WO2010012211A1 - 一种枪型多功能游戏输入手柄 - Google Patents

一种枪型多功能游戏输入手柄 Download PDF

Info

Publication number
WO2010012211A1
WO2010012211A1 PCT/CN2009/072917 CN2009072917W WO2010012211A1 WO 2010012211 A1 WO2010012211 A1 WO 2010012211A1 CN 2009072917 W CN2009072917 W CN 2009072917W WO 2010012211 A1 WO2010012211 A1 WO 2010012211A1
Authority
WO
WIPO (PCT)
Prior art keywords
gun
game
real
function
magazine
Prior art date
Application number
PCT/CN2009/072917
Other languages
English (en)
French (fr)
Inventor
曹思明
Original Assignee
Cao Siming
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 Cao Siming filed Critical Cao Siming
Publication of WO2010012211A1 publication Critical patent/WO2010012211A1/zh

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
    • A63F13/21Input 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
    • 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
    • A63F2300/1006Features 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 having additional degrees of freedom
    • 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
    • A63F2300/1043Features 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
    • 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
    • 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
    • A63F2300/1087Features 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 comprising photodetecting means, e.g. a camera

Definitions

  • the present invention is a multi-axis input device, which belongs to the field of computer control and machine game control input technology, and specifically relates to a gun type input handle.
  • the traditional input device is a mouse combined with a keyboard or a gamepad to perform input operations
  • mouse movement is used to control the aiming movement of the virtual character in the game, including left and right movement and up and down movement
  • the keyboard is used to Realize the action of the avatar's own actions in the game (forward, backward, left shift, right shift), jump, squat, change the virtual gun in the game, and so on.
  • Photoelectric guns are mainly used in home video shooting games and large-scale amusement machine shooting games. Their function is to determine the 2D coordinates of the aiming point on the TV (or display) screen. According to the principle of coordinate acquisition, it can be divided into three types: (1) brush screen type (2) brush screen scan type and (3) light spot tracking type.
  • the screen-type photoelectric gun generates a pulse signal after the player pulls the trigger, and the game host blacks out the next frame after receiving the signal, and only displays the white square at the game character, if the light gun is aimed at In the game's target, the white light emitted by the square enters the photogun, so that the photodiode in the photogun outputs a signal. Otherwise, there is no signal, and the game console can know whether the player is aiming at the target in the game.
  • control handle is mainly used.
  • the control handle structure is usually composed of a control handle housing, a built-in circuit board, a switch, etc., and the housing is provided with a button, a direction rocker, and the like.
  • this kind of control handle has some disadvantages for shooting games, especially first-person shooters such as Counter-Strike: Operation control handles can't simulate the operation of firearms in the game. And the sense of shooting, can not let the operator better in the game.
  • the brush-scanning photoelectric gun also generates a pulse signal when the player pulls the trigger, and the game host continuously displays the white screen while the signal remains active.
  • the spot tracking type photoelectric gun has a camera inside, and a plurality of light sources are arranged around the screen of the television (or display). These light sources are imaged on the camera, and the position and orientation of the light gun relative to the screen can be calculated according to the position of the light source imaging. And thereby determine the coordinates of the aiming point.
  • the photogun can only determine the two-dimensional coordinates of the aiming point on the screen, and can not produce the amount of left and right movement and the amount of up and down rotation required for the first person shooting game, and can not make the player as real as real guns. Replace the magazine, the captain and the shot.
  • the present invention provides a gun-type game input handle, which has a shape similar to a real gun, through which the player can perform game operations and completes, for example, replacing a magazine and using a real gun. Operational actions.
  • the invention has a gun-type outer casing and a function button and a direction control rocker disposed on the outer casing, and is characterized in that the photoelectric emitter and the electromechanical linkage device for preventing the real gun operation are further fixed in the outer casing, and the angle of view is moved.
  • the function button is used to implement an operation of a virtual character in the game, such as firing, jumping, and lowering ⁇ , using in-game virtual items, etc.
  • the direction manipulation joystick is used to control the action of realizing the virtual characters in the game, and the shape and distribution position of the buttons and the joystick can be specifically designed according to the operation requirements; It is used to position the movement of the handle to achieve the three points of the camera, the sight star, and the virtual target on the screen, so as to facilitate the game aiming.
  • the principle is the same as that of the above-mentioned light gun. (Three principles Can be).
  • the signal emitted by the phototransmitter can also reflect the left and right movement and the up and down movement of the handle, and the signal can be used to control the movement of the virtual gun in the game;
  • the electromechanical linkage of the anti-real gun operation is designed to allow the player to perform some real operations on the real gun on the handle. If the player wants to change the magazine's avatar to replace the magazine, the player will perform the same operation on the handle as the real gun replacement. The steps are as follows: 1. The player presses the handle. The magazine release button in the same position as the real gun; 2. Remove the anti-real A magazine on the handle; 3.
  • the handle automatically determines whether the operation is successful. If it is unsuccessful, it will not be able to fire the virtual gun in the game.
  • the angle of view movement control ball unit is used for the player to control the movement of the virtual person to observe the angle of view in the game, and the effect is similar to the traditional mouse and keyboard for the first person game and the mouse movement. But the function is different from the mouse.
  • the traditional mouse and keyboard operation is used to perform the first person game.
  • the mouse movement is also to control the movement of the virtual character to observe the angle of view.
  • the virtual target in the game is included in the center point of the virtual character observation angle in the game to achieve the virtual game
  • the gun's photo, the crosshairs, and the virtual targets in the screen are in line, successfully aiming. That is to say, the traditional two-step game of using a mouse and a keyboard for the first person game, the viewing angle of the virtual character and the movement of the virtual gun are combined.
