专利摘要:
A method of controlling a sighting slider by means of a game-actuating device (10) equipped with at least one steering control element (12) arranged to occupy a rest position (X0, Y0) and moving at least along an axis (X, Y), and having a dead zone (ZM) defined around the home position, comprising the steps of: detecting a position (XJ, YJ) of the element along the axis; determining the movement speed (VJ) of the element based on the history of the detected positions; comparing said speed with a predetermined speed threshold (VREF); when the speed is below the predetermined threshold, transmitting detected position data only out of the dead zone and transmitting a predefined value instead of the detected positions in the dead zone, and when the speed is greater than the predetermined threshold, transmitting data of all detected positions.
公开号:FR3031405A1
申请号:FR1550006
申请日:2015-01-03
公开日:2016-07-08
发明作者:Norman Chatrier;Alain Falc;Yannick Allaert
申请人:Bigben Interactive SA;
IPC主号:
专利说明:

[0001] The present invention generally relates to a method of controlling a game actuation device provided with at least one game control device and at least one game control device. a steering control element, for example a joystick provided with one or more directional sticks or a joystick or joystick type joystick. More particularly, the invention relates to the method of controlling a sighting slider by means of the steering control element for the purpose of adapting this type of game actuator, ordinarily intended for use with a steering console. video games, to a use for computer games. The invention also relates to the resulting game actuator. In the remainder of the present description, the terms "rest position" and "dead zone" will be used in conjunction with the steering control element, namely in particular a joystick lever or a joystick stick. by "idle position", the position taken by the steering control element when not actuated by the user. Dead zone means a zone defined around the rest position, in which the displacements of the steering control element will not be taken into consideration. The use of a dead zone is a common treatment for many software for aiming with a joystick. This option consists of applying a dead zone around the rest position of the joystick. This has a disadvantage in that it becomes difficult or impossible to make small movements around the rest position. Indeed, the small movements of the aiming slider correspond to a position of the joystick close to the border of the dead zone and a change of direction requires sweeping an arc of a circle that is larger as the dead zone is larger. , or even to cross it which can induce a latency, and finally manages the small movements of the very complicated aiming cursor. In addition, the addition of a dead zone has the effect of reducing the exploitable amplitude of the joystick, so it is important to be able to reduce the size of this zone. Methods of setting a joystick are known in the prior art, in particular JP 2010-137079. This document describes a method for adjusting the dead zone of the joystick. The location information based on lever actuation of a joystick is provided to a control circuit to then drive an engine based on the location information. The control circuit detects a neutral or idle position and defines a dead zone within a defined range around this home position each time the lever automatically returns to its home position. In this way, the dead zone can be adjusted around the rest position whatever the variation of this position. Such an adjustment method is however not suitable for use of the joystick as a device for actuating a game and therefore does not have the same constraints, such as, for example, sustained and jerky use of the lever on which can be exerted significant user actuation forces and requirements, such as the need to accumulate speed and accuracy for aiming games. In general, the adaptation of a joystick or a joystick for use on a computer has a number of difficulties, some of which are listed below. For the sake of simplicity, we will only use the name linked to a joystick, but of course it is also valid for a joystick stick. First, a first difficulty is linked to the movement of the lever of a joystick based on its absolute position. The signal obtained from a joystick provides information on the position of the lever but gives no information on its movement. This results in a significant lack of responsiveness when used as a pointing device. This is particularly the case for shooting games involving sighting by means of the joystick. The aim can be summed up in the following problem: given a user-controlled cursor and a (possibly mobile) target, it is a matter of moving the cursor on the target as quickly and accurately as possible. This problem is treated radically differently by the user depending on whether the device used is a mouse or a joystick. In the case of a mouse the movement of the cursor reproduces the movement of the mouse, the user only has to move the latter accordingly. In the case of a joystick the user must orient the lever in the direction corresponding to the target, the speed of movement then depends on the inclination of the lever. However, the inclination is limited by the amplitude of the latter, this process makes the aim less natural and less reactive.
[0002] Another difficulty relates to the recentering of the joystick relative to its central position corresponding to the absence of movement of the cursor. For this it is necessary that the lever recenter systematically when it is not manipulated in its rest position. But the mechanism used (usually a spring) does not allow a perfect refocusing, so that the rest position does not correspond to the central position. This refocusing is even often very approximate (sometimes more than 15% of the total amplitude). This causes a permanent movement of the cursor and forces the user to himself have to refocus the joystick which further complicates the aim, especially when it is necessary to stabilize the cursor on a given target.
