WO2008001088A2 - Control device - Google Patents

Control device Download PDF

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Publication number
WO2008001088A2
WO2008001088A2 PCT/GB2007/002409 GB2007002409W WO2008001088A2 WO 2008001088 A2 WO2008001088 A2 WO 2008001088A2 GB 2007002409 W GB2007002409 W GB 2007002409W WO 2008001088 A2 WO2008001088 A2 WO 2008001088A2
Authority
WO
WIPO (PCT)
Prior art keywords
control means
means according
light pen
camera
region
Prior art date
Application number
PCT/GB2007/002409
Other languages
French (fr)
Other versions
WO2008001088A3 (en
Inventor
John Edley Wilson
Matthew Gerard Reed
Philip Michael Birch
Well Ben Van
Original Assignee
Spiral Scratch Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Spiral Scratch Limited filed Critical Spiral Scratch Limited
Priority to GB0800707A priority Critical patent/GB2442398A/en
Publication of WO2008001088A2 publication Critical patent/WO2008001088A2/en
Publication of WO2008001088A3 publication Critical patent/WO2008001088A3/en

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/0304Detection arrangements using opto-electronic means
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0354Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
    • G06F3/03545Pens or stylus

Definitions

  • This invention relates to a control device, more particularly a computer or games console control device, or a television set or television peripheral device, such as a video or DVD recorder/player, or, indeed, any arrangement with a monitor screen.
  • Conventional control devices include the keyboard, keypad and mouse, the latter essentially exercising its control function by locating a screen cursor and having at least one click function to effect an action appropriate to the cursor location.
  • the cursor might, by movement of the mouse on a pad, transmitted by virtue of a roller to software in the computer or games console, 'depress' a radio button or affect another screen item by virtue of a click on a mouse button, which, in turn, effects some other action.
  • a joystick is used as an input device, this being, in effect, a charcoal mouse with usually more than two function buttons and perhaps some stepped or continuously graded controls acting, say, as engine throttles.
  • remote control devices For television sets, remote control devices are used which have a keypad including a numeric keypad for manual channel selection, volume and channel change keys and menu pull down and selection and other keys appropriate to the device being controlled. These latter devices send pulse-coded signals to an infra-red sensor in the set or peripheral.
  • Games for more than one player are usually not possible on older machines, which may only have one physical port, at least without some expansion facility such as a four-way USB adapter.
  • wiring up can be problematical, and would be at best inconvenient.
  • the present invention provides a means by which multiple player games can be realised without any of the problems discussed above, but which can also be used with advantages over conventional arrangement for one-player games and pastimes.
  • the invention comprises control means for a data processing arrangement having a monitor screen, comprising a light pen and a camera imaging the light pen, the light pen being actuable, via the camera, to define a virtual region corresponding to the monitor screen so that movement of the light pen within that virtual area can move a monitor screen cursor within the monitor screen.
  • the light pen may be actuable to define said virtual region by actuating a button at boundary points of said region.
  • 'button' is meant any depressable or 'clickable' entity.
  • the said region may be a region having at least two dimensions.
  • the said region may have three dimensions, and be definable by virtue of the camera's having a depth sensing function.
  • the light pen may be actuable to effect multiple functions.
  • the light pen may have multiple controls, and may have mouse-equivalent controls, e.g. left and right click buttons, with or without a scroll wheel. These controls may be actuable to perform all the usual mouse functions, and may be adapted, through appropriate software, to perform all the functions of television sets and television peripheral devices.
  • the camera may image and differentiate between multiple light pens.
  • Multiple light pens may emit differently coded identifying signals. These may be differentiated as differently coded identifying pulse trains, for example, or as different colours of light, or different frequencies or IR light.
  • the camera may comprise an "Eye Toy” type of device accompanied by game software.
  • the camera may be built in to a television set. Such a camera may have a field of view equivalent to the region in which viewers normally sit.
  • Figure 1 is a diagrammatic illustration of a first embodiment
  • Figure 2 is a diagrammatic illustration of a second embodiment
  • Figure 3 is a diagrammatic illustration of a third embodiment
  • Figure 4 shows a typical screen layout for a video game using control means according to the invention.
  • Figure 5 is a view of a light pen control device.
  • Figure 1 illustrates such an arrangement configured for a single player game, such as an "Eye Toy” game in which a game is played out on the screen 11 by software.
  • the player In an "Eye Toy” game, the player is imaged by the camera 14 and appears on the screen 12.
  • the screen object might be a ball-striking implement such as a tennis racquet.
  • the player To set the game up, the player first registers the light pen 13 by moving it in sequence to the four corners of an arbitrarily-chosen virtual square region 15, clicking a button 17 at each corner. Software then recognises these corners are corresponding to the four corners of the screen 12. Each point, then, within the virtual square region 15 is in one-to-one correspondence with a position on the screen. Movement of the light pen across the region will result in corresponding movement of the cursor 16 across the screen 12.
  • Figure 2 illustrates an arrangement for two players, involving two light pens 13a, 13b, each defining its own virtual region 15a, 15b, and involving two cursors 16a, 16tb. If these represent tennis racquets, say, they could be manipulated as by movement of the light pens 13a, 13b, to strike a tennis ball in turn.
  • the effect of cursor-ball contact on the flight of the ball can be evaluated by software on the bases of the ball's velocity, i.e. speed and direction, and that of the racquet.
  • the virtual regions 15a, 15b are shown as separate. They need not be - they could overlap, or one light pen might define a single virtual region in which both light pens would operate. This might better simulate a game of squash, say, where players can get in each other's way.
  • Figure 3 illustrates a set-up involving a three-dimensional virtual region 15, for which the camera 14 is able to recognise the depth dimension.
  • the light pen 13 is registered by being moved between the eight corners of the cubical space 15 and clicked at each corner - actually, moving and clicking the light pen defines the space within which the light pen operates.
  • Playing a three dimensional game is similar to playing a two dimensional game, except, of course, for the complication, and corresponding realism, deriving from the extra dimension.
  • screens are usually two dimensional, three dimensional screens, at time of writing, being a recent development, the screen image can be represented as three dimensional by, for example, perspective, or by more sophisticated techniques such as zooming in to regions where the action is, effectively moving foreground out of consideration, bringing it back into play when foreground action is restored.
  • Figure 4 illustrates a possible screen layout for a two-participant computer game.
  • Upper left and right corners 41, 42 of the screen are areas particular to the players, in which their images and details, e.g., names, game scores, times (say, in a chess game), may be displayed.
  • a lowermost screen area 43 can be toggled on and off as a data input arrangement, e.g. a virtual keyboard or a writing area, from which writing by means of the light pen may be transcribed by character recognition software.
  • the screen 12 is in a television set or monitor with a built-in camera 14.
  • Figure 5 shows a light pen 51 with mouse functionality.
  • the pen has at one end an IR device 52, left and right hand 'mouse' buttons 17L, 17R, and a scroll wheel 53.
  • the light pan can be used as a controller for a video receiver or peripheral such as a DVD player/recorder or videotape player/recorder, or other associated systems such as audio systems, by using right and left click, scroll and drag and drop functions on on-screen instructions called up in menu or other format.
  • avatar control in computer games becomes more realistic, because of the enhanced speed and accuracy of control that can be developed when the player is freed from the usual constraints of a joystick or conventional mouse, and actions can be taken much more quickly and decisively, as mouse movements are not restricted to the conventional mat area.