  • this handle has a solid gun that can control the movement of the virtual gun in the game, and does not perform the same step as the movement of the viewing angle of the virtual character in the game, but independently. Therefore, the angle of view movement control ball unit only controls the movement of the virtual person in the game to observe the angle of view. Even if the virtual target in the game is not at the center point of the observation angle, the player only needs to make the photo gate, the sight star, and the virtual target in the game on the handle. A three-point line can also successfully target virtual targets in the game.
  • the principle of the angle of view movement control ball unit is similar to that of a mechanical mouse on the market, placing a ball in a groove. There are two rotating shafts in contact with the ball.
  • the rolling ball will drive a pair of rotating shafts (X-axis and Y-axis respectively), and there is a circular decoding wheel at the end of the rotating shaft.
  • a metal conductive sheet in direct contact with the brush.
  • these metal conductive sheets and the brush will be in contact with each other, and there are two forms of "on” or “off", the former corresponding to the binary number "1” and the latter corresponding to the binary number "0".
  • these binary signals are sent to a dedicated chip inside the mouse for resolution processing and generate corresponding coordinate change signals.
  • the rotation of the shaft will be rotated, and the on/off condition of the decoding wheel will be changed, resulting in a set of different coordinate offsets.
  • the effect of observing the angle of view is generated.
  • the sound speaker unit is used to play game sound effects in the game, such as gunshots, explosions, footsteps, and the like.
  • the signals generated by the signals of the photoemitter, the output signal of the button, the electromechanical linkage of the anti-gun operation, the angle of view movement control ball unit and the sound effect speaker unit are transmitted via a communication interface in a wired or wireless manner.
  • the button includes an open fire button, a direction control rocker and a plurality of function buttons, and the direction control rocker is located above the guard of the gun-type outer casing to correspond to the natural touch position of the left thumb, and is used for the front, rear, left and right directions of the virtual character in the game.
  • the movement operation, the shape of the fire button is a trigger-like structure or a trigger-like profile, the button is placed in a suitable position, so that the player can operate it in a manner similar to the operation of a real firearm trigger, the fire button can be used The firing of the virtual gun in the game.
  • a number of function buttons are provided in a suitable position on the gun-type housing for the convenience of the player's operation and game software, so that the player can conveniently operate the operations required in the game software, and several function buttons can be used for the virtual game. Characters kneel, jump and other operations.
  • the electromechanical linkage device for preventing the real gun operation comprises an anti-real magazine and an anti-true pull handle
  • the anti-real magazine has an outer structure resembling a magazine structure or an operation structure similar to a magazine structure, the anti-real bullet The ⁇ is set in a suitable position, so that the player can operate it in a similar manner to the real firearm.
  • the anti-real magazine can be used to add bullets to the virtual gun in the game, and replace the magazine.
  • Anti-true pull handle The outer structure or the operation structure is similar to that of the pull handle, and the anti-slider handle is disposed at a suitable position, so that the player can operate it in a manner similar to the operation of the real gun pull-up handle.
  • the anti-true pull handle can be used for the operation of the virtual gun bullet on the game.
  • the game console is a PC or a home video game machine or a large amusement machine or any known handle capable of carrying a first person shooter game, the communication mode being USB or any known available for the input handle. communication method.
  • the player's screen (or monitor) holds the handle in front of the hand in the shape of a gun.
  • the player needs to aim at the virtual target in the screen (or display), according to the principle of the light gun, the player only You need to operate the handle to make the virtual target in the screen (or display) successfully aim at the door, the center of the camera, and the virtual target in the screen.
  • the player is aiming at the virtual target, it is necessary to fire the target virtual fire. Just use the finger that is easy to operate to trigger the trigger on the handle, and the virtual gun in the game is also fired.
  • the player When the player needs to move the perspective of the virtual character in the game, according to the principle of the mechanical mouse, the player only needs to use the convenient finger to move the angle of view on the grip of the handle gun to control the rolling ball, so that the scrolling can move the game.
  • the perspective of the virtual character the player causes the angle of view movement to control the rolling ball to scroll upward, and the perspective of the virtual character in the game moves upward; the angle of view movement controls the rolling ball to scroll downward, and the perspective of the virtual character in the game moves downward;
  • the rolling ball is controlled to scroll to the left, and the angle of view of the virtual character in the game is moved to the left;
  • the angle of view movement is controlled to roll the ball to the right, and the angle of view of the virtual character in the game is moved to the right.
  • the gun-type input handle of the present invention provides a novel, authentic, natural for first-person shooter games
  • the manipulation method can improve the operability of the game and the realism of the game.
  • FIG. 1 is a schematic diagram of a front view of the present invention
  • Figure 2 is a schematic view of the rear side structure of the invention.
  • FIG. 3 is a schematic diagram of the internal structure of the present invention.
  • FIG. 4 are schematic diagrams showing the principle of the anti-true magazine of the present invention.
  • the basic structure of the present invention is a rifle shape, which has a rifle-shaped outer casing 1 as seen from the outer shape, and the trigger 16 is used for the firing operation of the virtual gun in the game.
  • operation ⁇ the player's right index finger (the opposite of the left scorpion, the following similar) is placed in the trigger 16 position, by triggering the trigger 16 to achieve the virtual gun firing operation in the game;
  • the direction manipulation joystick 2 controls the front and back of the avatar , the movement in the left and right directions, the direction manipulation joystick 2 is located above the left guard of the gun, and is operated by the left thumb;
  • the function button 4 is arranged to be operated by the left thumb after the joystick is operated in the direction of the left guard of the gun.
  • the function button 5 is set on the function button 4 above the gun left guard, operated by the left thumb, corresponding to the virtual character using the item operation;
  • the function button 3 is set under the gun guard , operated by the left hand, corresponding to the switching operation of the virtual character tactical flashlight in the game;
