FR2856606A1 - Pistol system for playing shooting video game, has imitation pistol equipped with positioning system to send back coordinates relative to movement of pistol to information processing machine such as personal computer - Google Patents
Pistol system for playing shooting video game, has imitation pistol equipped with positioning system to send back coordinates relative to movement of pistol to information processing machine such as personal computer Download PDFInfo
- Publication number
- FR2856606A1 FR2856606A1 FR0307586A FR0307586A FR2856606A1 FR 2856606 A1 FR2856606 A1 FR 2856606A1 FR 0307586 A FR0307586 A FR 0307586A FR 0307586 A FR0307586 A FR 0307586A FR 2856606 A1 FR2856606 A1 FR 2856606A1
- Authority
- FR
- France
- Prior art keywords
- pistol
- gun
- imitation
- information processing
- base
- 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.)
- Granted
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/218—Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/1025—Features 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/1043—Features 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 characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/1062—Features 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Position Input By Displaying (AREA)
Abstract
Description
La présente invention concerne un système à utiliser avec les jeux de tir à la première personne aussi appelé F.P.S (First Person Shooter) ou Quake-Like sur des machines de traitement de l'information (ex : console, ordinateur personnel). Les F.P.S permettent aux joueurs une totale immersion dans un monde virtuel. En effet, l'utilisateur s'identifie à son personnage, ce dernier va se mouvoir dans un univers 3D où il va rencontrer des obstacles, et des ennemis contre qui il doit combattre. Il évolue en voyant ses mains et les objets qu'il tient (vue subjective), de plus il peut se déplacer dans l'espace et interagir avec les objets environnants.
Les utilisateurs jouent traditionnellement avec la souris sur ordinateur, et avec une manette sur console afin d'orienter leur vision, et de viser leur adversaire pour leur tirer dessus.
Le système selon l'invention permet à l'utilisateur de jouer de façon plus intuitive aux F.P.S. Il comporte en effet, deux parties complémentaires. La première permet à l'utilisateur pour des raisons ergonomiques de faire reposer son avant-bras sur ce que nous nommons une base (cas d'une utilisation avec une surface plane). Cette base peut être de forme triangulaire, arrondie ou rectangulaire. La deuxième partie représente un pistolet d'imitation équipé d'un système de positionnement qui permet à l'utilisateur de disposer de celui-ci sans pointer la ligne de mire sur l'écran. Une calibration logicielle permet à l'utilisateur de définir le centre de la zone de tir avec le dit pistolet; cette zone est donc infinie dans l'espace puisqu'elle est virtuellement représentée par un plan.Ce plan est défini en son origine par l'axe révélé par le prolongement de l'avantbras et de la ligne de mire du pistolet. Par translation, cette origine correspond au centre de l'écran vidéo. L'utilisateur n'a donc pas besoin de pointer la ligne de mire de son pistolet directement sur l'écran.
Selon des modes particuliers de réalisation: - La base peut être équipé d'un système de vibration simulant les impacts (ex: tir de balles adverses, explosions) subis par le personnage de l'utilisateur dans le jeu vidéo. - Le pistolet d'imitation peut être muni d'un système de retour de force mécanique simulant le recul du pistolet au moment d'une pression de la détente. - La communication du dit pistolet avec l'ordinateur peut se faire via un câble (ex:USB) où sans fil (ex: infrarouge, bluetooth). - Dans le cas d'une communication sans fil, le pistolet d'imitation se voit équipé d'un système de batteries rechargeable afin d'établir ladite communication avec la machine de traitement de l'information, d'alimenter les circuits intégrés et le système mécanique de retour de force. - Le pistolet d'imitation (3) peut être équipé de bouton supplémentaires (ex: boutons pression, molette) placés respectivement sur la crosse, le canon ou tout autre partie du pistolet (3). Ces boutons sont paramétrables par l'utilisateur pour réaliser des actions propres aux jeux (ex: recharger une arme, utiliser un objet). - Le logiciel de calibration qui permet de définir l'origine du plan dans l'espace peut être intégré directement dans le pistolet d'imitation par un circuit intégré.La pression d'un bouton spécifique se trouvant sur le pistolet (3) entraîne une réinitialisation de la position d'origine à la position du pistolet (3) au moment de la pression.