Abstract

Control means for a data processing arrangement having a monitor screen, comprise a light pen and a camera imaging the light pen, the light pen being actuable, via the camera, to define a virtual region corresponding to the monitor screen so that movement of the light pen within that virtual area can move a monitor screen cursor within the monitor screen.

Description

Control Device
This invention relates to a control device, more particularly a computer or games console control device, or a television set or television peripheral device, such as a video or DVD recorder/player, or, indeed, any arrangement with a monitor screen.
Conventional control devices include the keyboard, keypad and mouse, the latter essentially exercising its control function by locating a screen cursor and having at least one click function to effect an action appropriate to the cursor location. Thus, the cursor might, by movement of the mouse on a pad, transmitted by virtue of a roller to software in the computer or games console, 'depress' a radio button or affect another screen item by virtue of a click on a mouse button, which, in turn, effects some other action. For some computer and some console games, a joystick is used as an input device, this being, in effect, a glorified mouse with usually more than two function buttons and perhaps some stepped or continuously graded controls acting, say, as engine throttles. For television sets, remote control devices are used which have a keypad including a numeric keypad for manual channel selection, volume and channel change keys and menu pull down and selection and other keys appropriate to the device being controlled. These latter devices send pulse-coded signals to an infra-red sensor in the set or peripheral.
Usually, only one mouse is used with a computer, though two input devices are sometimes permitted with game consoles so that games can be played against a live competitor in addition to games played against the computer.
Multiple input devices require multiple connectivity. Games for more than one player are usually not possible on older machines, which may only have one physical port, at least without some expansion facility such as a four-way USB adapter. For two or more players, wiring up can be problematical, and would be at best inconvenient.
The present invention provides a means by which multiple player games can be realised without any of the problems discussed above, but which can also be used with advantages over conventional arrangement for one-player games and pastimes.
The invention comprises control means for a data processing arrangement having a monitor screen, comprising a light pen and a camera imaging the light pen, the light pen being actuable, via the camera, to define a virtual region corresponding to the monitor screen so that movement of the light pen within that virtual area can move a monitor screen cursor within the monitor screen.
The light pen may be actuable to define said virtual region by actuating a button at boundary points of said region. By 'button' is meant any depressable or 'clickable' entity.
The said region may be a region having at least two dimensions.
The said region may have three dimensions, and be definable by virtue of the camera's having a depth sensing function.
The light pen may be actuable to effect multiple functions. The light pen may have multiple controls, and may have mouse-equivalent controls, e.g. left and right click buttons, with or without a scroll wheel. These controls may be actuable to perform all the usual mouse functions, and may be adapted, through appropriate software, to perform all the functions of television sets and television peripheral devices.
The camera may image and differentiate between multiple light pens.
Multiple light pens may emit differently coded identifying signals. These may be differentiated as differently coded identifying pulse trains, for example, or as different colours of light, or different frequencies or IR light.
The camera may comprise an "Eye Toy" type of device accompanied by game software. The camera may be built in to a television set. Such a camera may have a field of view equivalent to the region in which viewers normally sit.
Embodiments of control means according to the invention will now be described with reference to the accompanying drawings, in which:
Figure 1 is a diagrammatic illustration of a first embodiment;
Figure 2 is a diagrammatic illustration of a second embodiment;
Figure 3 is a diagrammatic illustration of a third embodiment;
Figure 4 shows a typical screen layout for a video game using control means according to the invention; and
Figure 5 is a view of a light pen control device.
The drawings illustrate control means 11 for a data processing arrangement having a monitor screen 12, comprising a light pen 13 and a camera 14 imaging the light pen 13, the light pen 13 being actuable, via the camera 14, to define a virtual region 15 corresponding to the monitor screen 12 so that movement of the light pen 13 within that virtual region 15 can move a monitor screen cursor 16 within the monitor screen.
