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Title:
A USER INPUT DEVICE FOR A GAME SIMULATION APPARATUS
Document Type and Number:
WIPO Patent Application WO/2002/001589
Kind Code:
A1
Abstract:
The present invention provides a user-input device for use with all game simulations that require separate controls for movement and viewing or control over the orientation of the user within the game simulation. The user-input device consists of two controller units (1, 8) that plug into input ports of the computer or game port of a gaming system. The left hand controller (1) enables a user to walk in 8 directions, while the right hand controller (8) enables a player to look in any 360 degree horizontal direction while looking up and down in the vertical direction. The two controllers (1, 8) can be swapped in location, that is, between the left and right hand, and are adjustable for either hand. The controllers may also be used whilst located on a desk or table or as a console on the lap.

Inventors:
BROOKFIELD GRAEME JOHN (AU)
SEXTON MALCOLM (NZ)
Application Number:
PCT/NZ2000/000132
Publication Date:
January 03, 2002
Filing Date:
July 20, 2000
Export Citation:
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Assignee:
SK DEVELOPMENTS LTD (NZ)
BROOKFIELD GRAEME JOHN (AU)
SEXTON MALCOLM (NZ)
International Classes:
A63F13/06; G05G9/047; G06F3/033; G06F3/0338; (IPC1-7): H01H25/04; G05G9/047
Domestic Patent References:
WO1992008208A11992-05-14
Foreign References:
US5959863A1999-09-28
FR2745927A11997-09-12
DE4447103A11995-11-16
US5468924A1995-11-21
US5286024A1994-02-15
Attorney, Agent or Firm:
Park A. J. (1 Post Office Square, Wellington 6015, NZ)
Download PDF:
Claims:
CLAIMS:
1. A user input device for a game simulation apparatus, capable of controlling the virtual viewing perspective of a virtual object in a virtual three dimensional space created by said apparatus, comprising or including: a) a first actuation means providing a first output signal representative of said user's desired horizontal viewing angle of said virtual viewing perspective, b) a second actuation means providing a second output signal representative of said user's desired vertical viewing angle of said virtual viewing perspective, c) a third actuation means providing a third output signal representative of said users desired translational movement of said virtual viewing perspective, d) conversion means to translate said first, second and third output signals, to a form to be received by said game simulation apparatus, which using said translated signals moves said virtual object in said virtual three dimensional space.
2. A user input device according to claim 2 wherein said first and second actuation means are contained in a first controller housing and said third actuation means is housed in a second controller housing, said second controller housing being similar in shape to said first controller housing.
3. A user input device according to claim 2 wherein said first and second controller housings each are of a partial sphere shape and provide a rest on which the user may place his or her hands.
4. A user input device according to either of claims 2 or 3 wherein said first housing and said second housing are each mounted on a respective base, each said base consisting of a platform that has attached to it two rails that form arcs over each said base, and each said first and second housing is mounted on each said respective base by way of respective suspension system mounted on respective sets of wheels that are placed and moveable along said rails.
5. A user input device according to claim 4 wherein said suspension system of said first housing is mechanically attached to said set of wheels of said suspension system of said first housing and movement of said first housing is sensed by said second actuation means thereby providing said second output signal representative of said user's desired vertical viewing angle of said virtual viewing perspective.
6. A user input device according to claim 4 wherein second suspension system of said second housing is mechanically attached to said set of wheels of said suspension system of said second housing and locking means are provided on said suspension system of said second housing which restricts movement along said rails.
7. A user input device according to claim 3 wherein said first housing and said second housing are mechanically mounted each on a respective first and second base, wherein said bases are provided with attachment means to enable said first base and said second base to be attached to one another to form a single unit.
8. A user input device according to any one of claims 3 or 7 wherein said first and second housings are mounted to a sliding mechanism that is connected to each said respective base such that said first and second housings are able to be slid along each said respective base by said user putting a horizontal pressure on said first and second housings.
9. A user input device of any one of claims 2 to 8 wherein said first housing and said second housing are each provided with at lease one button placed on the side regions of said first housing and said second housing, which in use will cause said virtual object in said virtual three dimensional space to execute additional predetermined actions.
10. A user input device of any one of claims 2 to 9 wherein said first housing and said second housing are each adjustable in height, angle or position, and are able to be locked in said adjusted height, angle or position.
11. A user input device of any one of claims 2 to 10 wherein said second housing is provided with an octagonal recess within which said third actuation means is located and moveable within.
12. A user input device to provide movement of a virtual object in a virtual three dimensional space in a horizontal and vertical motion, comprising or including a horizontal motion mechanism and a vertical motion mechanism, said vertical mechanism and said horizontal mechanism being contained within a housing, which provides a rest for the user's hand, and is mechanically connected to a actuating means wherein said housing is movable on a base to enable said user to adjust said housing, said horizontal motion mechanism and said vertical motion mechanism to suit each individual user's ergonomic requirements.