  • the function button 6 is arranged above the gun guard, operated by the left index finger, Corresponding to the jumping operation of the virtual character in the game;
  • the principle of the wheel 11 is the same as the mouse wheel, and the position of the right side of the gun is corresponding to the left index finger, and is operated by the left index finger for realizing the gun changing operation or other operations in the game;
  • the button 12 is disposed at a position corresponding to the left middle finger of the right side guard of the gun, and is operated by the left middle finger for switching the operation of the weapon used last time;
  • the function button 13 is disposed at the position of the right side of the gun corresponding to the ring finger of the left hand, by the left hand The ring finger
  • the handle is internally provided with a photodiode 22, a photoelectric signal control circuit board 23, a magazine determination contact switch 24, a trigger key contact switch 25, a trigger dumpling
  • the photoelectric signal control circuit board 23 controls the photoelectric signal and the direction control joystick 2, the function button 3, the function button 4, the function button 5 function button 6, the function button 10, the wheel 11, the function button 12, and the trigger circuit of the function button 13,
  • the photoelectric signal control circuit board 23 is connected to the overall control circuit board 30 by wires.
  • the main control circuit board 30 is mounted in the gun-shaped casing, and the control module 34 is disposed on the overall control circuit board 30.
  • the trigger 16 is triggered by the rotation of the dumpling shaft 26 in contact with the trigger key contact switch 25, and then reset by the pulling force of the trigger return spring 28.
  • the magazine determines that the contact switch 24 and the anti-true magazine 14 are the magazine determination system, and the magazine determines that the contact switch 24 is triggered by the contact with the anti-ball magazine 14.
  • the principle of the impeachment judgment is as follows: There are two kinds of anti-real magazine 14, one type of A magazine and one type of B magazine, which has a top on the top of the B magazine. The only difference between the fake bullets 35 and the A magazines is that the fake bullets 35 on the A magazine are on the left side of the top of the magazine, and the fake bullets 35 on the B magazine are on the right side of the top of the magazine; As shown in Fig. 9 and Fig.
  • the magazine judgment contact switch 24 is also composed of two magazine judgment contacts, one magazine judgment contact is on the left side, and one magazine judgment contact is on the right side. As shown in FIG. 7, when any one of the A magazine and the B magazine contacts the magazine determination contact switch 24, the magazine determines that the contact switch 24 has only one magazine to determine the contact point. After being closed, the signal is transmitted to the overall control circuit board 30, and the system can judge whether the A magazine is filled or the B magazine is filled according to which side of the magazine determines that the contact is closed.
  • An anti-real magazine on the handle indicates the magazine on the virtual gun in the game. When the magazine on the virtual gun is emptied, the player needs to remove the anti-real magazine on the handle. Filling in another anti-real magazine system will judge the filling is successful.
  • the principle of judging the impeachment is that the loaded anti-real magazine cannot be the same type of magazine that removes the anti-real magazine, otherwise the system judges that the filling is invalid.
  • the filling rule is that after the A magazine is finished, the B magazine must be filled, and then the B magazine is finished, and then the A magazine is filled, and so on.
  • the purpose of judging which magazine is filled is to allow the player to fill another impeachment after the virtual gun in the game is filled with another full magazine.
  • the operation is consistent with the operation on the handle in reality, and the game is not played.
  • the player removes the anti-real magazine and fills it back. Quickly changing the magazine is also a pleasure of the game. Of course, players who don't like this setting can choose not to use this game.
  • the anti-true pull handle contact switch 29 and the anti-true pull handle 20 are the upper judging system, and the anti-true pull handle contact switch 29 is triggered by the contact with the anti-true pull handle 20 for trigger judgment.
  • the principle of the captain's judgment is: When the player finishes an impeachment in the virtual gun in the game, after completing the operation of replacing the magazine and judging by the impeachment, the player's virtual gun in the game wants to launch the ammunition again, and must The anti-authentic pull handle 20 is pulled back to the apex and then released. This is because the force of the retracting spring in the anti-sliding handle 20 is used to prevent the real pull handle 20 from returning in the opposite direction of pulling and preventing The real pull handle contact switch 29 contacts the upper jaw judgment.
  • the purpose of the captain judgment is to allow the player to experience the same operation as the real firearm while playing the game. Because the ammunition in the gun can be fired without the need to pull the handle after operating the real firearm. This is because the ammunition in the magazine is not finished, when the magazine is replaced. There is also one or more ammunition, so you can launch ammunition without pulling the handle. The player may also have such a situation in the game. When such a situation occurs in the game, the game can launch the ammunition in the gun without changing the real handle 20 after the magazine is replaced. If in this case, the player pulls the anti-real pull handle 20, the captain judgment is completed, and according to the actual gun operation and mechanical principle, one of the ammunition in the virtual gun is pulled out, reducing one ammunition. .
  • the effect speaker 31 is connected to the overall control circuit board 30 by wires, and the overall control circuit board 30 controls the sound effect speaker 31 to play various sound effects in the game.
  • the vibration motor 32 is connected to the total control circuit board 30 by wires and connected to the vibration sensing shaft 33 through a gear.
  • the overall control circuit board 30 receives the effective transmission signal, it sends a signal to the vibration motor 32 to rotate and drive the vibration.
  • the sensing shaft 33 works to generate the same frequency as the firing A frequency vibration, used to simulate the vibration and recoil of a real firearm.
  • the vibration motor 32 has a large power supply current and frequent operation, and can be connected with the game controller and the game host, but a U SB plug should be provided.
  • the opening and closing of the vibration motor 32 can be controlled by the settings in the game, or the switch can be separately set on the handle.
  • the photoelectric signal control circuit board 23, the overall control circuit board 30 are electrically connected to the USB interface chip, and the USB cable 34 connects the USB interface 36 of the PC or game machine 35 to the handle.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Position Input By Displaying (AREA)
  • Telescopes (AREA)