Figure 1 illustrates such an arrangement configured for a single player game, such as an "Eye Toy" game in which a game is played out on the screen 11 by software. In an "Eye Toy" game, the player is imaged by the camera 14 and appears on the screen 12. However, the arrangement illustrated in Figure 1 need not involve the player's appearing on the screen 12. Rather, a screen object can be moved about according to the cursor movement. The screen object might be a ball-striking implement such as a tennis racquet. To set the game up, the player first registers the light pen 13 by moving it in sequence to the four corners of an arbitrarily-chosen virtual square region 15, clicking a button 17 at each corner. Software then recognises these corners are corresponding to the four corners of the screen 12. Each point, then, within the virtual square region 15 is in one-to-one correspondence with a position on the screen. Movement of the light pen across the region will result in corresponding movement of the cursor 16 across the screen 12.
Figure 2 illustrates an arrangement for two players, involving two light pens 13a, 13b, each defining its own virtual region 15a, 15b, and involving two cursors 16a, 16tb. If these represent tennis racquets, say, they could be manipulated as by movement of the light pens 13a, 13b, to strike a tennis ball in turn. The effect of cursor-ball contact on the flight of the ball can be evaluated by software on the bases of the ball's velocity, i.e. speed and direction, and that of the racquet.
The virtual regions 15a, 15b are shown as separate. They need not be - they could overlap, or one light pen might define a single virtual region in which both light pens would operate. This might better simulate a game of squash, say, where players can get in each other's way.
Figure 3 illustrates a set-up involving a three-dimensional virtual region 15, for which the camera 14 is able to recognise the depth dimension.
The light pen 13 is registered by being moved between the eight corners of the cubical space 15 and clicked at each corner - actually, moving and clicking the light pen defines the space within which the light pen operates. Playing a three dimensional game is similar to playing a two dimensional game, except, of course, for the complication, and corresponding realism, deriving from the extra dimension. While screens are usually two dimensional, three dimensional screens, at time of writing, being a recent development, the screen image can be represented as three dimensional by, for example, perspective, or by more sophisticated techniques such as zooming in to regions where the action is, effectively moving foreground out of consideration, bringing it back into play when foreground action is restored.
Figure 4 illustrates a possible screen layout for a two-participant computer game. Upper left and right corners 41, 42 of the screen are areas particular to the players, in which their images and details, e.g., names, game scores, times (say, in a chess game), may be displayed. A lowermost screen area 43 can be toggled on and off as a data input arrangement, e.g. a virtual keyboard or a writing area, from which writing by means of the light pen may be transcribed by character recognition software.
The screen 12 is in a television set or monitor with a built-in camera 14.
Figure 5 shows a light pen 51 with mouse functionality. The pen has at one end an IR device 52, left and right hand 'mouse' buttons 17L, 17R, and a scroll wheel 53. The light pan can be used as a controller for a video receiver or peripheral such as a DVD player/recorder or videotape player/recorder, or other associated systems such as audio systems, by using right and left click, scroll and drag and drop functions on on-screen instructions called up in menu or other format.
Using these arrangements, avatar control in computer games becomes more realistic, because of the enhanced speed and accuracy of control that can be developed when the player is freed from the usual constraints of a joystick or conventional mouse, and actions can be taken much more quickly and decisively, as mouse movements are not restricted to the conventional mat area.
The arrangements above described open new vistas for computer and console games, and video control, but will also be beneficial in other applications as general computer input devices. One such application could be in architectural and structural design, where a three-dimensional, virtual model of a building or a road layout could be constructed by appropriate movements of the light pen. Another could be in electronic circuit design, especially multilayer circuit board design. Other devices and equipment that could be controlled using the control means of the invention include iPAQ and iPOD handheld devices, presentation, such as slide presentation, arrangements, scientific and technical instruments and machinery, musical instruments.