13. A user input device according to claim 12 wherein said controller may be used in conjunction with a second controller, which provides movement of said virtual object in said virtual three dimensional space in eight directions, said second controller consisting of a joystick means contained within a second housing means, wherein said second housing means provides a rest for said user's other hand, and is mechanically connected to a second actuation means wherein said second housing means is moveable on a second base to enable said user to adjust said second housing and said joystick means to suit each individual user's ergonomic requirements.
14. A user input device according to any one of claims 12 or 13 wherein said housing means and second housing means each are of a partial sphere shape and provide a rest on which the user may place his or her hands.
15. A user input device according to any one of claims 12 to 14 wherein each of said housing means and said second housing means are each mounted on a respective base, each said base consisting of a platform that has attached to it two rails that form arcs over each said base, and each said first and second housing means are mounted on each said respective base by way of respective suspension system mounted on respective sets of wheels that are placed and moveable along said rails.
16. A user input device according to any one of claims 12 to 15 wherein said suspension system of said housing means is mechanically attached to said set of wheels of said suspension system and said housing means, and movement of said housing means is sensed by said second actuation means thereby providing said second output signal representative of said user's desired vertical viewing angle of said virtual viewing perspective.
17. A user input device according to any one of claims 12 to 15 wherein second suspension system of said second housing means is mechanically attached to said set of wheels of said suspension system and said second housing means, and locking means are provided on said suspension system of said second housing which restricts movement along said rails.
18. A user input device of any one of claims 12 or 13 wherein said housing and said second housing are mechanically mounted each on a respective first and second base, wherein said bases are provided with attachment means to enable said first base and said second base to be attached to one another to form a single unit.
19. A user input device according to any one of claims 12,13 or 18 wherein said housing and second housing means are mounted to a sliding mechanism that is connected to each respective said base such that said housing and second housing means are able to be slid along each said respective base by said user putting a horizontal pressure on said housing and second housing means.
20. A user input device of any one of claims 12 to 19 wherein said housing means and said second housing means are each provided with at lease one button placed on the side regions of said housing and said second housing, which in use will cause said virtual object in said virtual three dimensional space to execute additional predetermined actions.
21. A user input device of any one of claims 12 or 13 wherein said second housing is provided with an octagonal recess within which said joystick means is connected to said further actuation means and said joystick means is moveable within said recess.
22. A user input device substantially as herein described with reference to and as illustrated by the accompanying drawings. AMENDED CLAIMS [received by the International Bureau on 18 April 2001 (18.04.01); original claims 122 replaced by new claims 121 (4 pages)] 1. A user input device for a game simulation apparatus, capable of controlling the virtual viewing perspective of a virtual object in a virtual three dimensional space created by said apparatus, comprising or including: a) a first actuation means providing a first output signal representative of said user's desired horizontal viewing direction of said virtual viewing perspective, b) a second actuation means providing a second output signal representative of said user's desired vertical viewing direction of said virtual viewing perspective, c) a third actuation means providing a third output signal representative of said users desired translational movement of said virtual viewing perspective, d) conversion means to translate said first, second and third output signals, to a form to be received by said game simulation apparatus, which using said translated signals moves said virtual object in said virtual three dimensional space, wherein said user's desired horizontal viewing direction provided by said first actuation means is a rotation without constraint about the horizontal axis, wherein said first actuation means is operable by the fingers of one of said user's hands, said second actuaiton means is operable by the palm of one of said user's hands and said third actuation means is operable by the other of said user's hands.
23. 2 A user input device according to claim 1 wherein said first and second controller housings each are of a partial sphere shape and provide a rest on which the user may place his or her hands.
24. 3 A user input device according to either of claims 1 or 2 wherein said first housing and said second housing are each mounted on a respective base, each said base consisting of a platform that has attached to it two rails that form arcs over each said base, and each said first and second housing is mounted on each said respective base by way of respective suspension system mounted on respective sets of wheels that are placed and moveable along said rails.
25. 4 A user input device according to claim 3 wherein said suspension system of said first housing is mechanically attached to said set of wheels of said suspension system of said first housing and movement of said first housing is sensed by said second actuation means thereby providing said second output signal representative of said user's desired vertical viewing angle of said virtual viewing perspective.