Description

说明书 一种枪型多功能游戏输入手柄
技术领域
[1] 本发明是一种多轴输入装置, 属于计算机控制及机游戏控制输入技术领域, 具 体涉及一种枪型输入手柄。
背景技术
[2] 随着电子虚拟技术的不断发展, 电子游戏设备也需要不断的更新。 新的游戏类 型的出现往往需要新的游戏输入设备来满足输入方的不同需求。 例如, 赛车类 型的游戏的出现后就诞生了方向盘式的输入设备, 有的还不但有方向盘, 还有 脚踏板、 变速手档等样式的输入手柄设备; 飞行模拟类型游戏的出现也随后诞 生了飞行摇杆式的输入手柄。 现如今有一种新的游戏类型一第一人称射击游 戏出现, 第一人称射击游戏主要是模拟枪械射击的一种游戏类型。 这种类型代 表的游戏有: 《反恐精英》 、 《使命召唤》 等。 对于这种类型的游戏, 传统的 输入设备是鼠标结合键盘或游戏手柄来实现输入操作的, 用鼠标移动来控制游 戏中虚拟人物持枪吋的瞄准移动, 包括左右移动和上下移动, 键盘用来实现游 戏中虚拟人物自身的行动 (前进、 后退、 左移、 右移) 、 跳跃、 下蹲、 更换游 戏中的虚拟枪等操作。
[3] 对于现有的游戏输入设备, 由于外形上的相似, 为了避免混淆, 在这有必要提 到市面上早已成熟的产品一光电枪。 光电枪主要用于家庭相视频射击游戏和 大型游艺机射击游戏, 其功能是确定瞄准点在电视机 (或显示器) 屏幕上的二 维坐标。 根据坐标获取的原理来区分, 主要可分为 (1) 刷屏方块式 (2) 刷屏 扫描式和 (3) 光点跟踪式三种。 刷屏方块式光电枪在游戏者扣动扳机吋产生一 个脉冲信号, 游戏主机在接收到该信号后将下一帧画面刷黑, 只在游戏角色处 显示白色方块, 这吋如果光电枪瞄准了游戏中的目标, 则该方块发出的白光进 入光电枪内, 使光电枪内的光电二极管输出信号, 否则没有信号, 游戏主机据 此可以得知游戏者是否瞄准了游戏中的目标。
[4] 目前, 计算机游戏以及电子游戏使用的控制手柄, 主要类型是以控制者双手平 持控制手柄为主。 控制手柄结构通常由控制手柄外壳, 内装电路板、 开关等, 外壳设有按键、 方向摇杆等构成。 然而, 这种控制手柄针对射击类游戏, 尤其 是如 《反恐精英》 这一类的第一人称射击类游戏来说有一些缺点就是: 操作控 制手柄吋不能很好的模拟出游戏中枪械的操作感和射击感, 不能让操作者更好 的置身于游戏中。 刷屏扫描式光电枪也在游戏者扣动扳机吋产生一个脉冲信号 , 游戏主机在该信号保持有效的吋间内持续显示白屏, 由于电视机和显示器是 通过扫描的方式显示图的, 因此当扫描到光电枪所瞄准的屏幕位置吋, 光电枪 内的光电二极管将受到最强的光照, 从而产生脉冲输出, 通过比较该脉冲信号 发生的吋间和视频同步信号的吋间就可以得知光电枪所瞄准的屏幕位置。 光点 跟踪式光电枪内带有一个摄像头, 并在电视机 (或显示器) 屏幕周围设置若干 光源, 这些光源在摄像头上成像, 根据光源成像的位置可以计算出该光电枪相 对屏幕的位置和朝向, 并由此确定瞄准点的坐标。
[5] 由上可知, 光电枪只能确定瞄准点在屏幕上的二维坐标, 不能产生第一人称射 击游戏所需要的左右移动量和上下转动量, 更无法使游戏者像操作真实枪械那 样真实地更换弹匣, 上膛和射击。
[6] 市面上是也有一些枪型的控制器产品, 但此类产品只是针对需要光线枪游戏的 控制器, 此类产品也只有一个枪型的外壳, 并只把开火键设置在枪的扳机上, 但却无法地很好使操作者控制游戏中的人物的运动以及不能很好的模拟出游戏 中枪械的操作感和射击感。
对发明的公开
发明内容
[7] 有鉴于此, 本发明提供一种枪型游戏输入手柄, 该手柄具有类似真枪的外形, 游戏者可通过该手柄进行游戏操作以及和完成如更换弹匣等和使用真实枪械吋 一样的操作动作。
[8] 本发明具有枪型外壳以及设置于该外壳上的功能按钮和方向操控摇杆, 其结构 特点在于还包固定于外壳内的光电发射器和防真枪操作的机电联动装置, 视角 移动控制滚球单元、 音效喇叭单元以及用于与运行游戏程序的游戏主机进行通 讯的接口; 所述功能按钮用于实现游戏中虚拟人物的操作, 如开火、 跳跃、 下 蹲、 使用游戏中虚拟物品等, 所述方向操控摇杆用于控制实现游戏中虚拟人物 的行动, 这些按钮和摇杆的外形结构和分布位置可以根据操作需要做具体设计 ; 所述光电发射器, 是用来定位本手柄的移动从而达到本手柄上的照门、 准星 、 和屏幕中的虚拟目标三点成一线, 以便于游戏瞄准, 原理和上述市面上的光 电枪原理相同 (三种原理都可) 。 由于该手柄的左右移动和上下移动能够引起 上述移动, 因此光电发射器发射的信号也能够反映该手柄所发生的左右移动和 上下移动, 该信号可用于控制游戏中虚拟枪的的移动; 所述防真枪操作的机电 联动装置是让游戏者在本手柄上能实现在真实枪械上的一些真实操作为目的设 计的。 如让游戏者要让游戏中持枪的虚拟人物更换弹匣吋, 游戏者则要在本手 柄上进行和在真实枪械更换弹匣同的操作, 步骤如下: 1.游戏者按下本手柄上与 真实枪械在同一位置上的弹匣释放钮; 2.把本在手柄上的防真 A弹匣取下; 3.把 防真 B弹匣填装本手柄上与真实枪械在同一位置上的弹匣仓; 4.拉动本手柄上与 真实枪械在同一位置上的拉机柄, 完成上膛。 每完成一个步骤, 本手柄都自动 判断操作是否成功, 不成功将无法使游戏中的虚拟枪开火。 所述视角移动控制 滚球单元是用于游戏者实现控制游戏中虚拟人物观察视角移动, 作用类似传统 用鼠标加键盘进行第一人称游戏吋鼠标移动吋的作用。 但功能上又与鼠标不同 , 传统用鼠标加键盘操作进行第一人称游戏吋鼠标移动同样是控制虚拟人物观 察视角移动, 如控制游戏中虚拟人物向上看, 向下看, 向左看, 向右看。 但传 统用鼠标加键盘进行第一人称游戏吋, 要瞄准游戏中的虚拟目标, 必须通过鼠 标的移动控制, 把游戏中的虚拟目标纳入到游戏中虚拟人物观察视角的中心点 上才能达成游戏中虚拟枪的照门、 准星、 和屏幕中的虚拟目标三点成一线, 成 功地瞄准。 也就是说传统用鼠标加键盘进行第一人称游戏吋虚拟人物观察视角 和虚拟枪的移动这两步是合二为一的。 但本手柄有实体枪可以控制游戏中虚拟 枪的移动, 并不和游戏中虚拟人物观察视角的移动为同一步骤, 而是独立进行 。 所以视角移动控制滚球单元只是控制游戏中虚拟人物观察视角移动, 哪怕游 戏中的虚拟目标不在观察视角的中心点上, 游戏者只要使本手柄上的照门、 准 星、 和游戏中的虚拟目标三点成一线也可以成功地瞄准游戏中的虚拟目标。 视 角移动控制滚球单元原理与市面上机械鼠标类似, 在一个凹槽内放置一滚球, 与滚球接触的有两根转轴, 滚球在滚动吋会带动一对转轴转动 (分别为 X转轴、 Y转轴) , 在转轴的末端都有一个圆形的译码轮, 译码轮上附有金属导电片与电 刷直接接触。 当转轴转动吋, 这些金属导电片与电刷就会依次接触, 出现"接通" 或"断开"两种形态, 前者对应二进制数" 1"、 后者对应二进制数 "0"。 接下来, 这 些二进制信号被送交鼠标内部的专用芯片作解析处理并产生对应的坐标变化信 号。 只要小球滚动就会带动转轴转动, 进而使译码轮的通断情况发生变化, 产 生一组组不同的坐标偏移量, 反应游戏主机中, 就产生了观察视角移动的效果
