EP1494770A1 - Rechnermaus für videospiel - Google Patents

Rechnermaus für videospiel

Info

Publication number
EP1494770A1
EP1494770A1 EP03730177A EP03730177A EP1494770A1 EP 1494770 A1 EP1494770 A1 EP 1494770A1 EP 03730177 A EP03730177 A EP 03730177A EP 03730177 A EP03730177 A EP 03730177A EP 1494770 A1 EP1494770 A1 EP 1494770A1
Authority
EP
European Patent Office
Prior art keywords
weapon
computer mouse
mouse
player
action button
Prior art date
Legal status (The legal status 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 status listed.)
Withdrawn
Application number
EP03730177A
Other languages
English (en)
French (fr)
Inventor
Bertrand Marsac
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Cybergun SA
Original Assignee
Cybergun SA
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 Cybergun SA filed Critical Cybergun SA
Publication of EP1494770A1 publication Critical patent/EP1494770A1/de
Withdrawn legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/219Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1062Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel

Definitions

  • the invention relates to a computer mouse for video games and, in particular, for shooting games with a shooting weapon such as a pistol.
  • This computer mouse is topped with a dummy gun, incorporating action buttons.
  • the invention finds an application in the field of video games, and in particular, video games on a personal computer or on a game console.
  • the position of the player's hand on the computer mouse has nothing comparable to the position of one hand on a shooting weapon such as a pistol.
  • a shooting weapon such as a pistol.
  • the player puts his hand flat on the mouse uses the scroll wheel to choose the different options in the video game and clicks, with the index and middle fingers, on the buttons 'left and right mouse actions to implement the fire and rearm functions.
  • the position of the player's hand and the movements of the player's fingers are therefore totally different when he is handling a computer mouse and when he is holding a weapon.
  • One of the goals of video games is to allow the player to be an actor in the game scenario.
  • the player In particular, in shooting games, the player must be able to put himself in the place of the shooter.
  • manipulating a computer mouse instead of a shooting weapon removes much of the player's involvement in the game scenario.
  • the computer mouse can only simulate the moment of the shot. It does not simulate the holding of the weapon as well as the total control of the shot, that is to say the action of the player's fingers on the weapon at the time of the shot, the moment of the shot and the mechanical movements of the weapon upon firing.
  • the object of the invention is precisely to allow a simulation in the holding of the weapon as well as a simulation of the total control of a shot in a video game, the simulation being carried out as well in the control of the shot as in the mechanical movements of the weapon.
  • the invention provides a computer mouse surmounted by a dummy firing weapon, in which the firing and rearming functions are performed from the trigger and the stop of the weapon.
  • the invention relates to a computer mouse for video games, comprising a housing, first and second action buttons, characterized in that it comprises a dummy shooting weapon surmounting the housing and manipulated by a player. video game and in that the first action button is located on the weapon, where the player's index finger is placed, and the second action button is located on the weapon, at the place where the player's thumb is placed.
  • FIG. 1 schematically represents the computer mouse of the invention facing a video game display screen.
  • FIG. 2 represents an exploded view of a computer mouse according to the invention.
  • a computer mouse is used as a gaming device when playing a video game on a personal computer or a game console connected to a television screen. It should be noted that, in the case of a computer, the mouse of the invention can also be used like a conventional mouse for software other than games video.
  • FIG. 1 represents a computer mouse according to the invention, facing a television screen 1 connected by a wired connection 5 to a game console 2 which executes a shooting video game.
  • the computer mouse 3 is connected to the game console 2 by a connection wire 4.
  • the wire connection of the computer mouse on the game console (or on a computer) is not only one possible connection mode. Indeed, as for conventional computer mice, the mouse 3 of the invention can be a wireless mouse connected to the console 2 (or to a computer) by radio or by infrared. It can also be a mouse operating by detecting the movement of the hand in space using motion sensors.
  • the computer mouse of the invention comprises a housing 31 having substantially the shape of a conventional computer mouse.
  • the casing 31 is surmounted by a dummy firing weapon 39.
  • This dummy weapon can be any individual firearm or laser beam weapon. It can be, for example, a pistol or any other type of handgun such as a revolver or a submachine gun.
  • This firing weapon 39 can be a replica of an existing weapon or having existed. It can also be a model of a fantastic weapon, such as a weapon created for a motion picture film or a weapon created specifically for a video game.
  • the dummy shooting weapon 39 of the mouse of the invention comprises a barrel 41, a stick 40 around which the player places his hand, a trigger guard 45 in which the player introduces his index finger and a trigger 42, movable inside the trigger guard 45.
  • This trigger 42 makes it possible to trigger the firing of the weapon .
  • the firing weapon 39 also comprises a magazine stop 43 located on the side of the butt 40. Usually, this stop 43 makes it possible to reload the weapon in cartridge. It is operated with the player's thumb.
  • the player places his hand around the stick 40, with the thumb near the retainer 43 and the index finger against the trigger 42.
  • the trigger 42 constitutes a first button mouse action; the stopper 43 constitutes a second mouse action button.
  • the trigger 42 makes it possible to implements the functions generally implemented by the left action button of a classic mouse.
  • the stopper 43 makes it possible to implement the functions generally implemented by the right action button of a conventional mouse.
  • the trigger has the role, when it is actuated, of simulating the shooting in the video game and the stop 43 has the role, when it is actuated, of simulating the cartridge refill function of the weapon .
  • the role of the trigger and the stop of the mouse of the invention are substantially identical to the role of a trigger and a stop in a real weapon, except that, in the invention, the weapon is fake. The player therefore has the impression of actually shooting with a weapon.
  • the trigger 42 and the stop 43 of the dummy weapon 39 can allow the activation of any functionality, generally activated from one of the action buttons of a conventional mouse.