Claims

1 Control means for a data processing arrangement having a monitor screen, comprising a light pen and a camera imaging the light pen, the light pen being actuable, via the camera, to define a virtual region corresponding to the monitor screen so that movement of the light pen within that virtual area can move a monitor screen cursor within the monitor screen.
2 Control means according to claim 1, in which the light pen is actuable to define said virtual region by actuating a button at boundary points of said region.
3 Control means according to claim 2, in which the said region is a region having at least two dimensions.
4 Control means according to claim 3, in which the said region has three dimensions, and is definable by virtue of the camera's having a depth sensing function.
5 Control means according to any one of claims 1 to 4, in which the light pen is actuable to effect multiple functions.
6 Control means according to any one of claims 1 to 5, in which the light pen has multiple controls.
7 Control means according to claim 6, in which the light pen has mouse-equivalent controls.
8 Control means according to claim 6 or claim 7, in which the light pen has right and left click control functionality.
9 Control means according to any one of claims 6 to 8, in which the light pen has scroll functionality.
10 Control means according to any one of claims 6 to 10, adapted, through appropriate software, to perform functions of television sets and television peripheral devices.
11 Control means according to any one of claims 1 to 10, in which the camera can image and differentiate between multiple light pens.
12 Control means according to claim 11, in which multiple light pens emit differently coded identifying signals.
13 Control means according to claim 11 , in which the signals are differentiated as differently coded identifying pulse trains.
14 Control means according to any one of claims 11 to 13, in which the signals are differentiated as different colours of light.
15 Control means according to any one of claims 1 to 14, in which the camera is an "Eye Toy" type of device accompanied by game software.
16 A television receiver, comprising a camera arranged to image the area from which its screen is viewed.
17 A television receiver according to claim 16, in which the camera is adapted to image and receive signals from control means according to any one of claims 1 to 15.
PCT/GB2007/002409 2006-06-29 2007-06-28 Control device WO2008001088A2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB0800707A GB2442398A (en) 2006-06-29 2007-06-28 Control device

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
GBGB0613163.5A GB0613163D0 (en) 2006-06-29 2006-06-29 Control device
GB0613163.5 2006-06-29

Publications (2)

Publication Number Publication Date
WO2008001088A2 true WO2008001088A2 (en) 2008-01-03
WO2008001088A3 WO2008001088A3 (en) 2008-02-28

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Family Applications (1)

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WO (1) WO2008001088A2 (en)

Cited By (12)