音效喇叭单元用于播放游戏中的游戏音效, 比如枪声、 ***声、 脚步声等。 所述光电发射器的信号、 按钮的输出信号、 防真枪操作的机电联动装置、 视角 移动控制滚球单元和音效喇叭单元产生或接受的信号经通讯接口以有线方式或 无线方式传递。
本发明的目的在于提供一种多功能的枪型控制手柄, 以克服现有产品的上述缺 陷, 以达到使操作者能更好地控制游戏中的人物的运动以及更逼真地模拟出游 戏中枪械的操作感和射击感。
根据上述方案:
所述按钮包括开火按钮、 方向操控摇杆和若干个功能按钮, 方向操控摇杆位于 枪式外壳的护木上方能对应左手拇指自然触控的位置, 用于游戏中虚拟人物前 后左右四个方向的移动操作, 开火按钮的外形结构为类似扳机的外形结构或操 作类似扳机的外形结构, 该按钮设置于合适的位置, 使得游戏者能够以类似操 作真实枪械扳机的方式操作它, 开火按钮可用于游戏中虚拟枪的开火操作。 若 干个功能按钮为方便与游戏者操作和游戏软件的要求设置于枪式外壳上合适的 位置, 使得游戏者能够方便地对游戏软件中要求的操作作出操作, 若干个功能 按钮可用于游戏中虚拟人物下蹲, 跳跃等操作。
所述防真枪操作的机电联动装置包括防真弹匣和防真拉机柄, 防真弹匣的外形 结构为类似弹匣的外形结构或操作方式类似弹匣的外形结构, 该防真弹匣设置 于合适的位置, 使得游戏者能够以类似操作真实枪械上弹匣的方式操作它, 防 真弹匣可用于游戏中虚拟枪添装子弹, 更换弹匣的操作。 防真拉机柄的外形结 构为类似拉机柄的外形结构或操作方式类似拉机柄的外形结构, 该防真拉机柄 设置于合适的位置, 使得游戏者能够以类似操作真实枪械上拉机柄的方式操作 它, 防真拉机柄可用于游戏中虚拟***上膛的操作。
[15] 所述游戏主机为 PC机或家庭视频游戏机或大型游艺机或任何已知的能够运第一 人称射击游戏的手柄, 所述通讯方式为 USB或任何已知的可用于该输入手柄的通 讯方式。
[16] 本发明使用方法如下:
[17] 将本发明的讯号连接线 (或无线讯号接受器) 通过接口连接到 PC机或游戏主机 上并将其启动, 打开屏幕 (或显示器) 。
[18] 进入游戏后, 游戏者屏幕 (或显示器) 正前方在双手按持枪状手持该手柄, 当 游戏者需要瞄准屏幕 (或显示器) 中的虚拟目标吋, 根据光电枪原理, 游戏者 只需操作移动本手柄使本手柄上的照门、 准心、 屏幕中的虚拟目标三点成一线 即可成功瞄准屏幕 (或显示器) 中的虚拟目标。 当游戏者瞄准虚拟目标后, 需 要对瞄准虚拟开火吋, 只需用方便操作的手指扣动本手柄上的扳机, 游戏中的 虚拟枪也同吋开火。 当游戏者需移动游戏中虚拟人物的视角吋, 根据机械鼠标 原理, 游戏者只需用方便操作的手指拨动本手柄枪握把上的视角移动控制滚球 , 使其滚动便可移动游戏中虚拟人物的视角; 游戏者使视角移动控制滚球向上 滚动, 游戏中虚拟人物的视角则向上移动; 使视角移动控制滚球向下滚动, 游 戏中虚拟人物的视角则向下移动; 使视角移动控制滚球向左滚动, 游戏中虚拟 人物的视角则向左移动; 使视角移动控制滚球向右滚动, 游戏中虚拟人物的视 角则向右移动。
[19] 当游戏中虚拟枪上弹匣的子弹打完或要更换虚拟枪上弹匣吋, 游戏者需取下本 手柄上的防真弹匣, 再另一个不同类型的防真弹匣填装到本手柄上, 再拉到本 手柄上的防真拉机柄完成上膛操作, 游戏中的虚拟枪也相应的完成了弹匣填装 和上膛的操作。
[20] 当游戏者要完成游戏中虚拟人物的一些动作吋, 比如: 移动、 跑步、 跳跃等, 可操作或按下本手柄上的对应该动作的移动遥杆或功能按键。
[21] 本发明的枪式输入手柄为第一人称射击游戏提供了一种新颖的、 真实的、 自然 的操纵方式, 可提高游戏的可操作性和游戏真实感。
附图说明
[22] 图 1为本发明主视结构示意图;
[23] 图 2为发明后侧结构示意图;
[24] 图 3为本发明内部结构示意图;
[25] 图 4、 图 5、 图 6、 图 7、 图 8、 图 9、 图 10为本发明防真弹匣原理示意图。
具体实施方式
[26] 下面结合附图详细说明本发明的实施。
[27] 首先, 如图 1、 2所示, 在本实施例中, 本发明的基本结构为步枪形, 从外形看 , 其具有步枪形外壳 1, 扳机 16用于游戏中虚拟枪的开火操作, 操作吋, 游戏者 的右手食指 (左撇子相反, 以下类同) 置于扳机 16位置, 通过扣动扳机 16来实 现游戏中虚拟枪的开火操作; 方向操控摇杆 2控制虚拟人物的前、 后、 左、 右方 向的移动, 方向操控摇杆 2位于枪左侧护木的上方, 由左手拇指来操作; 功能按 钮 4设置在枪左护木上方方向操控摇杆后, 由左手拇指来操作, 对应游戏中虚拟 人物跑、 走切换操作; 功能按钮 5设置在枪左护木上方功能按钮 4后, 由左手拇 指来操作, 对应游戏中虚拟人物使用物品操作; 功能按钮 3设置在枪护木下方, 由左手来操作, 对应游戏中虚拟人物战术手电筒的开关操作; 功能按钮 6设置在 枪护木上方, 由左手食指来操作, 对应游戏中虚拟人物的跳跃操作; 滚轮 11的 原理和鼠标滚轮一样, 位于枪右侧护木对应左手食指的位置, 由左手食指来操 作, 用于实现游戏中的换枪操作或其他操作; 功能按钮 12设置在枪右侧护木对 应左手中指的位置, 由左手中指来操作, 用于切换上次使用的武器的操作; 功 能按钮 13设置在枪右侧护木对应左手无名指的位置, 由左手无名指来操作, 游 戏者可通过程序设置使它对应游戏中其他操作; 视角移动控制滚球单元 7设置在 枪握把左侧对应右手拇指的位置, 由右手拇指来操作, 用于控制游戏虚拟人物 视角移动的操作; 功能按钮 8设置在枪握把对应右手中指的位置, 