
其中,t2表示振动杆202进行第二运动所需的第二时间,F表示驱动机构201的驱动频率。举例来说,若驱动机构201的驱动频率是2Hz,则可以基于上述公式二计算得到振动杆202进行第二运动所需的第二时间是250ms。
通过上述方式可以在驱动机构201驱动振动杆202进行第二运动之前计算得到振动杆202本次完成第二运动所需的第二时间t2。
步骤304:驱动机构在驱动振动杆开始第二运动起,经过第二时间后控制振动杆停止第二运动。
其中,通过步骤303计算得到振动杆202本次完成第二运动所需的第二时间t2之后,驱动机构201可以在释放拉力驱动振动杆202开始进行第二运动时开始计时,并在经过t2时长后,停止释放该拉力,进而可以在经过t2时长后控制振动杆202停止运动,进而可以提高控制振动杆运动的精准性,降低振动杆撞击保护帽203导致出现噪声的可能性。
在力反馈装置需要进行往复运动实现振动的每个往复运动阶段均可以通过上述步骤301至步骤304,提高驱动振动杆202的精准性,降低振动杆202发生撞击其他结构导致出现噪声的可能性,提高用户体验。
游戏手柄的相应控制模块控制目标力反馈装置进行振动,丰富了玩家根据游戏手柄得到触感的方式,增加了获取的游戏当前场景信息量,从而可更快速、准确的作出判断及反应操作,提高玩家的游戏体验。
图4是本申请一个实施例提供的一种游戏手柄的结构示意图。
参照图4所述,本实施例提供的游戏手柄,包括以下模块:
获取模块41,用于获取与游戏手柄连接的终端的屏幕中的当前场景信息(游戏场景信息)。所述获取模块41,还用于当所述当前场景信息中包含有振动事件时,获取所述振动事件对应的事件坐标;
确定模块42,用于根据所述振动事件坐标确定目标力反馈装置;
控制模块43,用于执行图3所示实施例提供的方法,计算得到第一时间和第二时间,并根据第一时间和第二时间控制振动事件坐标对应的力反馈装置振动。
玩家可根据触感判断游戏手柄振动信息所代表的信息,根据游戏手柄上不同力反馈装置的振动情况实现了基于触觉的信息传递,玩家从而根据振感获取游戏场景信息,实现游戏场景的精准定位,玩家在游戏过程中,可及时掌握游戏进程,准确的对战况作出反应。本实施例提供的游戏手柄,不仅作为输入设备进行游戏操控,还作为输出设备向玩家反馈游戏信息,提高了玩家的游戏体验。
图5为本申请一个实施例提供的游戏手柄的结构示意图。
参照图5所示,本申请实施例提供的游戏手柄可以包括处理器501和存储器502,所述存储器502用于存储至少一条指令,所述指令由所述处理器501加载并执行时以实现本申请任一实施例提供的力反馈装置的降噪方法。
图6是本申请一个实施例提供的终端设备的示意图。
参照图6所示,该实施例的终端设备60包括:处理器601、存储器602以及存储在所述存储器602中并可在所述处理器601上运行的计算机程序,例如游戏手柄的振动程序。所述处理器60执行所述计算机程序时实现本申请任一实施例提供的力反馈装置的降噪方法。
所述终端设备6可以是桌上型计算机、笔记本、掌上电脑、台式游戏机以及掌上游戏机等设备。所述终端设备6可包括,但不仅限于,处理器601、存储器602。本领域技术人员可以理解,图6仅仅是终端设备6的示例,并不构成对终端设备6的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件,例如所述终端设备6还可以包括输入输出设备、网络接入设备、总线等。
本申请实施例还提供一种计算机存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现本申请任一实施例提供力反馈装置的降噪方法。
本申请实施例还提供一种计算机程序产品,包括计算机程序或指令,计算机程序或指令被处理器执行时实现本申请任一实施例提供力反馈装置的降噪方法。
需要说明的是,本申请实施例中所涉及的终端可以包括但不限于个人计算机(Personal Computer,PC)、个人数字助理(Personal Digital Assistant,PDA)、无线手持设备、平板电脑(Tablet Computer)、手机、MP3播放器、MP4播放器等。
可以理解的是,所述应用可以是安装在终端上的应用程序(nativeApp),或者还可以是终端上的浏览器的一个网页程序(webApp),本申请实施例对此不进行限定。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统,装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本申请所提供的几个实施例中,应该理解到,所揭露的系统,装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元存储在一个存储介质中,包括若干指令用以使得一台计算机装置(可以是个人计算机,服务器,或者网络装置等)或处理器(Processor)执行本申请各个实施例所述方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述仅为本申请的较佳实施例而已,并不用以限制本申请,凡在本申请的精神和原则之内,所做的任何修改、等同替换、改进等,均应包含在本申请保护的范围之内。
最后应说明的是:以上各实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照前述各实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分或者全部技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本申请各实施例技术方案的范围。

