KR20160132301A - Frame-based shoes that has vibration motor for software(game) event reaction - Google Patents
Frame-based shoes that has vibration motor for software(game) event reaction Download PDFInfo
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- KR20160132301A KR20160132301A KR1020150064975A KR20150064975A KR20160132301A KR 20160132301 A KR20160132301 A KR 20160132301A KR 1020150064975 A KR1020150064975 A KR 1020150064975A KR 20150064975 A KR20150064975 A KR 20150064975A KR 20160132301 A KR20160132301 A KR 20160132301A
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- game
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- vibration
- vibration motor
- haptic
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- A43B3/0005—
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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
- G06F3/016—Input arrangements with force or tactile feedback as computer generated output to the user
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/44—Arrangements for executing specific programs
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- Theoretical Computer Science (AREA)
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- General Physics & Mathematics (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
BACKGROUND OF THE
The haptic interface technology in a computer game, which is an underlying technology in the present invention, detects a collision situation between a PC (Playing Character), a non-playing character (NPC) and an environment It is essential to transmit the tactile effect appropriately to the user in the form of reaction effect through the vibration hardware device.
More specifically, the haptic interface technology is applied to various fields such as virtual medicine and virtual training as a human-centered interface technology that provides a new level of immersion feeling by supplementing existing visual and auditory special effects to a user, A method of giving haptic feedback to the foot using shoes other than the controller that controls the robot is not proposed.
In the field of games, the conventional fishing apparatus of Korean Patent Registration No. 2000-065215 is a haptic device that allows a feeling of pulling fish to be realistically transmitted to a game user through fishing rod manipulation A technique for the structure of a hardware device is proposed, which is a technique for generating a haptic effect (a controller that is manually adjusted) in a limited sense on a computer game.
Also, as a technology based on communication between game software and shoe vibration motor, a conventional method and apparatus for providing reaction force on a computer network is disclosed in U.S. Patent No. 5,956,484 on a computer network connected with a TCP / IP protocol A game controller for generating a reaction force sensation connected to a client and downloading an HTML file in which a command for generating a Force-Feedback Effect is provided from a sub, from a client and a driver, and a method for appropriately reproducing the reaction force effect through a vibration motor It is essential to analyze the effect file of a specific self format and generate a reaction force signal suitable for the hardware structure of the reaction force device. This patented technology is used not only in tactile game applications, but also in web applications such as realizing feelings through the touch on the Internet and building realistic contents.
As a general technology to be a background of the present invention, computer games are divided into external platforms such as arcades, consoles, and PCs, and are also in the development of genre-based RPG, strategic simulation, and action. In addition, as the game becomes three - dimensional, the importance of the degree of realism to the game users has been greatly emphasized. Especially, in the arcade game, there are actively developing techniques for users to experience and play games using a virtual reality based reality-based interface.
However, the conventional game engines realizing such computer games have only functions of implementing 3D, special effects and immersive feeling through auditory effects in order to increase users' realism. However, as the genres of games have become diversified, there has been a limitation in achieving a realistic experience during game use in the existing methods, and as the necessity of an interface to a user who uses a new sense of feeling has emerged, The tactile and tactile interface was used as a tool to provide a more realistic feel to the game user with a relatively simple technique.
However, existing games all have a limitation in that they can reproduce only the specified tactile effects that depend on the software structure of each game engine and also depend on the hand-based game controller itself, so that the interaction with various games is universal The haptic interface that has to be formed has lost the generality, and has problems in realizing the game reality.
As described above, in the conventional computer and console game, the haptic interface technology is limited in that it is limited to the hand-based game controller. Therefore, In order to realize the effects, there is no software structure that can be used as a technique for supporting a systematic haptic reaction, such as requiring an overall repetitive operation such as correcting the game engine itself.