Les dessins annexés illustrent l'invention: La figure 1 représente en perspective, le système de l'invention. La figure 2 représente en perspective, une variante de ce système.
En référence à ces dessins, le système comporte une base (1), dont la partie supérieure est pourvue d'une découpe cylindrique (2) pour accueillir l'avant-bras de l'utilisateur. Cette base possède également des pieds cylindriques (5) permettant de compenser les forces exercées sur la base par les mouvements du poignet de l'utilisateur. Le pistolet est un pistolet d'imitation (3), il est équipé d'un système de positionnement qui renvoi les coordonnées relatives aux mouvements du pistolet à la machine de traitement de l' information qui déplacera simultanément le centre de visée à l'écran. Ce système de positionnement est composé de circuits intégrés (ex: capteurs d'inclinaison) placés dans le pistolet d'imitation (3).Les mouvements du pistolet entraînent une modification de la position de celui-ci dans l'espace, ainsi les capteurs d'inclinaison renvoient la différence d'angle entre la position de référence calibrée au préalable et la nouvelle position. L'interface entre le pistolet et l' ordinateur se fait via des pilotes ou drivers installés sur la machine de traitement de l' information.
Dans la forme de réalisation selon la figure 2, la base (1) possède une ergonomie plus adaptée dans une utilisation ou l'utilisateur est en posture assise (ex: un canapé, une chaise). La découpe cylindrique (7) permet à l'utilisateur de placer la base sur une de ces jambes. La sangle (6) lui permet d'attacher la base autour de sa cuisse pour une meilleure stabilité de son avant-bras sur la partie supérieure de la base (2).
Dans l'hypothèse d'un système filaire, une connexion USB standard (4) permet la communication avec la machine de traitement de l' information. Dans le cas d'un système sans fil, la communication est établit par Bluetooth ou infrarouge par exemple.
A titre d'exemple non limitatif, la découpe cylindrique accueillant l'avantbras de l'utilisateur aura une dimension de l'ordre de 20 cm pour la longueur et de 15 cm de largeur, de plus la taille de l'angle formé par la base et la partie où l'on pose l'avant-bras (2) dans la forme de réalisation selon la figure 1 ne peut excéder 60 degrés.
Le système selon l'invention est particulièrement destiné aux jeux de tir à la première personne dans le monde du jeu vidéo.The present invention relates to a system for use with first person shooter games also called FPS (First Person Shooter) or Quake-Like on information processing machines (eg console, personal computer). FPS allows players a total immersion in a virtual world. Indeed, the user identifies with his character, the latter will move in a 3D universe where he will meet obstacles, and enemies against whom he must fight. He evolves by seeing his hands and the objects he holds (subjective view), moreover he can move in space and interact with the surrounding objects.
Users traditionally play with the mouse on a computer, and with a joystick on a console in order to orient their vision, and to aim their opponent to shoot them.
The system according to the invention allows the user to play FPS more intuitively. It in fact comprises two complementary parts. The first allows the user for ergonomic reasons to rest his forearm on what we call a base (case of use with a flat surface). This base can be triangular, rounded or rectangular. The second part represents an imitation gun equipped with a positioning system which allows the user to have it without pointing the line of sight on the screen. A software calibration allows the user to define the center of the firing zone with said gun; this area is therefore infinite in space since it is virtually represented by a plane. This plane is defined at its origin by the axis revealed by the extension of the forearm and the line of sight of the pistol. By translation, this origin corresponds to the center of the video screen. The user therefore does not need to point the line of sight of his pistol directly on the screen.
According to particular embodiments: - The base can be equipped with a vibration system simulating the impacts (ex: shooting of opposing bullets, explosions) undergone by the character of the user in the video game. - The imitation pistol can be fitted with a mechanical force feedback system simulating the recoil of the pistol when the trigger is pressed. - The communication of said gun with the computer can be done via a cable (eg: USB) or wireless (eg: infrared, bluetooth). - In the case of wireless communication, the imitation gun is equipped with a rechargeable battery system in order to establish said communication with the information processing machine, to supply the integrated circuits and the mechanical force feedback system. - The imitation pistol (3) can be fitted with additional buttons (ex: press buttons, thumb wheel) placed respectively on the stock, barrel or any other part of the pistol (3). These buttons are configurable by the user to perform actions specific to games (eg reloading a weapon, using an object). - The calibration software which makes it possible to define the origin of the plane in space can be integrated directly into the imitation gun by an integrated circuit. Pressing a specific button located on the gun (3) causes a reset from home position to gun position (3) when pressed.