26. 5 A user input device according to claim 3 wherein second suspension system of said second housing is mechanically attached to said set of wheels of said suspension system of said second housing and locking means are provided on said suspension system of said second housing which restricts movement along said rails.
27. 6 A user input device according to claim 2 wherein said first housing and said second housing are mechanically mounted each on a respective first and second base, wherein said bases are provided with attachment means to enable said first base and said second base to be attached to one another to form a single unit.
28. 7 A user input device according to any one of claims 2 or 6 wherein said first and second housings are mounted to a sliding mechanism that is connected to each said respective base such that said first and second housings are able to be slid along each said respective base by said user putting a horizontal pressure on said first and second housings.
29. 8 A user input device of any one of claims 1 to 7 wherein said first housing and said second housing are each provided with at lease one button placed on the side regions of said first housing and said second housing, which in use will cause said virtual object in said virtual three dimensional space to execute additional predetermined actions.
30. 9 A user input device of any one of claims 1 to 8 wherein said first housing and said second housing are each adjustable in height, angle or position, and are able to be locked in said adjusted height, angle or position.
31. 10 A user input device of any one of claims 1 to 9 wherein said second housing is provided with an octagonal recess within which said third actuation means is located and moveable within.
32. 11 A user input device to provide movement of a virtual object in a virtual three dimensional space in a horizontal and vertical motion, comprising or including a horizontal motion mechanism and a vertical motion mechanism, said vertical mechanism and said horizontal mechanism being contained within a housing, which provides a rest for the user's hand, and is mechanically connected to a actuating means wherein said housing is movable on a base to enable said user to adjust said housing, said horizontal motion mechanism and said vertical motion mechanism to suit each individual user's ergonomic requirements.
33. 12 A user input device according to claim 11 wherein said controller may be used in conjunction with a second controller, which provides movement of said virtual object in said virtual three dimensional space in eight directions, said second controller consisting of a joystick means contained within a second housing means, wherein said second housing means provides a rest for said user's other hand, and is mechanically connected to a second actuation means wherein said second housing means is moveable on a second base to enable said user to adjust said second housing and said joystick means to suit each individual user's ergonomic requirements.
34. 13 A user input device according to any one of claims 11 or 12 wherein said housing means and second housing means each are of a partial sphere shape and provide a rest on which the user may place his or her hands.
35. 14 A user input device according to any one of claims 11 to 13 wherein each of said housing means and said second housing means are each mounted on a respective base, each said base consisting of a platform that has attached to it two rails that form arcs over each said base, and each said first and second housing means are mounted on each said respective base by way of respective suspension system mounted on respective sets of wheels that are placed and moveable along said rails.
36. 15 A user input device according to any one of claims 11 to 14 wherein said suspension system of said housing means is mechanically attached to said set of wheels of said suspension system and said housing means, and movement of said housing means is sensed by said second actuation means thereby providing said second output signal representative of said user's desired vertical viewing angle of said virtual viewing perspective.
37. 16 A user input device according to any one of claims 11 to 14 wherein second suspension system of said second housing means is mechanically attached to said set of wheels of said suspension system and said second housing means, and locking means are provided on said suspension system of said second housing which restricts movement along said rails.
38. 17 A user input device of any one of claims 11 or 12 wherein said housing and said second housing are mechanically mounted each on a respective first and second base, wherein said bases are provided with attachment means to enable said first base and said second base to be attached to one another to form a single unit.
39. 18 A user input device according to any one of claims 11,12 or 17 wherein said housing and second housing means are mounted to a sliding mechanism that is connected to each respective said base such that said housing and second housing means are able to be slid along each said respective base by said user putting a horizontal pressure on said housing and second housing means.
40. 19 A user input device according to any one of claims 11 to 18 wherein said housing means and said second housing means are each provided with at lease one button placed on the side regions of said housing and said second housing, which in use will cause said virtual object in said virtual three dimensional space to execute additional predetermined actions.
41. 20 A user input device according to claim 12 wherein said second housing is provided with an octagonal recess within which said joystick means is connected to said further actuation means and said joystick means is moveable within said recess.
42. 21 A user input device substantially as herein described with reference to and as illustrated by the accompanying drawings.
Description:
A USER INPUT DEVICE FOR A GAME SIMULATION APPARATUS TECHNICAL FIELD The present invention relates generally to hand operation of control systems, and more particularly to first person real time interaction with and control over computer generated graphical images. In particular, the present invention relates to the control of simulations, particularly interactive computer games running on personal computers and game consoles.

