Method and means for a throwable gaming control
Abstract
A throwable gaming control ( 710 ) for controlling at least one event in a computer game, includes at least one magnetic sensor ( 110 ) and at least one acceleration sensor ( 120 ) is characterised in that: at least one acceleration sensor ( 120 ) is arranged to the center of gravity of the game control and/or to the proximity of the center of gravity of the gaming control and at least one magnetic sensor ( 110 ) is arranged to a position of least internal magnetic noise, and/or a position of low internal magnetic noise. The best mode of the invention is considered to be the combination of an acceleration sensor in the center of gravity of a wireless spherical mouse that in addition houses a magnetic sensor ( 110 ) in a magnetic noise free position. This spherical mouse can be used to play for example basketball with real basketball like movements in a computer game ( 70 ).
Claims
exact text as granted — not AI-modified1 . A throwable gaming control for controlling at least one event in a computer game, comprising at least one magnetic sensor ( 110 ) and at least one acceleration sensor ( 120 ) characterised in that,
at least one acceleration sensor ( 120 ) is arranged to the center of gravity of the game control and/or to the proximity of the center of gravity of the gaming control and, at least one magnetic sensor ( 110 ) is arranged to a position of least internal magnetic noise, and/or a position of low internal magnetic noise.
2 . A method of using the throwable gaming control of claim 1 , comprising at least one acceleration sensor ( 120 ) and at least one magnetic sensor ( 110 ), characterised by the following steps:
observing the acceleration of the gaming control ( 300 ), identifying the state of motion of the gaming control as airborne when the acceleration of the gaming control deviates from gravity g for a period of time exceeding the threshold time (T 1 ) ( 310 ), if the gaming control is identified as not airborne; further identifying the state of motion of the gaming control as airborne when the rotational energy and rotational speed of the gaming control are stable for a period of time exceeding a second threshold time (T 2 ) ( 320 ).
3 . A method of using the throwable gaming control of claim 2 , characterised in that, after identifying the said airborne state the catching of the throwable gaming control is identified by:
observing the acceleration of the gaming control, identifying the state of motion of the gaming control as catched when the acceleration of the gaming control is similar to gravity g for a period of time exceeding the third threshold time (T 3 ), if the gaming control is identified as not airborne; further identifying the state of motion of the gaming control as catched when the rotational energy and rotational speed of the gaming control are not stable for a period of time exceeding a fourth threshold time (T 4 ).
4 . A method of using the throwable gaming control of claim 1 for distinguishing a drop and a throw in a motion controlled computer game with a throwable gaming control and comprises at least one magnetic sensor and at least one acceleration sensor, characterised in that,
the acceleration data prior to the identification of the airborne state of motion is observed ( 400 ),
integrating the acceleration of the gaming control as function of time for a threshold period (T 3 ) to derive first integral ( 410 ),
integrating the gravity as a function of time for the threshold period (T 3 ) to derive second integral ( 420 ),
subtracting said second integral from the said first integral to derive the remainder of the integrals ( 430 ),
a positive remainder of the integrals is interpreted as a throw of the gaming control in the said computer game, a negative remainder of the integral is interpreted as a drop in the said computer game ( 440 ).
5 . A method of using the throwable gaming control of claim 1 for determining the distance travelled of the throwable gaming control that comprises at least one acceleration sensor and at least one magnetic sensor, characterised by the following steps:
observing the time spent by the thrown gaming control in the airborne state and/or the acceleration prior to the airborne state ( 500 ),
comparing the time spent in the airborne state with the approximate air resistance of the throwable gaming control ( 510 ),
deducing the distance travelled in the airborne state based on the air resistance and the time spent in the airborne state ( 520 ).
6 . A method of using the throwable gaming control as claimed in claim 5 , characterised in that, the vertical and the horizontal distance components traversed in the airborne state are calculated separately.
7 . A method of using the throwable gaming control as claimed in claim 6 , characterised in that,
the throwable gaming control ( 710 ) is catched in a higher position that where it was originally released, the flight distance measured from the actual time in the airborne state is shorter than the earlier anticipated flight distance, in the computer game controlled by the gaming control, a higher catched throw just said is interpreted as compensation to the earlier throw.
8 . A method of using the throwable gaming control of claim 1 for determining the direction of motion of a throwable gaming control that comprises at least one acceleration sensor ( 120 ) and at least one magnetic sensor ( 110 ) characterised by the following steps:
observing the direction of the acceleration vector of the gaming control prior to the airborne state ( 600 ),
observing the counterforce of the acceleration vector after the end of the airborne state ( 610 ),
using said acceleration vector and acceleration counter force vector to deduce the direction of the throw that the said throwable gaming control experienced ( 620 ).
9 . Method of manufacture of a throwable gaming control, comprising at least one acceleration sensor ( 120 ) and at least one magnetic sensor ( 110 ), characterised in that,
at least one magnetic sensor is placed in a low magnetic noise position on at least one circuit board ( 200 ), at least one acceleration sensor is placed at or close to the centre of gravity of the throwable gaming control on the circuit board ( 210 ), the at least one circuit board and the said sensors are padded into a padding ( 220 ).
10 . A memory unit comprising a software program product arranged to read the sensor data of the gaming control of claim 1 .
11 . A memory unit comprising a software program product as claimed in claim 10 , characterised in that, said software program product is arranged to provide the user input method of
observing the acceleration of the gaming control ( 300 ), identifying the state of motion of the gaming control as airborne when the acceleration of the gaming control deviates from gravity g for a period of time exceeding the threshold time (T 1 ) ( 310 ), if the gaming control is identified as not airborne; further identifying the state of motion of the gaming control as airborne when the rotational energy and rotational speed of the gaming control are stable for a period of time exceeding a second threshold time (T 2 ) ( 320 ).
12 . A software program product arranged to read the sensor data of the gaming control of claim 1 .
13 . A software program product as claimed in claim 12 , characterised in that, said software program product is arranged to provide the user input method of
observing the acceleration of the gaming control ( 300 ), identifying the state of motion of the gaming control as airborne when the acceleration of the gaming control deviates from gravity g for a period of time exceeding the threshold time (T 1 ) ( 310 ), if the gaming control is identified as not airborne; further identifying the state of motion of the gaming control as airborne when the rotational energy and rotational speed of the gaming control are stable for a period of time exceeding a second threshold time (T 2 ) ( 320 ).Join the waitlist — get patent alerts
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