[0003] Another difficulty is the lack of amplitude of the joystick. The use of a mouse does not impose a constraint related to the amplitude of the movement. The user theoretically has as much space as necessary to break down the movement and increase the precision of the gesture. The amplitude of a joystick is limited, therefore for a specific aim requiring a low sensitivity, the maximum speed of cursor movement should be low so that the target then loses responsiveness. It is for example impossible under these conditions to reach a target moving rapidly or to quickly reach a stationary target. Reciprocally a reactive target requires a high sensitivity and causes a loss of precision. An object of the present invention is to meet the drawbacks of the prior art mentioned above and in particular, first of all, to propose a method of controlling a cursor of sight on a screen by means of a device actuator with a steering control element to best exploit the performance of the game actuator and to provide its user with a quality and gaming experience comparable to that achieved with a keyboard and a controller. mouse and more particularly to optimize the management of the aim. For this purpose, a first aspect of the invention concerns a method of controlling a sighting slider by means of a game actuation device equipped with at least one steering control element arranged to occupy a rest position and moving at least along an axis, and having a dead zone defined by a predetermined displacement of the steering control member along the axis on either side of the home position, comprising the steps of: detecting a position of the steering control element along said at least one axis; determining the speed of movement of the steering control element based on a history of the detected positions; comparing the speed of movement of the steering control element; steering control element with a predetermined speed threshold, - when the speed of movement of the control element is lower than the predetermined speed threshold, transmitting data of positi corresponding to the detected positions only outside the dead zone and transmitting a predefined value instead of the positions detected in the dead zone, and - when the speed of movement of the control element is greater than the predetermined speed threshold transmit position data corresponding to all the detected positions, including those detected in the dead zone. Such a control method makes it possible to take into account and exploit the movements of the steering control element and to partially compensate for the defects associated with the use of the usual dead zone. Indeed, such a method makes it possible to define a dynamic dead zone as a function of the speed of displacement of the steering control element. Thus, the dead zone is active as long as the speed of the steering control element does not exceed the predetermined speed threshold, that is to say when the control element is stationary or almost immobile in the zone. 15 the cursor does not move even if the control element is not perfectly centered on the rest position. When the speed of the control element exceeds the predetermined speed threshold, the dead zone is deactivated so that the movements of the element in the dead zone are taken into consideration. This is particularly advantageous for taking into account small fast movements located in the dead zone which is then inactive. This results in improved reactivity and accuracy, in particular for a sighting operation by using such a dynamic dead zone. Advantageously, the steering control element is arranged to move in at least two axes forming a plane, the dead zone being defined by a predetermined displacement in the plane around the resting zone. The definition of the dead zone with respect to the plane defined by the two axes of displacement makes it possible to capture all the movements that may be performed by the user during the actuation of the steering control element. Advantageously, there is further provided a step of transmitting position data corresponding to the detected positions in the dead zone, weighted by a predetermined sensitivity coefficient, as the speed of movement of the control element decreases and becomes lower than the predetermined speed threshold. Such a control makes it possible to ensure, when the speed of the stick decreases and falls below the speed threshold, that the dead zone reactivates gradually so that if the steering control element is present in the dead zone, the sensitivity is decreased until returning to a full active of the dead zone. More preferably, when the steering control member remains in the dead zone, the sensitivity coefficient decreases to zero following an adjustable predetermined damping function. According to an advantageous variant, the damping function is defined as follows: during a first adjustable latency time, the sensitivity coefficient is constant; during a second adjustable latency period, the sensitivity coefficient decreases until reaching zero at the end of the second latency time. This progressive reactivation of the dead zone allows a smooth transition between the inactive state and the active state of the dead zone. Thus, a motion whose velocity momentarily passes below the predetermined velocity threshold and which lies in the dynamic dead zone is not abruptly interrupted. The use of a damping function with two latency times makes it possible to further optimize the reactivity of the game actuator. The possibility of the user setting these two latency times makes it possible to to adapt on the one hand to the game habits of the latter and on the other hand to the different game requirements according to the game 30 considered. Advantageously, there is further provided a step of automatically adjusting the detection sensitivity coefficient of the steering control element when moving from a position in the dead zone to a position out of the dead zone to erase a position jump linked to the exit of the dead zone. In this way, it is always possible to perform movements regardless of the speed and especially for small speeds. Advantageously, there are further provided the steps of detecting the rest position of the steering control element along said at least one axis and defining the dead zone around the detected rest position so that the position of rest is located in the center of the dead zone. The aim is to symmetrize the defective recentering of the steering control element and consequently to be able to use a smaller dead zone.