BACKGROUND OF THE INVENTION Various means of human interaction with computers exist today, but few are entirely suitable for interaction in both first person and third person perspective with computer generated graphical environments. Increasingly, users wish to"travel"within computer generated simulations. Current personal computers and game consoles are capable of running relatively powerful simulations, and a rapidly growing amount of simulation software already exists for them. Perhaps most common are game type simulations, where one or more users interact with an entire simulated environment in tests of mental and dexterous skills. Unfortunately, while computer processing hardware has become quite inexpensive, and while software development capability has become quite powerful, corresponding change has not occurred for user input/output ("I/O") equipment.

Keyboards are one of the oldest, and today remain the most widely used computer input device. Keyboards have a plethora of keys, typically 105, and operate by user pressure to create digital state changes which a computer interprets to represent characters of text. Unfortunately, for inputting anything other than text, although fast, keyboards are very awkward to use and lack precision of movement. Furthermore, keyboards are designed for desktop use only and are generally regarded as incapable of analog type input. To smoothly interact with computer graphical environments, analog type input is often preferred or necessary. For these and other reasons, computer users wishing to communicate in real time with computer generated environments overwhelmingly abandon keyboards for other input devices.

The second most widely used input device today is the mouse. Mice provide

analog type inputs representing movement in two bounded linear axes (or what some term two degrees of freedom), as well as buttons for providing digital state change inputs. Mice have a number of advantages. They require little training to operate, unlike typing at a keyboard, and users do not need to visually observe the mouse when using it, unlike hunt- and-peck typing. Further, to a limited extent, mice can be used to enter complex variants of linear movement, like velocity and acceleration. Although, the movement range of a mouse is"bounded."It is absolutely bounded by the users reach and often also so by surface dimensions where it is operated, for example, it can not be moved beyond the boundaries of a mouse pad or the available desktop surface. Further, mice are generally not suitable for inputting orientation data, for example, pitch, roll, and yaw, or complex variants of these data types.

Mice and keyboards are used for controlling game simulations as played on personal computers, whereas game consoles use hand held controllers such as joysticks and gamepads.

Somewhat related to mice are trackballs, which are often simplistically portrayed as mice turned upside-down. A key advantage of trackballs is that in addition to linear movement information, they may be used to input orientation and its complex variants.

Unlike mice, and joysticks which are discussed below, trackball movement range is not bounded either linearly or orientationally. A trackball can move an infinite"length"or be rotated any possible number of degrees. Unfortunately, trackballs have problems with cross-talk and sometimes produce unnatural movement scenarios.

The last of the common individual input devices considered here is the joystick.

Stick and rudder controls have existed long before computers. Therefore it was only natural that as computers were used to simulate stick controlled applications a similar input device would be developed. Joysticks have a hand operated lever which can be tilted through two axes (ie. two degrees of freedom). Almost all joysticks also have additional input devices incorporated into the lever handle, examples of which include digital state changers such as trigger buttons and analog inputs such as thumb pressure pads. Joysticks require little user training, and unlike all of the previously discussed input devices, they have an inherent centre or origin. Further, special features can be built directly into a joystick or provided via software drivers to pre-format the joystick signal

content. However, even joysticks have limitations, perhaps the most important being that they are orientation bounded. For example, the stick handle portion of a joystick can typically only pivot through a 60 degree conical region. When desired, joysticks are usually added to such combinations as an after market accessory. Joysticks are particularly popular with players of computer game simulations, with many such games being inoperable without a joystick for input. Although, joysticks typically are ergonomically stressful to the player and require games to be played on a table or desk.

Particular combinations of devices as well as combination devices also deserve note here. Users of computers can only operate one or two input devices concurrently, because they only have two hands, but combination device usage to some extent is possible. Personal computer systems can have both a joystick and a trackball, but due to computer data port constraints, most can only have one such device active at a time.

Somewhat of an exception to this is the device called a game pad. Game pads are relatively small lightweight input units designed for the user to pick up and operate in a two-handed manner, using their thumbs for primary data input, but also often having optional input devices like triggers. A typical game pad is a miniature joystick or device that performs in the same way as a joystick and a round pad that can be pressed in various directions. The game pad may also have various buttons to provide additional functions.

Users of computer simulations want to geographically move within simulations and they want to look about within simulations, that is, within three linear and three orientational dimensions. Unfortunately, in the market today, input devices for personal computers either do not provide ability to accomplish both of these goals with any appreciable independence, or when they do provide independent view control they provide it too independently, that is, in a manner unlike normal human vision.

Movement is usually the dominant goal in computer simulations. Much like in real environments, users of simulated virtual environments want to advance, retreat, veer to one side or another, and change speed. Since most of these operations are ones where a user needs to look in the direction of movement, or opposite to that direction if movement is backwards, most simulations have simplistically omitted any independent control over where the user looks. The exceptions to this have provided very limited vision control, for example, field of view control, still entered on the movement axis, or have achieved

only awkward viewing, usually by requiring a switch between move and observe modes; or have provided unrealistic viewing.

All of the above mentioned control systems and the hardware used therein have not satisfied user demand for efficient and comprehensive human first and third person interaction with computer generated graphical environments. Also, these systems do not provide for user requirements for ergonomic control systems that reduce the effects of repetitive strain injury (RSI) or occupational overuse syndrome (OOS) on the user. For interacting by moving about, directing one's view, and in some cases performing manipulations within the three-dimensional virtual worlds created by computer simulations users have a present and growing need for improved input control systems and the input equipment upon which such systems can function.