由右手中指来 操作用于控制游戏虚拟人物下蹲操作; 防真拉机柄 20置于与真实枪械上拉机柄 所在的同一位置, 由右手操作, 用于实现游戏中虚拟枪上膛操作; 弹匣释放按 钮 15置于真实枪械上弹匣释放按钮所在的同一位置, 由右手食指来操作, 用于 实现游戏中虚拟枪上的弹匣释放和本手柄上防真弹匣的释放操作; 防真弹匣 14 置于真实枪械上弹匣所在的同一位置, 由右手更换操作, 用于实现游戏中虚拟 枪上更换弹匣的操作; 音效喇叭单元 9设置在枪托前部, 用于播放游戏中的游戏 音效, 比如枪声、 ***声、 脚步声等; 功能按钮 10设置在枪托后上部, 由游戏 者右脸颊下压操作, 用于实现游戏中虚拟枪进入狙击镜瞄准视野的操作; 震动 力反馈板 21设置在枪托尾部, 用于模拟真实枪械射击吋的震动感、 后坐力; 准 星 18置于真实枪械上准星所在的同一位置; 照门 19置于真实枪械上照门所在的 同一位置; 准星 18与照门 19用于游戏者瞄准屏幕 (显示器) 上游戏中虚拟目标 ; 枪口 17置于真实枪械上枪口所在的同一位置, 用于游戏者指向游戏中虚拟目 标并且接受与发射讯号操作;
[28] 对于该手柄的内部结构, 如图 3所示, 该手柄内部则设置有光电二极管 22、 光 电讯号控制电路板 23、 弹匣判断触点开关 24、 扳机键触点开关 25、 扳机饺轴 26 、 扳机复位弹簧 28、 滚球 X转轴, Y转轴 27、 防真拉机柄触点开关 29、 总控制电 路板 30、 音效喇叭 31、 振动电机 32、 振动传感轴 33、 控制模块 34。 其中光电讯 号控制电路板 23控制光电讯号以及方向操控摇杆 2、 功能按钮 3、 功能按钮 4、 功 能按钮 5功能按钮 6、 功能按钮 10、 滚轮 11、 功能按钮 12、 功能按钮 13的触发电 路, 光电讯号控制电路板 23通过导线与总控制电路板 30连接。 总控制电路板 30 通过固定在枪形壳内, 控制模块 34设置于总控制电路板 30上。 扳机 16通过扳机 饺轴 26的转动与扳机键触点开关 25接触进行触发, 再通过扳机复位弹簧 28 的拉力进行复位。
[29] 如图 6所示, 弹匣判断触点开关 24与防真弹匣 14为弹匣判断***, 弹匣判断触 点开关 24通过与防真弹匣 14接触进行触发判断。 如图 4、 图 5、 图 8所示, 弹匣判 断原理是: 防真弹匣 14本身有两种, 一种 A弹匣, 一种是 B弹匣, 在 、 B弹匣顶 部上都有一颗假枪弹 35,A弹匣与 B弹匣唯一不同之处在于, A弹匣上的假枪弹 35 在弹匣顶部的左侧, B弹匣上的假枪弹 35在弹匣顶部的右侧; 如图 9、 图 10所示 , 弹匣判断触点开关 24也由两个弹匣判断触点组成, 一个弹匣判断触点在左侧 , 一个弹匣判断触点在右侧。 如图 7所示, 当 A弹匣与 B弹匣中的任何一个弹匣与 弹匣判断触点开关 24接触吋, 弹匣判断触点开关 24只会只有一个弹匣判断触点 被闭合后触发, 然后把讯号传给总控制电路板 30, ***就可根据是哪边的弹匣 判断触点被闭合来判断是 A弹匣被填装还是 B弹匣被填装。 本手柄上的一个防真 弹匣表示在游戏中虚拟枪上的弹匣, 当游戏中虚拟枪上的弹匣打空后, 游戏者 需要把原在本手柄上的防真弹匣取下, 填装上另一个防真弹匣***才会判断填 装成功。 判断弹匣的原则是填装的防真弹匣不可以是取下防真弹匣的同一类型 的弹匣, 否则***判断填装无效。 换句话说, 填装的规则是打完 A弹匣后必须填 装 B弹匣, 然后打完 B弹匣再判填装 A弹匣, 如此反复。 判断哪个弹匣被填装目 的是为了让游戏者在游戏中的虚拟枪打完一个弹匣后再填装另一个满弹匣的操 作与现实中在本手柄上的操作上一致, 不至于游戏者取下一个防真弹匣马上又 填装回去, 快速更换弹匣也是游戏的一种乐趣所在, 当然, 不喜欢这种设置的 游戏者也可以选择不釆用这种方式游戏。 防真拉机柄触点开关 29与防真拉机柄 2 0为上膛判断***, 防真拉机柄触点开关 29通过与防真拉机柄 20接触进行触发判 断。 上膛判断的原理是: 当游戏者在游戏中的虚拟枪打完一个弹匣, 完成更换 弹匣的操作并通过弹匣判断后, 游戏者在游戏中的虚拟枪想要再次发射弹药, 必须把防真拉机柄 20向后拉到顶点后松开手, 这吋因为防真拉机柄 20中的复进 簧的力量, 防真拉机柄 20向拉动的反方向弹回复位并与防真拉机柄触点开关 29 接触完成上膛判断。 上膛判断目的是为了让游戏者在进行游戏吋能体验到与真 实枪械一样的操作。 因为在操作真实枪械也有更换弹匣后不用拉动拉机柄便可 发射枪膛中弹药的情况, 这是因为更换弹匣吋弹匣中的弹药并没有打完, 当更 换弹匣吋枪膛中还有一发或者一发以上的弹药, 这吋就可以不用拉动拉机柄便 可发射弹药。 游戏者在游戏中也会出现这样的情况, 当在游戏中出现这样的情 况吋, 游戏在更换弹匣后可以不用拉动防真拉机柄 20便可发射枪膛中弹药。 若 在这种情况吋游戏者拉动了防真拉机柄 20, 完成了上膛判断, 同样根据真实枪 械作操和机械原理, 这吋虚拟枪膛中的一发弹药被拉出, 减少一发弹药。
[30] 音效喇叭 31与总控制电路板 30通过导线连接, 由总控制电路板 30控制音效喇叭 31播放游戏中的各种音效。 振动电机 32与总控制电路板 30通过导线连接并与振 动传感轴 33通过齿轮相连接, 当总控制电路板 30接收到有效发射讯号吋向振动 电机 32发送讯号使其转动工动并带动振动传感轴 33工作使其产生与开火频率同 一频率振动, 用于模拟真实枪械射击吋的振动感和后坐力。 一般振动电机 32的 电源电流较大, 且动作频繁, 可与本手柄与游戏主机连线走在一起, 但应单设 U SB插头。 为不影响本手柄, 也可不用游戏主机供电, 另设电源。 振动电机 32的 打开和关闭可以通过游戏中的设置控制, 也可单独设置开关在本手柄上。 光电 讯号控制电路板 23、 总控制电路板 30与 USB接口芯片电连接, USB电缆 34将 PC 机或游戏机 35的 USB接口 36与该手柄连接。
[31] 作为其他形式的枪型外壳, 其控制按键的设置与枪内部基本结构设置与前述类 似, 只是根据实际情况可以略做调整。
[32] 总之, 上述的实施方式是本发明的一种实施方式, 并不代表本发明的所有实施 方式, 凡是结构上与本发明类似, 具有本发明的设计思路, 并具有相同或类似 的技术效果, 都应在本发明的保护范围内。