[0004] Advantageously, the steering control element has a maximum original speed for moving along said at least one axis, the method further comprising the steps of automatically calculating the maximum speed in each direction along said at least one axis; and scaling in each direction along the axis by varying the sensitivity coefficient to restore the original maximum speed and achieve symmetrical aiming. Advantageously, the steering control element has, during an abutment displacement along said at least one axis, a maximum inclination with respect to the rest position, the method further comprising a step of setting a percentage of the maximum inclination to define the dead zone around the rest position. Advantageously, the steering control element is arranged to move along each axis between two abutting positions around the home position, the method further comprising the steps of: defining an intermediate position of the steering control element between the rest position and each of the abutting positions so as to define an intermediate zone around the rest position; calculating at least one order derivative at least one relative to the time of the position of the steering control element as a function of a history of the detected positions; determining whether the detected position is in the intermediate zone; when the detected position is in the intermediate zone, determining the speed of movement of the aiming slider as a function of the detected position; when the detected position is outside the intermediate zone, determining the speed of movement of the aiming slider according to the detected position and the calculated derivative. A second aspect of the invention relates to a game actuator comprising: - at least one steering control element arranged to occupy a rest position and to move at least one axis and having a dead zone defined by a predetermined displacement along the axis on either side of the rest position; a position sensor arranged to detect a position of the steering control element along said at least one axis; processing means for determining the speed of movement of the steering control element based on the detected successive positions and for comparing the speed of movement of the steering control element with a predetermined speed threshold; communication means for transmitting position data corresponding to the detected positions; Characterized in that the communication means are arranged to transmit: - when the speed of movement of the control element is lower than the predetermined speed threshold, position data corresponding to the positions detected outside the dead zone and a predefined value for the positions detected in the dead zone, and - when the moving speed of the control element is greater than the predetermined speed threshold, the position data corresponding to all the detected positions, including those detected 10 in the dead zone. A gaming device according to the second aspect of the invention has greater responsiveness and accuracy especially for computer video games involving aiming. The invention also relates to other aspects which, in combination with one and / or the other of the first two aspects, further improves the responsiveness and accuracy of the game actuator. to enter, for example by means of user input, the maximum angle of inclination of the steering control element and to calculate the actual position of the steering control element. Indeed the data provided by the control element generally measure the inclination of the latter on two axes, the horizontal axis and the vertical axis. The actual position of the steering control element can then be calculated taking into account the maximum inclination previously indicated. The actual position is calculated. According to a first option, the so-called normalized calculated position is defined as the inclination angle of the element to a factor, regardless of the direction followed by the control element. According to a second option, the actual position of the element is calculated taking into account the normalized position and the inclination direction so that the position of the control element is interpreted as a moving point. moving on a sphere, the normalized position corresponding to the length of the circular arc joining the control element to the central point, normally the point of rest. According to a third option, if the calculation of the normalized position is not carried out, the position of the element is calculated as the projection of its position on the equatorial plane of the sphere whose north pole corresponds to the central position of item. Concretely the direction remains the same as in the second option but the norm of the position is the sine of the preceding norm. Other features and advantages of the present invention will become more apparent upon reading the following detailed description of an embodiment of the invention given by way of non-limiting example and illustrated by the accompanying drawings, in which: FIG. 1 represents a dynamic control method of the dead zone of a joystick according to a first embodiment of the invention; FIG. 2 represents a dynamic control method of the dead zone of a joystick according to a second embodiment of the invention; FIG. 3 represents a variant of the method according to the second mode of implementation; FIG. 4 represents a variant of the dynamic control methods of the dead zone including a static control of the dead zone; - Figure 5 schematically shows a joystick according to one embodiment of the invention. In the remainder of the present description, for the sake of simplification, reference is made only to a joystick for indistinctly indicating the game actuation device, ie the joystick itself, and the steering control element, ie the joystick control lever. In the embodiments presented below, the joystick moves along two axes X and Y forming a plane, although this is also possible for displacements along a single axis or three axes. It will also be understood that this applies in the same manner to any gaming device provided with a steering control element such as for example a joystick equipped with a stick.