Game console simulations are played by using handheld controlling devices while seated in a chair or the like and typically have restricted control movement that fall within the limitations of the existing technology.

BRIEF SUMMARY OF INVENTION The object of the present invention is to overcome the abovementioned disadvantages or to at least provide the industry with a useful choice.

Accordingly in a first aspect of the present invention may broadly be said to consist in a user input device for a game simulation apparatus, capable of controlling the virtual viewing perspective of a virtual object in a virtual, three dimensional space created by said apparatus, comprising or including: a) a first actuation means providing a first output signal representative of said user's desired horizontal viewing angle of said virtual viewing perspective, b) a second actuation means providing a second output signal representative of said user's desired vertical viewing angle of said virtual viewing perspective, c) a third actuation means providing a third output signal representative of said user's desired translational movement of said virtual viewing perspective, and d) conversion means to translate said first, second and third output signals, to a form to be received by said game simulation apparatus, which using said translated signals moves said virtual object in said virtual three dimensional space.

In a second aspect the present invention may broadly be said to consist in a user input device to provide movement of a virtual object in a virtual three dimensional space in a horizontal and vertical motion, comprising or including a horizontal motion mechanism and a vertical motion mechanism, said vertical mechanism and said horizontal mechanism being contained within a housing, which provides a rest for the user's hand, and is mechanically connected to a actuating means, wherein said housing is movable on a base to enable said user to adjust said housing, said horizontal motion mechanism and said vertical motion mechanism to suit each individual user's ergonomic requirements.

In a third aspect the present invention may broadly be said to consist of a user input device as described above wherein said controller may be used in conjunction with a second controller, which provides movement of said virtual object in said virtual three dimensional space in eight directions, said second controller consisting of a joystick means contained within a second housing means, wherein said second housing means provides a rest for said user's other hand, and is mechanically connected to a second actuation means wherein said second housing means is moveable on a second base to enable said user to adjust said second housing and said joystick means to suit each individual user's ergonomic requirements.

This invention may also be said broadly to consist in the parts, elements and features referred to or indicated in the specification of the application, individually or collectively, and any or all combinations of any two or more of said parts, elements or features, and where specific integers are mentioned herein which have known equivalents in the art to which this invention relates, such known equivalents are deemed to be incorporated herein as if individually set forth.

BRIEF DESCRIPTION OF THE DRAWINGS The invention consists in the foregoing and also envisages constructions of which the following gives examples.

One preferred form of the present invention will now be described with reference to the accompanying drawings in which; Figure 1 is a perspective view of the present invention in use showing a left hand controller and a right hand controller,

Figure 2 is a side view of the left hand controller as shown in Figure 1, Figure 3 is a side view of the right hand controller as shown in Figure 1, Figure 4 is a perspective view of the actuator in the left hand controller, Figure 5 is a perspective view of the first actuator in the right hand controller, Figure 6 is a perspective view of the second actuator in the right hand controller, Figure 7 is a perspective view of a second preferred embodiment of the present invention, and Figure 8 is an alternative perspective view of the second preferred embodiment of the user input device of the present invention, showing how the input device may be separated into two distinct units.

DETAILED DESCRIPTION The present invention provides a user input device for use with all game simulations that require separate controls for movement and viewing or control over the orientation of the user within the game simulation. Therefore, the user input device controls in first or third person the graphical images produced by a computer simulation wherein the device provides two manual input units, one for each of a user's two hands.

These manual input units may be physically discreet or may be integrated into one housing, but each such unit is capable of inputting at least two axes of data to the game simulation. The present invention is a user input device that is a first and third person perspective game controller designed.

It is primarily anticipated that the controllers of the user input device of the present invention will be used with personal computers, although they may be used with other types of gaming systems, such as, NINTENDOTM or PLAYSTATIONTM systems, wherein the device is connected to the personal computer or gaming unit via a cable connected to at least one game input port on the personal computer or gaming unit. The personal computer and gaming unit are then connected to a monitor by means of a video input port.

The user input device effectively combines the inputting capability of present available input devices, providing more control capability over simulations than can be achieved with other such devices. The input device, via its two controllers, may be used to simultaneously input movement commands and viewing commands.

The two controllers can be swapped in location, that is, between the left and right

hand and are adjustable for either hand. The controllers may be used whilst located on a desk or table or as a console on the lap.

The user input device of the present invention consists of two controller units that plug into input ports of the computer, these ports may be PS/2 and game port or the universal serial bus (USB) or serial ports on the computer. The left hand controller enables a user to walk in 8 directions, while the right hand controller enables the player to look in any 360 degree horizontal direction while looking up and down in the vertical direction. Therefore, the input device provides the user with 6 degrees of freedom within the game simulation.