Claims

权利要求书
[1] 一种枪型多功能游戏输入手柄, 具有枪型外壳, 其特征在于与外壳固定的 功能按钮和方向操控摇杆、 光电发射器和防真枪操作的机电联动装置, 视 角移动控制滚球单元、 音效喇叭单元, 以及用于与运行游戏程序的游戏主 机进行通讯的接口; 所述功能按钮和方向操控摇杆用于控制游戏中虚拟人 物的动作与行动, 光电发射器是确定瞄准点在电视机或显示器屏幕上的二 维坐标, 并产生一个脉冲信号, 防真枪操作的机电联动装置用于模拟真实 枪械上同样的操作行为; 视角移动控制滚球单元用于控制游戏中虚拟人物 的视角移动、 音效喇叭单元用于播放游戏中需要播放的各种音效; 以上所 述功能所产生或接受的信号经通讯接口以有线或无线方式送往或反馈给游 戏主机。
[2] 如权利要求 1所述的枪型多功能游戏输入手柄, 其特征在于: 所述功能按钮 包括开火按钮, 该开火按钮的外形结构为类似扳机的外形结构或操作方式 类似扳机的外形结构, 该开火按钮设置于真实枪械扳机相同的位置, 使得 游戏者能够以类似操作真实枪械扳机的方式操作它。
[3] 如权利要求 2所述的枪型多功能游戏输入手柄, 其特征还包括设置在枪型外 壳上的八个功能按钮, 七个功能按钮设置于枪型外壳护木的两侧及上方与 下方上、 一个功能按钮设置于枪型外壳握把上, 使得游戏者能够方便地操 作发达到满足游戏各种操作的需求。
[4] 如权利要求 1所述的枪型多功能游戏输入手柄, 其特征还包括设置在枪型外 壳上的方向操控摇杆, 方向操控摇杆位于枪型外壳上对应右手拇指自然触 点或左手拇指自然触点的位置。
[5] 如权利要求 1所述的枪型多功能游戏输入手柄, 其特征还包括设置在枪型外 壳内的光电发射器, 电发射器用于定位枪型多功能游戏输入手柄的移动。
[6] 如权利要求 1所述的枪型多功能游戏输入手柄, 其特征还包括设置在枪型外 壳上的防真枪操作的机电联动装置, 所述防真枪操作的机电联动装置使得 游戏者能象操作真实枪械上的部件一样操作防真枪操作的机电联动装置, 防真枪操作的机电联动装置输出信号经通讯接口以有线或无线方式送往给 游戏主机。
[7] 如权利要求 1所述的枪型多功能游戏输入手柄, 其特征还包括可让游戏者控 制游戏中虚拟人物视角的视角移动控制滚球单元, 该视角移动控制滚球单 元设置于枪握把上对应使用开火按钮那只手的拇指自然触点的位置。
[8] 如权利要求 1所述的枪型多功能游戏输入手柄, 其特征在于所述外壳可为现 实中任何一种有带有枪托的枪械的外形或虚构出来有带有枪托的枪械的外 形。
[9] 如权利要求 1所述的枪型多功能游戏输入手柄, 其特征在于所述游戏主机为
PC机或家庭视频游戏机或大型游艺机或任何已知的能够运行第一人称射击 游戏的设备, 所述通讯接口为 USB接口或任何已知的可用于该手柄的有线 或无线的通讯接口。
PCT/CN2009/072917 2008-07-29 2009-07-24 一种枪型多功能游戏输入手柄 WO2010012211A1 (zh)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN2008201132845 2008-07-29
CNU2008201132845U CN201267713Y (zh) 2008-07-29 2008-07-29 一种枪型多功能游戏输入手柄

Publications (1)

Publication Number Publication Date
WO2010012211A1 true WO2010012211A1 (zh) 2010-02-04

Family

ID=40840291

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2009/072917 WO2010012211A1 (zh) 2008-07-29 2009-07-24 一种枪型多功能游戏输入手柄

Country Status (2)

Country Link
CN (1) CN201267713Y (zh)
WO (1) WO2010012211A1 (zh)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8876603B1 (en) 2012-09-24 2014-11-04 Ryan Welch Video game controller device including firearm contour with mounts to connect controller to trigger
CN106039714A (zh) * 2016-07-28 2016-10-26 杭州虚现科技有限公司 一种折叠式可切换体感手柄用枪架
CN108008759A (zh) * 2017-11-30 2018-05-08 歌尔科技有限公司 摇杆校准方法、装置、***、摇杆及计算机可读存储介质
CN110538454A (zh) * 2019-08-31 2019-12-06 潍坊歌尔电子有限公司 一种游戏控制装置