[0005] Also mentioned is the interaction with an imaging and sound system such as a screen connected to a digital processing unit such as a personal computer, and in particular in the context of a video game presenting a cursor on the screen to ensure a target. The various data, in particular position and speed data, as well as the parameters predefined by the user are stored in volatile or non-volatile memories as required. The use of such storage means is not explicitly mentioned later. The transmission of the data generally refers to the communication of the relevant data by the joystick to the digital processing unit for the advancement of the game. FIG. 1 represents a dynamic control method of the dead zone of a joystick according to FIG. a first embodiment of the invention. Dynamic control means a setting that is based on the position and movement of the joystick.
[0006] A preliminary step of determination of the dead zone (ZM) consists in defining the zone in which the small movements of the joystick are, in general, not taken into account by the video game to avoid unwanted displacements of the cursor of sight on the 'screen. An example of a method for determining the dead zone will be given in greater detail in FIG. 4. This preliminary step Si can be performed once even before starting the dynamic control method of the dead zone or, on the contrary, be carried out at the beginning of method as shown in Figure 1. A step S2 is to detect the position (Xj, Yj) of the joystick 30 along the two axes of movement relative to the rest position - 12 - initially considered as the central position (Xo , Yo). The detection of the position of the joystick is performed periodically and preferably at high frequency so as to be able to detect all the movements performed by the user.
[0007] A step S3 consists in determining the speed Vj of displacement of the joystick on the basis of the positions detected successively in step S2. The determination of the speed is also carried out periodically, and preferably at the same frequency as that used for the position detection, so as to take account of the changes of speed in real time.
[0008] A step S4 consists of comparing the speed determined in step S3 with a predetermined speed threshold VREF in order to determine how the position data detected in the dead zone must be managed. If the speed Vj of movement of the joystick is greater than the predetermined speed threshold VREF, the control method goes to step S41. If on the other hand the speed Vj of displacement of the joystick is lower than the predetermined speed threshold VREF, the control method goes to step S42. In step S41, that is to say when the speed Vj of displacement of the joystick is greater than the predetermined speed threshold VREF, the joystick transmits the position (Xj, Yj) of the joystick in step S2, whatever this position, that is to say even if it is located in the dead zone. The process returns to step S2 for the next joystick position measurement. Step S42, that is to say when the speed Vj of movement of the joystick is less than the predetermined speed threshold VREF, is to determine whether the position (Xj, Yj) detected is located in the dead zone or not. If the detected position is in the dead zone, the process goes to step S45, otherwise it goes to step S41. Step S45, i.e., when the position detected in step S2 is in the dead zone, is to transmit a predefined value instead of the actually detected position. This value is preferably chosen as the rest position (Xo, Yo) of the joystick in that it is not desirable to retranscribe slight movements of the joystick, ie at low speed, in the dead zone, that is to say around the rest position. Then, the method returns to step S2 for a new measurement of the position of the joystick. FIG. 2 represents a dynamic control method of the dead zone of a joystick according to a second embodiment of the invention. In this second embodiment, a number of steps are identical to those presented above in the context of the first mode of implementation and are not detailed again. Steps S101 to 104 and S141 correspond to steps S1 to S4 and S41. Step S142 differs slightly from step S42 in that it refers to step S143 and not directly to step S145. Step S142, that is to say when the speed Vj of displacement of the joystick is below the predetermined speed threshold VREF, consists in determining whether the position (Xj, Yj) detected is located in the dead zone or not. If the detected position is in the dead zone, the process proceeds to step S143, otherwise it proceeds to step S141.