Claims (9)

  1. 一种力反馈装置的降噪方法,其特征在于,所述力反馈装置包括振动杆、驱动机构、第一结构和第二结构,所述驱动机构驱动所述振动杆做往复运动形成振动,一次往复运动包括第一运动和第二运动,所述第一运动为所述振动杆由第一位置向第二位置运动,所述第二运动为所述振动杆由第二位置复位至第一位置,所述第一运动朝向所述第一结构,所述第二运动朝向所述第二结构,所述方法包括:
    在所述振动杆进行第一运动前,计算所述振动杆完成所述第一运动的第一时间;以及
    在驱动所述振动杆开始所述第一运动起,经过所述第一时间后,控制所述振动杆停止所述第一运动以避免与所述第一结构发生碰撞。
  2. 根据权利要求1所述的方法,其特征在于,所述计算所述振动杆完成所述第一运动的第一时间包括:
    基于振动杆的第一位置信息、第二位置信息、所述驱动机构的驱动强度以及修正系数计算所述振动杆完成所述第一运动所需的第一时间。
  3. 根据权利要求2所述的方法,其特征在于,所述基于振动杆的第一位置信息、第二位置信息、所述驱动机构的驱动强度以及修正系数计算所述振动杆完成所述第一运动所需的第一时间包括基于以下公式计算所述第一时间:
    t1=K/A*(P2+1–P1);
    其中,t1表示所述振动杆完成所述第一运动所需的第一时间,P1表示所述第一位置信息,P2表示所述第二位置信息,A表示所述驱动机构的驱动强度,K表示适用于当前的修正系数。
  4. 根据权利要求2所述的方法,其特征在于,所述第二位置信息中的第二位置为所述振动杆运动路线上的一个固定位置或一个非固定位置。
  5. 根据权利要求4所述的方法,其特征在于,若所述第二位置为所述振动杆运动路线上的一个非固定位置,则所述第二位置的实际位置与所述振动事件的等级相匹配;
    其中,所述振动事件包括多个等级。
  6. 根据权利要求1所述的方法,其特征在于,在所述在驱动所述振动杆开始所述第一运动起,经过所述第一时间后,控制所述振动杆停止所述第一运动之后,还包括:
    根据所述驱动机构的驱动频率计算所述振动杆进行所述第二运动所需的第二时间;以及
    在驱动所述振动杆开始第二运动起,经过所述第二时间后控制所述振动杆停止第二运动以避免与所述第二结构发生碰撞。
  7. 根据权利要求6所述的方法,其特征在于,所述根据所述驱动机构的驱动频率计算所述振动杆进行第二运动所需的第二时间包括通过以下公式计算所述第二时间:
    t2=1/(2*F)
    其中,t2表示所述振动杆进行所述第二运动所需的第二时间,F表示所述驱动机构的驱动频率。
  8. 一种游戏手柄,其特征在于,所述游戏手柄包括:
    获取模块,用于获取与所述游戏手柄连接的终端设备的屏幕中的当前场景信息;
    确定模块,用于根据所述振动事件坐标确定目标力反馈装置;以及
    控制模块用于在所述振动杆进行第一运动前,计算所述振动杆完成所述第一运动的第一时间,以及在驱动所述振动杆开始所述第一运动起,经过所述第一时间后,控制所述振动杆停止所述第一运动以避免与第一结构发生碰撞。
  9. 一种游戏手柄,其特征在于,所述游戏手柄包括:
    一个或多个力反馈装置、处理器和存储器,所述存储器用于存储至少一条指令,所述指令由所述处理器加载并执行时以实现如权利要求1中任意一项所述的力反馈装置的降噪方法。
PCT/CN2022/131309 2022-09-22 2022-11-11 力反馈装置的降噪方法、游戏手柄和存储介质 WO2024060376A1 (zh)

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JP2001190841A (ja) * 2000-01-07 2001-07-17 Namco Ltd ゲーム機の振動発生装置
CN101496954A (zh) * 2008-01-28 2009-08-05 联想(北京)有限公司 一种游戏控制器及其游戏处理方法
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