Families Citing this family (16)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN201267713Y (zh) * 2008-07-29 2009-07-08 曹思明 一种枪型多功能游戏输入手柄
NO330280B1 (no) * 2009-10-08 2011-03-21 Nimtec As Elektronisk løsammunisjon
CN102671380A (zh) * 2011-03-08 2012-09-19 德信互动科技(北京)有限公司 游戏实现方法
CN103028248A (zh) * 2011-09-29 2013-04-10 曹思明 一种枪型多功能移动电子设备游戏输入手柄
CN102935288B (zh) * 2012-10-31 2015-04-22 深圳市德力信科技有限公司 一种人机互动游戏实现装置及方法
CN104573664A (zh) * 2015-01-21 2015-04-29 深圳华侨城文化旅游科技有限公司 一种射击路径的3d场景重构***及方法
CN105148514A (zh) * 2015-09-06 2015-12-16 骆凌 一种游戏视角控制装置和方法
CN105457276A (zh) * 2015-11-19 2016-04-06 上海曼恒智能科技有限公司 一种fps游戏仿真***
CN105413173B (zh) * 2015-12-18 2018-09-18 江苏易乐网络科技有限公司 一种多功能控制器
CN105413174B (zh) * 2015-12-18 2019-02-19 江苏易乐网络科技有限公司 一种可变形控制器
AU2016385967B2 (en) * 2016-01-13 2019-06-13 Brian Edward BASCOM Auto-loading firearm with selectable live fire and training modes
CN106669143B (zh) * 2016-11-08 2024-05-24 上海乐相科技有限公司 一种游戏手柄
CN106582030B (zh) * 2017-01-23 2023-08-08 重庆第五维科技有限公司 一种vr游戏枪肩托延伸机构
CN109091857B (zh) * 2018-09-13 2020-09-11 黄嘉欣 一种易收纳组合式无线枪形仿真游戏手柄
CN109529312A (zh) * 2018-12-20 2019-03-29 东南大学 一种第一人称射击游戏外设枪械及其使用方法
CN109758761A (zh) * 2019-01-14 2019-05-17 赵金隆 游戏控制器及其形态变换方法和游戏操作模式切换方法

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5569085A (en) * 1994-07-29 1996-10-29 Namco Limited Gun game machine having a sliding gun barrel cover for simulating the impact of a fired gun
CN2566916Y (zh) * 2002-03-06 2003-08-20 吴盈彬 枪型游戏主机
US20050197178A1 (en) * 2004-03-03 2005-09-08 Villegas Ariel P. Gun-shaped game controller
CN101143262A (zh) * 2006-09-13 2008-03-19 株式会社万代南梦宫游戏 游戏控制器、充电托架、游戏装置及记录介质
CN201267713Y (zh) * 2008-07-29 2009-07-08 曹思明 一种枪型多功能游戏输入手柄

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5569085A (en) * 1994-07-29 1996-10-29 Namco Limited Gun game machine having a sliding gun barrel cover for simulating the impact of a fired gun
CN2566916Y (zh) * 2002-03-06 2003-08-20 吴盈彬 枪型游戏主机
US20050197178A1 (en) * 2004-03-03 2005-09-08 Villegas Ariel P. Gun-shaped game controller
CN101143262A (zh) * 2006-09-13 2008-03-19 株式会社万代南梦宫游戏 游戏控制器、充电托架、游戏装置及记录介质
CN201267713Y (zh) * 2008-07-29 2009-07-08 曹思明 一种枪型多功能游戏输入手柄

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8876603B1 (en) 2012-09-24 2014-11-04 Ryan Welch Video game controller device including firearm contour with mounts to connect controller to trigger
CN106039714A (zh) * 2016-07-28 2016-10-26 杭州虚现科技有限公司 一种折叠式可切换体感手柄用枪架
CN106039714B (zh) * 2016-07-28 2022-11-15 杭州虚现科技股份有限公司 一种折叠式可切换体感手柄用枪架
CN108008759A (zh) * 2017-11-30 2018-05-08 歌尔科技有限公司 摇杆校准方法、装置、***、摇杆及计算机可读存储介质
CN110538454A (zh) * 2019-08-31 2019-12-06 潍坊歌尔电子有限公司 一种游戏控制装置
CN110538454B (zh) * 2019-08-31 2023-01-31 歌尔科技有限公司 一种游戏控制装置

Also Published As

Publication number Publication date
CN201267713Y (zh) 2009-07-08

Similar Documents

Publication Publication Date Title
WO2010012211A1 (zh) 一种枪型多功能游戏输入手柄
US8070571B2 (en) Video game controller
JP4179162B2 (ja) 情報処理装置、ゲーム装置、画像生成方法、ゲーム画像生成方法
US10155159B2 (en) Tactile feedback systems and methods for augmented reality and virtual reality systems
EP1002559B1 (en) Gun-shaped controller
EP1902760B1 (en) Storage medium and game device
US20110092290A1 (en) Wireless video game controller
EP2569062B1 (en) Polymorphic firearm controller
US20140213365A1 (en) Gun-shaped game input handle of multi-functional mobile electronic device
US6569019B2 (en) Weapon shaped virtual reality character controller
US20080064500A1 (en) Game controller and charging cradle
US10569165B2 (en) Tactile feedback systems and methods for augmented reality and virtual reality systems
EP2035103A2 (en) Video game controller
IL176182A (en) Control apparatus for use with a computer or video game
KR20030009919A (ko) 관성 센서를 구비하는 컴퓨터 게임용 입력 장치
JP5433318B2 (ja) ビデオゲーム装置
JP3532898B2 (ja) ビデオゲーム玩具
US20100167820A1 (en) Human interface device
CN201760083U (zh) 拟真游戏***构
US20050219214A1 (en) Computer mouse for video game
CN104941177B (zh) 游戏装置
KR20060096955A (ko) 에프피에스 게임 전용 제어장치
KR20130116663A (ko) 피씨게임용 제어장치
JPH0947577A (ja) ゲーム装置及びコマンド入力方法
CN202569467U (zh) 一种枪型多功能移动电子设备游戏输入手柄

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 09802404

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 09802404

Country of ref document: EP

Kind code of ref document: A1