[0009] Step S143 consists of comparing the previously determined speed Vj_i, that is to say the speed determined during the penultimate step S103, with the predetermined speed threshold VREF in order to determine whether the current traveling speed Vj is following a previous movement speed Vj_i higher or lower than the predetermined speed threshold. If the previous speed Vj_i of movement of the joystick is greater than the predetermined speed threshold VREF, the control method goes to step S144. If on the other hand the previous speed Vj_i of displacement of the joystick is lower than the predetermined speed threshold VREF, the control method goes to step S145. Step S144, that is to say when the preceding speed Vj_i of movement of the joystick is greater than the predetermined speed threshold VREF, consists in transmitting the weighted joystick position by a sensitivity coefficient k (t). which is preferably variable. The objective of this sensitivity coefficient is to avoid a sudden jump of the aiming slider during a slowdown of the movement of the joystick in the dead zone. Then, the method returns to step S102 for a new measurement of the position of the joystick. Step S145, that is to say when the previous speed Vj_i of displacement of the joystick is lower than the predetermined speed threshold VREF, consists of transmitting a predefined value instead of the position actually detected. This value is preferably chosen as the rest position (Xo, Yo) of the joystick in that it is not desirable to retranscribe slight movements of the joystick, ie at low speed, in the dead zone, it is ie around the rest position. Then, the method returns to step S102 for a new measurement of the position of the joystick. FIG. 3 represents a variant of the method according to the second mode of implementation. In this variant, the sensitivity coefficient is defined by an adjustable predetermined damping function. During a preliminary step S201, generally completed before the user starts to play, the user must enter latency times t1 and t2 which are then used to define the damping function. When the control method according to the second embodiment, described in connection with FIG. 2, arrives at step S144, the method continues, according to the present variant, at step S202 which consists in measuring whether the The time elapsed since the detection of a slowing of the speed of movement below the predetermined speed threshold within the dead zone is less than the predefined first latency time t1. If the elapsed time is less than the first latency, the method continues at step S203. If the elapsed time is greater than the first latency, the method continues in step S204. Step S203, that is to say when the elapsed time is less than the first latency time t1, consists in transmitting a weighted position with a constant sensitivity coefficient K so as to maintain a certain inertia in the processing of a slowdown in moving the joystick. After this transmission, the process proceeds to step S206. Step S204, that is to say when the elapsed time is greater than the first latency time t1, consists in measuring whether the time elapsed since the detection of a slowing of the speed of displacement below the predetermined speed threshold inside the dead zone is less than the second predefined latency time t2. If the elapsed time is less than the second latency, the method continues at step S205. If the elapsed time is greater than the second latency time, the method ends the transmission variant of a weighted position and returns to the main dynamic control method of the dead zone of FIG. 2. Step S205, that is, that is, when the elapsed time is less than the second latency time t2, consists of transmitting a weighted position with a decreasing sensitivity coefficient from the value K at time t1 to the value 0 at time t2 so as to dampen the movement from the joystick in the dead zone until finding the classic situation in which the small movements inside the dead zone are not transmitted. After this transmission, the process proceeds to step S206.
[0010] Step S206 consists in verifying that the current position (Xj, Yj) of the joystick is still inside the zone and that the current speed (Vj) of movement of the joystick is always lower than the predetermined speed threshold VREF. If both conditions are met, namely that the joystick position is in the dead zone and the movement speed is below the predetermined speed threshold, the process returns to step S202. Otherwise, the method terminates the transmission variant of a weighted position and returns to the main dynamic control method of the dead zone of FIG. 2. FIG. 4 represents a variant of the dynamic control methods of the dead zone including a static control. of the dead zone with determination of the dead zone. Static control of the dead zone is understood to mean an adjustment which is essentially based on the position of the joystick. The determination of the dead zone can be made prior to the use of the joystick to play. A first preliminary step S301 consists of measuring the maximum inclination MAX of the joystick. This measurement can be made for example by moving the joystick in abutment along the different axes of displacement and to measure the maximum inclination with respect to the rest position, or by means of a user input from the user. maximum inclination. This maximum inclination is preferably defined in degrees. Step S302 consists in adjusting the dead zone, when the maximum inclination is known. Preferably, the dead zone is defined as the area around the home position corresponding to a given percentage of the maximum inclination, for example 10% and preferably 5%. Step S303 consists in detecting the rest position of the joystick. This rest position (Xo, Yo) is used to determine the dead zone around, in particular during step S302. When using the joystick, it may happen with the time that the rest position shifts with respect to the determined dead zone. Step S304 consists of centering or refocusing the dead zone with respect to the rest position. This centering of the dead zone is performed by shifting the perceived rest point as the central position of the joystick. The objective is to "symmetrize" the lack of recentering of the joystick and consequently to be able to use a smaller dead zone. For example, suppose that the