US2006277466A1PendingUtilityA1

Bimodal user interaction with a simulated object

48
Assignee: ANDERSON THOMAS GPriority: May 13, 2005Filed: May 13, 2006Published: Dec 7, 2006
Est. expiryMay 13, 2025(expired)· nominal 20-yr term from priority
G06F 3/016G06F 3/017
48
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Claims

Abstract

A method of providing user interaction with a computer representation of a simulated object, where the user can control the object in three dimensions. The method can provide for two distinct states: a “holding” state, and a “released” state. The holding state roughly corresponds to the user holding the simulated object (although other metaphors such as holding a spring attached to the object, or controlling the object at a distance can also be suitable). The released state roughly corresponds to the user not holding the object. A simple example of the two states can include the holding, then throwing of a ball. While in the holding state, the method provides force feedback to the user representation of forces that the user might experience if the user were holding an actual object. The forces are not applied when in the released state.

Claims

exact text as granted — not AI-modified
1 . A method of providing user interaction with a computer representation of a simulated object, wherein the user controls a user input device in three dimensions, comprising: 
 a. Providing a “holding” interaction state, wherein the user input device is placed in correspondence with the simulated object, and applying simulated object forces to the user input device, where simulated object forces comprise forces representative of forces that would be experienced by the user if the user were interacting with an actual object with characteristics similar to the simulated object;    b. Providing a “released” interaction state, in which state simulated object forces are either not applied to the user input device or are significantly reduced from the forces that would be applied in the holding state.    
   
   
       2 . A method as in  claim 1 , further comprising switching from the holding interaction state to the released interaction state responsive to direction from the user.  
   
   
       3 . A method as in  claim 2 , wherein the direction from the user comprises one or more of the user activating a switch; the user issuing a voice direction; the user moving the simulated object within a simulated space to or past a defined boundary within the simulated space; the user touching a virtual object in the simulated space; the user imparting force, acceleration, or velocity to the simulated object of at least a threshold value;  
   
   
       4 . A method as in  claim 1 , further comprising switching from the released interaction state to the holding interaction state responsive to direction from the user.  
   
   
       5 . A method as in  claim 3 , wherein the direction from the user comprises one or more of the user causing a cursor to move within a simulated space such that the cursor approaches within a threshold distance in the simulated space of the simulated object; the user activating a hardware switch; the user moving a cursor along a defined path in a simulated space; touching a virtual object in the simulated space; applying a predetermined force to an input device; the user moving a cursor in the simulated space along a path that substantially matches the path of the simulated object; the user moving the input device along defined path; the user issuing a voice direction.  
   
   
       6 . A method as in  claim 1 , wherein in the holding interaction state, the simulated object forces comprises forces representative of forces that would be experienced by the user if the user were holding an actual object with characteristics similar to the simulated object, including both pushing and pulling the object.  
   
   
       7 . A method as in  claim 1 , wherein the simulated object has a first set of properties while in the holding interaction state, and a second set of properties, different from the first set, while in the released interaction state.  
   
   
       8 . A method as in  claim 1 , wherein the simulated object interacts with a simulated space in a first manner when in the holding interaction state, and in a second manner, different from the first manner, when in the released interaction state.  
   
   
       9 . A method as in  claim 1 , wherein in the holding interaction state, the simulated object forces communicate to the user inertia and momentum of the simulated object.  
   
   
       10 . A method as in  claim 1 , further comprising presenting to the user a visible representation of the simulated object, and wherein the visible representation of the simulated object, a displayed space including the simulated object, or both, is different in the holding interaction state than in the released interaction state.  
   
   
       11 . A method of representing a simulated object in a three dimensional computer simulation, comprising: 
 a. Determining whether the simulated object is being directly controlled by the user;    b. If the simulated object is being directly controlled by the user, then representing the object within the simulation according to a first set of interaction properties;    c. If the simulated object is not being directly controlled by the user, then representing the object within the simulation according to a second set of interaction properties, different from the first set.    
   
   
       12 . A method as in  claim 11 , wherein the first set of interaction properties comprises a first set of object properties, and wherein the second set of interaction properties comprises a second set of object properties, different from the first set of object properties.  
   