Referring now to Figure 1, the left hand controller 1 consists of a 2-axis digital joystick specially modified to be shorter than a standard joystick. The top of the shortened joystick has a large dome 2 approximately 5 cm in diameter and is preferably coated with a rubber grip or a material that provides a non-slipping surface. The digital joystick mechanism is a standard joystick mechanism as can be found in any joystick currently used in game simulators today. The shortened joystick is mounted within a sphere-shaped housing 3 that has on its sides various buttons 4 that enable the player to jump or fire, to name a few examples, within the game simulation. The housing 3 provides a palmrest for the user's hand. The joystick movement equates to the user, within the game simulation, moving forward, sideways, backward and diagonally, therefore simulating walking. The housing 3 is mounted on a trolley system 5 that is movable over rails 6. The rails 6 form an arc over the base 7, which is preferably oval, but may be of other suitable shapes.

The right hand controller 8 is in the same form as the left hand controller 1. It has a base 9, rails 10, a trolley mechanism 11 and spherical-shaped housing 12 also provided with buttons 13 to enable the user to jump or fire within the game simulation. These buttons 13 and those of the left hand controller (buttons 4) may be circular in shape as shown in Figure 1, or rectangular in shape as shown in Figure 2, although it is envisaged that the buttons may be of any appropriate shape. The right hand controller 8, instead of having a joystick and dome 2 as does the left hand controller 1, has a two-axis optical sensor device with the electronic component being the same as a standard mouse. One axis of movement is provided by the movement of the housing 12 along the rails 10 and

provides a up and down range of motion. In the game simulation this motion equates to the user within the simulation looking up and down. Dome 14, is preferably the same size to the dome 2, as shown in the left hand controller 1, and provides a 360 degree horizontal range of motion. This dome 14 can be spun around with ease for quick direction changes within the game simulation and equates to the user within the simulation turning his or her head 360 degrees. Connected to the dome 14 is an optical sensoring device wherein the output to the device is translated to an electronic data using the same electronics as can be found in a standard mouse. The dome 14 is connected to an axle that is geared down to a smaller axle, this smaller axle is attached to the optical sensor that senses the movement and transfers this movement via electronics into digital signals readable by the computer or game unit through it's input/output port.

The housings (3 and 12) provide a location for the user's hands, and provides a natural hand position for their hands. Furthermore, the housings are preferably mounted on a 45 degree angle for maximum comfort, but the mounting position can be altered and locked in a position as per the user's ergonomic requirements. The trolley systems (11 and 5) allow for each of the housings to slide forward and backward on the rails (6 and 10). The left hand controller 1 is designed to be locked into place once adjusted to the desired position by a small lever (not shown). The right hand housing 12 is able to freely roll on the rails 10 in a forward and backward motion. Also shown are the suspension and spring mechanisms (15 and 16) that push the legs (17 and 18) apart so that the trolleys maintain smooth contact with the rails at all times.

Referring now to Figures 1 and 2. The housing 3 is mounted on a trolley system 5 having legs 17 that have a set of wheels 19 that enable the trolley to remain in one position by the force of the suspension system 15. To reposition the housing 3, the housing and trolley 5 are simply lifted up off the rails 6, moved and placed in a desired position. The suspension system 15 provides a force that maintains the trolley 5 and housing 3 in that position. Furthermore, the suspension system 15 is positioned between the legs 17 to keep them splayed apart providing constant contact with the rails 6.

The dome 2 provides movement to the player such as would a standard type joystick mechanism. The joystick shaft 23 and dome 2 are connected through a recess (not shown) which is preferably a octagonal hole allowing for easy point of reference for

the user. The dome 2 does not spin like that of the right hand controller 8, but is fixed, allowing only joystick type movement in eight directions as detailed earlier.

The dome 2 may also be repositioned so that the distance between the edge of the housing 21 and the dome 2 is larger or smaller. This distance is dependent on the reach of the fingers of the player. Again, the dome 2 is locked in the desired position.

Referring now to Figure 3 that shows a side on view of the right hand controller 8. Here, rather than the dome 14 moving in a joystick like fashion, the dome 14 is connected to a rod 28 that is fixed at a 45° angle to the vertical, where the dome 14 is preferably mounted at 90° to the rod 28 and is able to rotate in a 360° fashion. The housing 12 and trolley system 11 work exactly the same way as does the housing and trolley system of the left hand controller 1, although, the trolley 11 is not able to be fixed in one position, but allows forward and backward movement of the housing 12 providing upwards and downwards viewing within the game simulation.

Referring now to Figures 1 and 3, the housing 12 is mounted on a trolley system 11 having legs 18 that have two sets of wheels 55. These wheels 55 enable the housing 12 to move along the rails 10. The housing 12 is not intended to be lifted up and adjusted as is the case with housing 3 which is only able to be moved back and forth over the arches as formed by the rails 10.