joystick recenter with an offset of -2% to + 10% along the horizontal axis and -4% to 14% along the vertical axis. A dead zone of at least 14% is then necessary to avoid any unwanted movement. By shifting -4% along the horizontal axis and -5% along the vertical axis, the joystick refocuses with an offset of -6% to + 6% along the horizontal axis and from -9% to 9% along the vertical axis, only 9% dead zone is needed. An additional step S305 is preferably provided after the centering step S304. Indeed, the centering of the dead zone around the point of rest can cause an asymmetry of the aim so that the maximum speed is not the same in the direction of movement of the joystick. Step S305 consists of automatically calculating the new maximum speed in each direction and scaling (by varying the sensitivity) in all directions to restore the original maximum speed and to achieve a symmetrical aim. For this, the user must enter the maximum and minimum offsets along the horizontal and vertical axis and the new central position can be automatically calculated. There may also be an additional step S306 of detecting whether the joystick position is still in the dead zone. When the position of the detected joystick is outside the dead zone, the method proceeds to step S307. Step S307 is to automatically adjust the sensitivity coefficient K when moving the joystick from a position in the dead zone to a position outside the dead zone to erase a positional jump related to the output of the dead zone. According to a second aspect, the invention relates to a game actuating device. FIG. 5 schematically represents a joystick 10 according to one embodiment of the invention. The joystick comprises a lever 12 arranged to occupy a rest position and to move along two X-Y axes and having a dead zone defined around the rest position. A position sensor 14 is arranged to detect the position of the lever 12 along the two axes X-Y. Processing means 5, such as for example a microcontroller 16, are arranged to determine the speed of movement of the lever based on the detected successive positions and to compare the speed of displacement with a predetermined speed threshold. Communication means 18 are arranged to transmit position and speed data to an external processing unit 10, for example a personal computer 20. More particularly, the microcontroller is arranged to supply the communication means with corresponding position data. at positions detected out of the dead zone and a predefined value for the positions detected in the dead zone, when the movement speed of the lever is lower than the predetermined speed threshold, and position data corresponding to all the detected positions, including including those detected in the dead zone, when the speed of movement of the lever is greater than the predetermined speed threshold. It will be understood that various modifications and / or improvements evident to those skilled in the art can be made to the various embodiments of the invention described herein without departing from the scope of the invention defined by the appended claims.
权利要求:
Claims (10)
[0001]
REVENDICATIONS1. A method of controlling a sighting slider on a screen by means of a game actuator (10) equipped with at least one steering control element (12) arranged to occupy a rest position (Xo, Yo) and to move at least along an axis (X, Y), and having a dead zone (ZM) defined by a predetermined displacement of the steering control element along said at least one axis on either side of the rest position, comprising the following steps: - detecting a position (Xj, Yj) of the steering control element along said at least one axis, - determining the speed (Vj) of displacement of the element of direction control based on a history of the detected positions, - comparing the speed of movement of the steering control element with a predetermined speed threshold (VREF), - when the speed of movement of the control element is lower than the predetermined speed threshold, transmit position data corresponding to the detected positions only outside the dead zone and transmitting a predefined value (Xo, Yo) in place of the positions detected in the dead zone, and - when the speed of movement of the control element is greater than at the predetermined speed threshold, transmit position data corresponding to all the detected positions, including those detected in the dead zone.
[0002]
A method of controlling a sighting slider according to claim 1, wherein said at least one steering control element is arranged to move in at least two axes forming a plane, the dead zone being defined by a predetermined displacement in the plane around the rest zone.
[0003]
3. A method of controlling a sighting slider according to one of the preceding claims, further comprising the step of: - when the speed of movement of the control element decreases and becomes lower than the predetermined speed threshold, transmitting position data corresponding to the positions detected in the dead zone, weighted by a coefficient (K; k (t)) of predetermined sensitivity.
[0004]
The method of controlling a sighting slider according to claim 3, wherein, when the steering control element remains in the dead zone, the sensitivity coefficient decreases to become zero according to a damping function. predetermined adjustable.
[0005]
The method of controlling a sighting slider according to claim 4, wherein the damping function is defined as follows: during a first adjustable latency time, the sensitivity coefficient (K) is constant; during a second adjustable latency period, the sensitivity coefficient (k (t)) decreases until reaching zero at the end of the second latency period. 25
[0006]
The method of controlling a sighting slider according to one of claims 3 to 5, further comprising a step of: automatically adjusting the detection sensitivity coefficient of the steering control element when moving from a position in the dead zone to a position outside the dead zone to erase a positional jump related to the exit of the dead zone.
[0007]
The method of controlling a sighting slider according to claim 6, further comprising the steps of: - detecting the rest position of the steering control element along said at least one axis; - define the dead zone around the detected rest position so that the latter is located in the center of the dead zone.