The accompanying drawings illustrate the invention: Figure 1 shows in perspective the system of the invention. Figure 2 shows in perspective a variant of this system.
With reference to these drawings, the system comprises a base (1), the upper part of which is provided with a cylindrical cutout (2) to accommodate the user's forearm. This base also has cylindrical feet (5) to compensate for the forces exerted on the base by the movements of the user's wrist. The pistol is an imitation pistol (3), it is equipped with a positioning system which returns the coordinates relating to the movements of the pistol to the information processing machine which will simultaneously move the aiming center to the screen . This positioning system is made up of integrated circuits (e.g. tilt sensors) placed in the imitation gun (3). The movements of the gun cause its position in space to change, so the sensors of tilt return the difference in angle between the previously calibrated reference position and the new position. The interface between the gun and the computer is via drivers or drivers installed on the information processing machine.
In the embodiment according to FIG. 2, the base (1) has a more suitable ergonomics in use where the user is in a sitting position (eg a sofa, a chair). The cylindrical cutout (7) allows the user to place the base on one of these legs. The strap (6) allows him to attach the base around his thigh for better stability of his forearm on the upper part of the base (2).
In the case of a wired system, a standard USB connection (4) allows communication with the information processing machine. In the case of a wireless system, communication is established by Bluetooth or infrared for example.
By way of nonlimiting example, the cylindrical cutout accommodating the front arm of the user will have a dimension of the order of 20 cm in length and 15 cm in width, plus the size of the angle formed by the base and the part where the forearm (2) is placed in the embodiment according to FIG. 1 cannot exceed 60 degrees.
The system according to the invention is particularly intended for first-person shooter games in the world of video games.
REVENDICATIONS
1) Système pour jouer aux jeux vidéo de tir à la première personne aussi appelé F.P.S (First Person Shooter) ou Quake-Like caractérisé en ce qu'il comporte une base (1) présentant une découpe cylindrique (2) pour poser son avant-bras et un pistolet d'imitation (3) transmettant à l'ordinateur sa position dans l'espace et par la même la position du centre de visée à l'écran vidéo. 1) System for playing first person shooter video games also called FPS (First Person Shooter) or Quake-Like characterized in that it comprises a base (1) having a cylindrical cutout (2) for placing its front- arm and an imitation gun (3) transmitting to the computer its position in space and by the same the position of the center of sight on the video screen.
Claims (3)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR0307586A FR2856606B1 (en) | 2003-06-24 | 2003-06-24 | INDIRECT SCORING GUN |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR0307586A FR2856606B1 (en) | 2003-06-24 | 2003-06-24 | INDIRECT SCORING GUN |
Publications (2)
Publication Number | Publication Date |
---|---|
FR2856606A1 true FR2856606A1 (en) | 2004-12-31 |
FR2856606B1 FR2856606B1 (en) | 2005-10-21 |
Family
ID=33515346
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
FR0307586A Expired - Fee Related FR2856606B1 (en) | 2003-06-24 | 2003-06-24 | INDIRECT SCORING GUN |
Country Status (1)
Country | Link |
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FR (1) | FR2856606B1 (en) |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4491325A (en) * | 1983-01-26 | 1985-01-01 | Thomas Bersheim | Game control apparatus |
US5029260A (en) * | 1990-03-19 | 1991-07-02 | The Board Of Supervisors Of Louisiana State University | Keyboard having convex curved surface |
DE20208064U1 (en) * | 2002-05-23 | 2002-08-22 | Savia Ltd | Computer game device |
-
2003
- 2003-06-24 FR FR0307586A patent/FR2856606B1/en not_active Expired - Fee Related
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4491325A (en) * | 1983-01-26 | 1985-01-01 | Thomas Bersheim | Game control apparatus |
US5029260A (en) * | 1990-03-19 | 1991-07-02 | The Board Of Supervisors Of Louisiana State University | Keyboard having convex curved surface |
DE20208064U1 (en) * | 2002-05-23 | 2002-08-22 | Savia Ltd | Computer game device |
Also Published As
Publication number | Publication date |
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FR2856606B1 (en) | 2005-10-21 |
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ST | Notification of lapse |
Effective date: 20100226 |