As with the left hand controller 1 the dome 14 of the right hand controller 8 may also be repositioned so that the distance between the edge of the housing 22 and the dome 14 can be altered depending on the reach of the fingers of the player. Again, the dome 14 is locked in the desired position. Also, the housing 12 may be pivoted forward and backwards so that the distance to the front end of the housing 12 from the rails 10 is altered, with the height between the base 9 and housing 12 also able to be adjusted. Once the housing 12 is moved into the desired position by the user, it can be locked in this position.

Referring now to Figure 4, the left hand housing of the shortened joystick 23 is connected to the dome 2 (as shown in Figure 2) and contained within the housing 3. The joystick 23 is mounted inside a preferably octagonal hole 24 that restricts the movement of the joystick 23 to the octagonal region. The knobs 25 and 26 are potentiometers (variable resistors) that detect motion. Potentiometers of this type are found in most

common joysticks. Detection of the joystick position is performed using the two orthogonally-positioned potentiometers to detect the joystick position in two dimensions, namely the x-axis and y-axis. Each potentiometer is dedicated to a particular joystick axis. Essentially, the translational movement of the joystick along an axis turns the stem of the corresponding potentiometer dedicated to that axis. The potentiometer setting is thus directly proportional to the coordinate of the joystick along the corresponding axis.

The signals received from the potentiometers are transferred through transducers and an electronic circuit to provide digital signals to the computer or gaming unit that are representative of the movement of the joystick 23.

Referring now to Figure 5, which shows one internal mechanism of the right hand controller 8. The dome 14 is able to be spun in a horizontal axis by 360 degrees by the user of the input device using his or her fingers. Underneath the dome 14 is a platform 27, of similar diameter to the dome 14, that acts as a place for the user to rest his or her fingers, and allows for improved control. The dome 14 is attached to a main shaft 28 having two bearings 29 and 30 on either end inside the bottom gear 31 and platform 27.

The mechanism of Figure 5, is contained within the housing 12, although the housing has been removed in this diagram to allow for better visualisation. When the dome 14 is moved by the user the gear 31 turns a smaller gear 32 that is connected to another small axle 33. The small axle 33 has an optical wheel 34 attached to it. The two rectangles (35 and 36), as shown floating in space, are the components of an optical sensor that detects the movement of the wheel 34. In reality, the rectangles 35 and 36 are mounted within the housing 12 and are connected to electronic circuits that translate data received from the optical sensoring wheel 34 into digital signals, where these signals are transmitted to the main circuit board of the right hand controller 8. These signals once translated into signals readable by the computer or gaming unit are transmitted to the computer or gaming unit, via cables and connections, to allowing horizontal viewing within the game simulation.

Referring now to Figure 6, which shows the second internal mechanism of the right hand controller 8. The trolley system 11 that is attached to the housing 12 has two rubber wheels 37 and 38 that connect with the rails 10, and allow for movement of the trolley system 11 and housing 12 along the rails 10. The rubber wheels are attached to an axle

39 that has on it a gear 40. The gear 40 is rotated when the housing 12 and trolley system 11 are moved along the rails 10 by the forces placed on the housing by the user's right hand. The rotation of the gear 40 causes the rotation of a smaller gear 41 which is mounted on a smaller axle 42. The rotation of the small gear 41 and axle 42 rotates a sensing wheel 43, that is mounted on the axle 42. The motion of the wheel 43 is sensed by an optical sensor, as represented by the rectangular shapes (44 and 45), which in reality will be mounted to the housing 12. The motion as sensed by the optical sensor is transmitted back to a main circuit board (not shown) where the digital signals are translated into appropriate signals to be receivable by the computer or gaming unit, thereby providing the up and down viewing within the game simulation.

Another preferred form of the present invention is shown in Figure 7, this shows a controller as one unit 46. The left hand controller is similar to that of the embodiment as shown in Figure 1, in that it has a housing 49 is spherical in shape and has a dome 50 providing joystick movements similar to those as described above. The housing 49 is able to be moved along the groove 51 that runs through the centre of the left hand portion of the unit 46, providing a movement of the housing 49 similar to that movement as detailed above on rails 6, as shown in Figures 1 and 2, to provide comfort and ergonomic adjustment. This movement is provided by a sliding mechanism that is mounted beneath the base 47. The sliding mechanism allows the housing 49 to be moved along the groove 51. The groove 51 has through it a strip of plastic or metal that houses a small axle and plastic wheel (not shown). The plastic wheel rolls along the ceiling of the base 47 and is held there by a spring mechanism (not shown) that is connected to the housing 49. In front of the plastic wheel is a cylinder approximately 10mm in diameter that points downwards through the groove 51 into a series of holes in the bottom of the base 47. The housing 49 is able to be lifted so the cylinder lifts out of the hole and can be adjusted to a new position. Once in this position the spring mechanism pulls the housing back down into another hole.