[0008]
The method of controlling a sighting slider according to claim 7, wherein the steering control element has a maximum speed (VmAx) of origin for moving along said at least one axis, the method comprising in addition to a step of: - automatically calculating the maximum speed in each direction along said at least one axis; - Scale in each direction along the axis by varying the sensitivity coefficient in order to restore the original maximum speed and obtain a symmetrical aim.
[0009]
9. A method of controlling a sighting slider according to one of the preceding claims, wherein the steering control element has, during an abutment movement along said at least one axis, a maximum inclination (ImAx ) relative to the home position, the method further comprising a step of: setting a percentage of the maximum inclination to define the dead zone around the home position.
[0010]
10. A game actuating device (10) comprising: - at least one steering control element (12) arranged to occupy a rest position (Xo, Yo) and to move at least along an axis (X, Y) and having a dead zone (ZM) defined by a predetermined displacement along the axis on either side of the rest position; a position sensor (14) arranged to detect a position (Xj, Yj) of the steering control element along said at least one axis; processing means (16) arranged to determine the speed (Vj) of displacement of the steering control element based on the detected successive positions and to compare the speed of displacement of the steering control element with a threshold predetermined speed (VREF); communication means (18) arranged to transmit position data corresponding to the detected positions; characterized in that the communication means are further arranged to transmit: - when the speed of movement of the control element is lower than the predetermined speed threshold, position data corresponding to the positions detected outside the dead zone and a predefined value for the positions detected in the dead zone, and - when the speed of movement of the control element is greater than the predetermined speed threshold, the position data corresponding to all the detected positions, including those detected in the zone. morte.30
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同族专利:
公开号 | 公开日
ES2656710T3|2018-02-28|
EP3040107A1|2016-07-06|
EP3040107B1|2017-12-20|
FR3031405B1|2018-04-13|
引用文献:
公开号 | 申请日 | 公开日 | 申请人 | 专利标题
JPH08281584A|1995-04-14|1996-10-29|Mitsutoyo Corp|Joy stick signal processing device|
US6203432B1|1999-05-11|2001-03-20|Madcatz, Inc.|System for adjusting the response characteristic of an electronic game input device|
US20090286599A1|2001-07-27|2009-11-19|Namco Bandai Games Inc.|Image generation method and information storage medium with program for video game in which operation of the controller beyond a predetermined angle causes a character to attack|
US20050195166A1|2002-08-29|2005-09-08|Cooper Rory A.|Variable compliance joystick with compensation algorithms|
JP5174842B2|2010-02-22|2013-04-03|オリンパス株式会社|Endoscope device|CN109391899A|2017-08-10|2019-02-26|深圳曼塔智能科技有限公司|Remote controler rocking bar orientation method and terminal device|
CN108771859B|2018-06-22|2020-06-30|腾讯科技(深圳)有限公司|Virtual scene display method and device, electronic device and storage medium|
DE102020003052A1|2020-05-22|2021-11-25|Marquardt Gmbh|Operating and / or input device and method for its operation|
法律状态:
2016-01-27| PLFP| Fee payment|Year of fee payment: 2 |
2016-07-08| PLSC| Publication of the preliminary search report|Effective date: 20160708 |
2017-01-27| PLFP| Fee payment|Year of fee payment: 3 |
2017-12-28| PLFP| Fee payment|Year of fee payment: 4 |
2020-01-29| PLFP| Fee payment|Year of fee payment: 6 |
2021-01-29| PLFP| Fee payment|Year of fee payment: 7 |
2022-01-31| PLFP| Fee payment|Year of fee payment: 8 |
优先权:
申请号 | 申请日 | 专利标题
FR1550006|2015-01-03|
FR1550006A|FR3031405B1|2015-01-03|2015-01-03|METHOD FOR CONTROLLING A SENSOR CURSOR USING A GAME LEVER AND CORRESPONDING GAME LEVER|FR1550006A| FR3031405B1|2015-01-03|2015-01-03|METHOD FOR CONTROLLING A SENSOR CURSOR USING A GAME LEVER AND CORRESPONDING GAME LEVER|
ES16150004.6T| ES2656710T3|2015-01-03|2016-01-03|Control procedure of a crosshair by means of a game controller and corresponding game controller|
EP16150004.6A| EP3040107B1|2015-01-03|2016-01-03|Method for controlling a sight extension using a joystick and corresponding joystick|
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