   
       13 . A method as in  claim 12 , wherein the object is represented by at least one of mass, size, gravitational constant, time step, or acceleration, which has a different value in the first set of properties than in the second set of properties.  
   
   
       14 . A method as in  claim 12 , further comprising determining forces to be applied to a user controlling the simulated object, which forces are determined from the first set of properties.  
   
   
       15 . A method as in  claim 11 , wherein the position of the simulated object is represented substantially by P=Po+Vo*t+½*a*t*t; and wherein t is different in the first and second interaction properties.  
   
   
       16 . A method of simulating an object in a computer-simulated environment, wherein the object has a set of object properties and the environment has a set of environment properties, and wherein the simulation comprises determining interactions according to real-world physics principles applied to the object and environment properties, and wherein a user can control the object within the environment, wherein at least one of the physics principles, the object properties, and the environment properties is different when the user is controlling the object than when the user is not controlling the object.  
   
   
       17 . A method of allowing a user to propel an object in a computer game using a force-capable input device, comprising: 
 a. Moving the object within the game responsive to user motion of or force applied to the input device;    b. Communicating forces to the user via the input device, which forces are representative of the object's simulated properties, which properties include at least one of mass, acceleration, gravitational force, wind resistance, acceleration;    c. Accepting a “release” indication from the user, and then    d. Moving the object within the game according to the object's simulated energy, position, velocity, acceleration, or a combination thereof, near the time of the release indication, and according to interaction properties, at least one of which is different after the release indication than before the release indication.    
   
   
       18 . A method as in  claim 17 , wherein the object comprises a football in a computer football game.  
   
   
       19 . A method as in  claim 17 , wherein the object comprises a basketball in a computer basketball game.  
   
   
       20 . A method as in  claim 17 , wherein the object comprises a bowling ball in a computer bowling game.  
   
   
       21 . A method as in  claim 17 , wherein the object comprises a dart in a computer dart game.  
   
   
       22 . A method as in  claim 17 , wherein the object comprises a baseball in a computer baseball game.  
   
   
       23 . A method as in  claim 17 , wherein the object comprises a soccer ball in a computer soccer game.  
   
   
       24 . A method as in  claim 17 , wherein the release indication comprises motion of the object to a boundary within the game.  
   
   
       25 . A method as in  claim 17 , further comprising displaying to the user a visible representation of the object and the game, and wherein the visible representation is different after the release indication than before the release indication.  
   
   
       26 . A method as in  claim 17 , wherein at least one of the different property or properties is different in a manner that encourages the propelled object more toward a desired result than would have been the case had the property not been different.  
   
   
       27 . A method as in  claim 1 , wherein the position, velocity, attendant forces, or a combination thereof are determined at a first rate when in the holding mode, and at a second rate, slower than the first rate, when in the released mode.  
   
   
       28 . A method as in  claim 27 , wherein the direction of motion of the simulated object is changed on transition from the holding state to the released state.  
   
   
       29 . A method as in  claim 1 , wherein the at least one of the object's properties in the simulation, the simulation properties, or the simulation time is different in the released state than in the holding state.  
   
   
       30 . A method as in  claim 27 , wherein the direction of the object's velocity is different in a manner that encourages the object toward a goal direction or destination.  
   
   
       31 . A method as in  claim 1 , wherein at least one object property, simulation property, or environment property is different in the holding state than in the released state.  
   
   
       32 . A method as in  claim 1 , wherein the simulated object forces are determined from a first set of object, simulation, and environment properties; and the simulated object's motion within a simulated environment is determined from a second set of object, simulation, and environment properties; wherein at least one of the object, simulation, and environment properties in the second set is different than in the first set.  
   
   
       33 . A method as in  claim 15 , wherein at least one of Po, Vo, and a is different in the released mode than in the holding mode.  
   
   
       34 . A method as in  claim 4 , wherein at least one of the direction of motion, the velocity, or the acceleration of the simulated object is changed on transition from the holding state to the released state.  
   
   
       35 . A method as in  claim 2 , wherein the holding state is entered responsive to a button pressed by the user, and the released state is entered responsive to the user releasing the button.

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