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US8439733B2 (en) 2007-06-14 2013-05-14 Harmonix Music Systems, Inc. Systems and methods for reinstating a player within a rhythm-action game
US8444464B2 (en) 2010-06-11 2013-05-21 Harmonix Music Systems, Inc. Prompting a player of a dance game
US8449360B2 (en) 2009-05-29 2013-05-28 Harmonix Music Systems, Inc. Displaying song lyrics and vocal cues
US8465366B2 (en) 2009-05-29 2013-06-18 Harmonix Music Systems, Inc. Biasing a musical performance input to a part
US8550908B2 (en) 2010-03-16 2013-10-08 Harmonix Music Systems, Inc. Simulating musical instruments
US8663013B2 (en) 2008-07-08 2014-03-04 Harmonix Music Systems, Inc. Systems and methods for simulating a rock band experience
US8678896B2 (en) 2007-06-14 2014-03-25 Harmonix Music Systems, Inc. Systems and methods for asynchronous band interaction in a rhythm action game
US8702485B2 (en) 2010-06-11 2014-04-22 Harmonix Music Systems, Inc. Dance game and tutorial
US9024166B2 (en) 2010-09-09 2015-05-05 Harmonix Music Systems, Inc. Preventing subtractive track separation
US9358456B1 (en) 2010-06-11 2016-06-07 Harmonix Music Systems, Inc. Dance competition game
US9981193B2 (en) 2009-10-27 2018-05-29 Harmonix Music Systems, Inc. Movement based recognition and evaluation
US10357714B2 (en) 2009-10-27 2019-07-23 Harmonix Music Systems, Inc. Gesture-based user interface for navigating a menu

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US6115482A (en) * 1996-02-13 2000-09-05 Ascent Technology, Inc. Voice-output reading system with gesture-based navigation
US6043805A (en) * 1998-03-24 2000-03-28 Hsieh; Kuan-Hong Controlling method for inputting messages to a computer
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Cited By (21)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8678895B2 (en) 2007-06-14 2014-03-25 Harmonix Music Systems, Inc. Systems and methods for online band matching in a rhythm action game
US8444486B2 (en) 2007-06-14 2013-05-21 Harmonix Music Systems, Inc. Systems and methods for indicating input actions in a rhythm-action game
US8439733B2 (en) 2007-06-14 2013-05-14 Harmonix Music Systems, Inc. Systems and methods for reinstating a player within a rhythm-action game
US8690670B2 (en) 2007-06-14 2014-04-08 Harmonix Music Systems, Inc. Systems and methods for simulating a rock band experience
US8678896B2 (en) 2007-06-14 2014-03-25 Harmonix Music Systems, Inc. Systems and methods for asynchronous band interaction in a rhythm action game
US8663013B2 (en) 2008-07-08 2014-03-04 Harmonix Music Systems, Inc. Systems and methods for simulating a rock band experience
US8449360B2 (en) 2009-05-29 2013-05-28 Harmonix Music Systems, Inc. Displaying song lyrics and vocal cues
US8465366B2 (en) 2009-05-29 2013-06-18 Harmonix Music Systems, Inc. Biasing a musical performance input to a part
US10421013B2 (en) 2009-10-27 2019-09-24 Harmonix Music Systems, Inc. Gesture-based user interface
US10357714B2 (en) 2009-10-27 2019-07-23 Harmonix Music Systems, Inc. Gesture-based user interface for navigating a menu
US9981193B2 (en) 2009-10-27 2018-05-29 Harmonix Music Systems, Inc. Movement based recognition and evaluation
US8550908B2 (en) 2010-03-16 2013-10-08 Harmonix Music Systems, Inc. Simulating musical instruments
US8636572B2 (en) 2010-03-16 2014-01-28 Harmonix Music Systems, Inc. Simulating musical instruments
US8874243B2 (en) 2010-03-16 2014-10-28 Harmonix Music Systems, Inc. Simulating musical instruments
US9278286B2 (en) 2010-03-16 2016-03-08 Harmonix Music Systems, Inc. Simulating musical instruments
US8568234B2 (en) 2010-03-16 2013-10-29 Harmonix Music Systems, Inc. Simulating musical instruments
US8702485B2 (en) 2010-06-11 2014-04-22 Harmonix Music Systems, Inc. Dance game and tutorial
US9358456B1 (en) 2010-06-11 2016-06-07 Harmonix Music Systems, Inc. Dance competition game
US8562403B2 (en) 2010-06-11 2013-10-22 Harmonix Music Systems, Inc. Prompting a player of a dance game
US8444464B2 (en) 2010-06-11 2013-05-21 Harmonix Music Systems, Inc. Prompting a player of a dance game
US9024166B2 (en) 2010-09-09 2015-05-05 Harmonix Music Systems, Inc. Preventing subtractive track separation

Also Published As

Publication number Publication date
GB2442398A (en) 2008-04-02
GB0613163D0 (en) 2006-08-09
GB0800707D0 (en) 2008-02-20
WO2008001088A3 (en) 2008-02-28

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