  • the hammer 44 of the dummy weapon 39 located at the rear of the breech of the weapon, makes it possible to activate a third function, which will be described later.
  • the mouse of the invention is shown in an exploded view.
  • This shows the housing 31 which has a base 32 forming the base of the mouse of the invention.
  • This housing 31 also includes an upper shell 36 intended to be fitted into the base 32.
  • This shell 36 has a rounded shape which substantially matches the shape of the palm of a hand.
  • the base 32 and the shell 36 have complementary shapes which allow them, as in a conventional mouse, to fit one into the other.
  • a printed circuit 34 makes it possible to perform the usual functions of computer mice.
  • a scroll wheel 35 can be inserted into an orifice made for this purpose in the printed circuit 34.
  • the printed circuit 34 like the scroll wheel 35, are identical to the printed circuit and scroll wheel of mice that are conventionally found in trade.
  • the upper shell 36 of the housing 31 has an orifice allowing the passage of a part of this scroll wheel.
  • the scroll wheel 35 generally has two functions: a first function implemented by rotating the wheel and a second function implemented by pressing the wheel.
  • the first function makes it possible to scroll, on the television screen or the computer screen, different choices or options which are open to the player.
  • the second function allows you to select the chosen option.
  • the shell 36 of the housing 31 includes means for fixing the dummy weapon 39 to the said housing.
  • these fixing means can be a step 36 ′ produced on the upper face of the shell 36 and in which the stock 40 of the weapon is fitted and, optionally, glued.
  • the fixing means can also be a screw / nut system passing through the shell and the stock to fix them to one another or else a tenon and mortise system allowing the stock to fit into the shell.
  • the fixing means can also be a combination of these different means.
  • the dummy weapon can be molded with the shell 36 of the housing 31.
  • the mouse is a ball mouse, that is to say one whose directional sensor is a ball. This ball is referenced 33.
  • the mouse can be an optical mouse, that is to say one whose directional sensor is of optical type.
  • a switch 46b is placed inside the weapon near the trigger 42 of the dummy weapon 39.
  • This switch 46b is connected, by an electrical connection wire 38, to a contact zone electric 46a located on the printed circuit 34 of the mouse.
  • This contact area is located at the location of the switch for the left action button of a conventional mouse
  • the trigger 42, the switch 46b and the contact area 46a together constitute the first action button of the mouse of the invention.
  • the trigger 42 when the player wants to shoot a target, he actuates the trigger 42 by pulling it towards the butt of the weapon.
  • the switch 46b By touching it, the trigger actuates the switch 46b which sends, via the wire 38, an electrical pulse to the contact zone 46a.
  • the electrical impulse is then transmitted to the printed circuit in the same way as in a conventional mouse.
  • a second switch 48b is placed inside the weapon near the stop 43 of the dummy weapon 39.
  • This second switch 48b is connected, by an electrical connection wire 49, to a second electrical contact area 48a located on the printed circuit 34 of the mouse.
  • This contact zone is located at the location of the switch for the right action button of a conventional mouse.
  • the stop 43, the second switch 48b and the second contact zone 48a together constitute the second action button. of the mouse of the invention.
  • the dog 44 of the dummy weapon 39 is used to activate a third function of the mouse.
  • This third function corresponds to the function of pressing on the scroll wheel of a conventional mouse.
  • the scroll wheel 35 has a first scrolling function and a second function for selecting one of the scrolling options.
  • a third switch 47b is placed inside the weapon near the hammer 44 of the dummy weapon 39.
  • This switch 47b is connected, by an electrical connection wire 37, to an electrical contact area 47a located on the printed circuit 34 of the mouse.
  • This contact area 47a is located at the location of the switch for the scroll wheel of a conventional mouse.
  • the dog 44, the switch 47b and the contact area 47a together constitute the third action button of the mouse. of the invention.
  • the trigger 42 and the retainer 43 when the player presses on the dog, that is to say that he pushes the dog towards the casing, this moves the part of the dog located inside the weapon, and shown in dotted lines in FIG. 3. While moving, the dog 44 actuates the switch 47b which sends, via the wire 37, an electrical pulse to the contact zone 47a. The electrical pulse is then transmitted, by the area 47a, to the printed circuit 34 in the same way as in a conventional mouse.
  • the dog can have a more sophisticated with a 4-position switch (front, rear, left and right) or 8-position or mini joystick so that the player can control, with the dog, certain movements in the game, such as the movement of a character in the game
  • the third action button has a potentiometer instead of the switch.
  • the part of the dog located inside the weapon is mechanically connected to the potentiometer cursor.
  • the mouse case is preferably sufficiently wide to serve as a support for the edge of the player's hand when he holds the weapon.
  • a magazine stop button can be installed on each side of the dummy weapon to ensure comfortable use for both right-handed and left-handed players.
  • a first retainer can be placed on the left side of the weapon so as to be under the thumb of right-handers and a second retainer can be placed on the right side of the weapon to be under the thumb of left-handers.
  • the computer mouse of the invention simulates shooting gestures close to reality, facing the game viewing screen. It should also be noted that the elements of fire (trigger, stop and dog) of the dummy weapon retain the same characteristics as a real weapon, that is to say an identical movement and noise.
  • the computer mouse is provided with a mechanism, driven by an electric motor, ensuring the movement of the breech when the player presses the trigger, thus simulating the breech movement of a real semi-automatic pistol or a real submachine gun and also simulating vibrations.
  • the dummy weapon 39 emits, on each shot, a laser beam in the direction of the display screen.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Position Input By Displaying (AREA)
EP03730177A 2002-04-09 2003-04-08 Rechnermaus für videospiel Withdrawn EP1494770A1 (de)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
FR0204428A FR2838065B1 (fr) 2002-04-09 2002-04-09 Souris d'ordinateur pour jeu video
FR0204428 2002-04-09
PCT/EP2003/050094 WO2003084626A1 (fr) 2002-04-09 2003-04-08 Souris d'ordinateur pour jeu video