The left hand controller of the embodiment of Figures 7 and 8 has identical actuating mechanisms and electronics contained within the housing 49 to that described above and depicted in Figure 4.

The right hand controller is configured much in the same way as described above

and shown in Figures 1 and 3, wherein there is a housing 52 and dome 53. The dome 53 provides horizontal viewing within the game simulation in a 360 degrees axis. The housing 52 is also provided within its own sliding mechanism mounted beneath the housing 52, which allows the base 48 to move along the groove 54 running through the centre of the right hand portion of the unit 46. This movement is sensed by an optical sensor identical to that described above in relation to Figure 6, where the movement is translated via electronic circuits to the computer and provides within the game simulation vertical viewing, in an upward and downward fashion. The mechanism that provides the horizontal movement within the gaming simulation as described above and shown in Figure 5 is identical to that of the embodiment of Figure 1, where the horizontal movement mechanism is contained within the housing 52.

The housing 52 also has attached to it the same sliding mechanism as described above, although there are no pins or holes to lock the housing 52 into place. Instead, it is able to move freely along the groove, providing up and down movement within the game simulation. It also has a wheel (not shown) that rolls along the ceiling of the base portion 48 and has a series of holes in it and an optical sensor similar to that of the embodiment of Figure 1.

The housings of the configuration as shown in Figures 7 and 8 are able to be adjusted into positions as per the users ergonomic requirements, similar to that as described above. Also, the domes 50 and 53 can be moved in and out of the housings to fit with the reach of the user's fingers.

The unit 46 may be separated into two distinct units, as shown in Figure 8, one being the left hand controller with base 47 and the other being the right hand controller with base-48. The controllers be positioned apart at a distance determined by the users ergonomic requirements. There is a provision to allow each of the complete units of the left and right controllers, including housings and bases, to be interchangeable for use with the left or right hands, therefore, each of the housings are able to rotate 90° so that the housings can be swivelled into different positions depending on whether the user is left or right handed.

The right hand controller 8, as shown in Figures 1 and 3, has an additional function in that it is able to be used as a replacement of a mouse to be used in conjunction with a

personal computer. The movement of the dome 14 and the sliding of the housing 12 and trolley system 11 along the rails 10 mimic the movement of a mouse pointer as currently used with computers and the like. The right hand controller 8 electronics that transmit the movement signals, will be connected to a cable that has on it a connector at the end of the cable, that can be inserted into the mouse port as found on many personal computers today, thereby providing movement within various programs used on the computer.

The alternative embodiment of Figures 7 and 8 have the ability to be located on the user's lap or desk mounted. This second embodiment allows for improved playing characteristics and performance and has the capacity to be played while sitting on a chair.

In the embodiment of the present invention as shown in Figures 1 to 3 the housings and rails are preferably made of stainless steel, but may be made of other appropriate materials, one such example being brushed aluminium. The domes are also preferably made of a stainless steel, but are coated with a rubber or non-slip type material grip.

In the embodiment of the present invention as shown in Figures 7 and 8 the unit is preferably made of a moulded plastic, but may be made of other appropriate materials.

Again, the domes are made of stainless steel covered in appropriate rubber grips, but may be made of other appropriate materials.

To date efforts to copy natural human viewing ability in simulations have worked poorly. Many simulations give users no control over view direction, instead providing a fixed view which is directed along the axis of present or possible forward motion. The present invention allows the user within a game simulation to move in any forward direction. When using the two controllers of the present invention a player is afforded viewing within the game controller in a vertical and horizontal direction, as well as movement in 8 directions as provided by the joystick type motion in the left hand controller.

The user input device of the present invention provide the player with dramatic improvements of movement during play over more awkward and unnatural use of a mouse and keyboard. All movements can be made quickly and some movements have been made simpler. The user can look around within the game simulation in rapid 360 degree sweeps, as well as simultaneously looking up and down, by using the combined mechanisms within the right hand controller.

The design features of the present invention enhance player comfort and delivers a significant improvement in ergonomics when compared to a mouse and keyboard.

There are two practical adjustment settings to cater for the full spectrum of hand sizes and shapes. The flexible mounting positions and separate controls of the controller of the present invention are interchangeable for left and right hand functions. One adjustment is the adjustment of the knobs of each of the controllers, to allow for different sized fingers. The other allows for a selection of the angle of the wrist, by pivoting the housing to a desired position.

The ability to adjust the controllers allows for a reduction in the repetitive strain effect of the finger joints and wrists, and also some of the traditional movement action of the fingers has been reduced with some of these functions being performed by arm and wrist movement.