Software events, in particular the vibration interaction in the game, have been implemented primarily in hand-held controllers. However, the vibration interaction in the hand-operated controller is limited in the reality and the degree of immersion of the user in the game. In addition, in the conventional computer and console game, the haptic interface technology only supports the effects of the hand-based game controller. Therefore, there is a limitation in general-purpose, multi-faceted sense of realism, and new types of tactile effects There is no software framework that can be used as a technology to support a systematic haptic reaction such as the necessity of re-engineering such as modifying the game engine itself. Through the present invention, we intend to improve the user experience in various games through the disclosure of shoes, a small motor having a frame structure, and integrated software for controlling the same. Examples of existing limit resolution are as follows.
As a first example, in a racing game using an automobile or the like, in an actual car racing, an action of depressing an accelerator pedal or a brake is mainly performed. In contrast, vibration interaction of a hand- The fact that the actual actions and situations can only be described by the vibration of the steering wheel (steering wheel) has brought limitations to the realization of the game.
Second, for example, in games of war and battle genre using firearms, shells, and landmines, tactile responses such as land mines, shell explosions, tank movements, In addition, there are limitations in expressing the vibration interaction in the controller of the game.
In order to solve this problem, the present invention utilizes a technique of synchronizing a software event and a vibration motor provided in a shoe, thereby realizing the realization of a game which a software developer and a planner, . In addition, game users can enjoy a better user experience by using games developed and planned in this way.
SUMMARY OF THE INVENTION The present invention has been made to solve the above-mentioned problems, and it is an object of the present invention to provide a game system and a game system for realizing a haptic effect by a shock between a PC (Playing Character) It also aims to expand the user experience by providing effects.
According to an aspect of the present invention, there is provided a haptic game device comprising: a haptic game device software layer that indicates a hierarchical structure of a target haptic game device for loading a preset haptic effect to produce a vibration effect according to a reaction force; And a tactile effect software layer for creating and managing various tactile effects systematically and efficiently.
The tactile effect layer of the present invention is a software component comprised of an organized set of layered classes that operate an embedded motor.
More specifically, the tactile effect class hierarchy of the present invention includes a software component (hereinafter referred to as a " tactile ") class module composed of an organized set of layered classes for managing various types of tactile effect generation and reproduction, to be.
A computer game system using a haptic application programming interface according to the present invention is a game machine for providing a tactile effect to a collision operation provided in a game environment of game contents, A game engine for inputting / outputting game contents; A collision processor for real-time collision detection and processing of the playing character and surrounding environment space provided in the game contents; A haptic application programming interface that is invoked within the game progress module to provide a tactile effect; And a shoe and a vibration motor in which a tactile effect is actually loaded and driven.
In order to achieve the above object, the present invention provides a motor vehicle comprising: at least two vibration motors for each shoe having a frame; Wired / wireless connection; Software (game) event synchronization.
The present invention enables a software user such as a game user to have a better user experience by using a technique of synchronizing a software event and a vibration motor provided in a shoe, in comparison with a vibration interaction in a hand-operated controller or the like.
This figure shows the interaction process between the software event and the vibration motor.
Two or more vibrating motors are installed on each shoe, and each type of vibration can be implemented in different situations in conjunction with software events. When the
100: Software (game) event programmed in advance for the game
200: Shoes having a frame structure
300:
400: Internal
500: wired / wireless vibration data receiver
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KR1020150064975A KR20160132301A (en) | 2015-05-09 | 2015-05-09 | Frame-based shoes that has vibration motor for software(game) event reaction |
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KR1020150064975A KR20160132301A (en) | 2015-05-09 | 2015-05-09 | Frame-based shoes that has vibration motor for software(game) event reaction |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN106858883A (en) * | 2017-03-03 | 2017-06-20 | 厦门精图信息技术有限公司 | VR experience footwear based on panoramic table |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN106858883A (en) * | 2017-03-03 | 2017-06-20 | 厦门精图信息技术有限公司 | VR experience footwear based on panoramic table |
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