Publications (1)

Publication Number Publication Date
EP1494770A1 true EP1494770A1 (de) 2005-01-12

Family

ID=28052247

Family Applications (1)

Application Number Title Priority Date Filing Date
EP03730177A Withdrawn EP1494770A1 (de) 2002-04-09 2003-04-08 Rechnermaus für videospiel

Country Status (6)

Country Link
US (1) US20050219214A1 (de)
EP (1) EP1494770A1 (de)
JP (1) JP2005529635A (de)
AU (1) AU2003240764A1 (de)
FR (1) FR2838065B1 (de)
WO (1) WO2003084626A1 (de)

Families Citing this family (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050057503A1 (en) * 2003-08-26 2005-03-17 Shelton Vikki D. Mouse click prevention device
US20050116926A1 (en) * 2003-11-06 2005-06-02 Monstergecko, Llc User input device with vertical grip and single throw trigger
US7499022B2 (en) * 2003-11-06 2009-03-03 Fastmoto, Llc User input device with vertical grip and scroll wheel
WO2005061983A1 (en) * 2003-12-15 2005-07-07 Hanrim Science & Technology A structure of detecting device used in miles system and gun simulator
JP2008073184A (ja) * 2006-09-20 2008-04-03 Namco Bandai Games Inc プログラム、情報記憶媒体及びゲーム装置
GB2450103A (en) * 2007-06-12 2008-12-17 Dublin Inst Of Technology A dual analogue controller games in the form of an action figure, robot or animal
US9785256B2 (en) * 2015-02-16 2017-10-10 Ming Xia Ergonomic computer mouse with handheld and ambidextrous body design
IT201700088059A1 (it) * 2017-07-31 2019-01-31 Francesco Zerbinatti Dispositivo di interfaccia per un videoterminale
JP7040741B2 (ja) * 2020-04-27 2022-03-23 ネット株式会社 遊技機

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6259438B1 (en) * 1998-06-04 2001-07-10 Wacom Co., Ltd. Coordinate input stylus
US5339095A (en) * 1991-12-05 1994-08-16 Tv Interactive Data Corporation Multi-media pointing device
US5670988A (en) * 1995-09-05 1997-09-23 Interlink Electronics, Inc. Trigger operated electronic device
JP2998664B2 (ja) * 1996-11-20 2000-01-11 コナミ株式会社 模擬連発銃
JP2002058874A (ja) * 2000-08-15 2002-02-26 Mitsumi Electric Co Ltd コントロールアダプタ装置
US20020171625A1 (en) * 2001-05-15 2002-11-21 Jona Group, Ltd. Pistol-grip trackball mouse

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See references of WO03084626A1 *

Also Published As

Publication number Publication date
FR2838065A1 (fr) 2003-10-10
FR2838065B1 (fr) 2005-11-18
AU2003240764A1 (en) 2003-10-20
WO2003084626A1 (fr) 2003-10-16
US20050219214A1 (en) 2005-10-06
JP2005529635A (ja) 2005-10-06

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