Abstract:
A player-actuated video game controller simulates a skateboard or other footboard such that the player stands on the controller and pitches or rolls the deck to cause directional movement of a character on a display. A system of biasing springs between the deck and the base of the controller resist the player&#39;s movement of the deck in order to simulate a realistic ride. The number, size, tension, and placement of the springs increases the realism of the ride beyond that of known devices. The controller uses a motion sensor to detect motion of the deck and transmits motion data to a video game system. The controller is augmented by a handheld controller to provide button-based functionality.

Description:
FIELD OF INVENTION 
       [0001]    This invention relates to electronic data processing in a video game. This invention relates particularly to a player-actuated control structure that simulates a realistic ride on a skateboard or other board-sport implement while controlling a figure in a video game. 
       BACKGROUND 
       [0002]    To play a video game, a player generally requires a video game system, a display, and a controller. There may be many controllers from which to choose to control the action on the display. Video game systems dedicated solely to playing video games, such as the Microsoft Xbox® and Sony Playstation®, are called consoles. Consoles have a standard controller that is sold with the console, and the console manufacturer may produce upgraded, but similar, controller models. Additionally, an industry of after-market controllers has developed around video gaming. Many manufacturers in this industry sell controllers that are adapted to a specific genre of gaming, such as racing, golf, and skateboarding and other board-related sports. Genre-specific controllers improve the gaming experience by moving the action from hand-manipulated controls to more realistic devices, such as steering wheels and pedals, golf clubs, and footboards including skateboards, surfboards, and snowboards. 
         [0003]    Many footboard controllers increase realism at the expense of functionality. When moving the controller from the hands to the feet, the buttons beneath the player&#39;s fingers can no longer be used. Consequently, the number of signals the controller can send to the video game system is greatly reduced. This problem has been addressed by combining the footboard controller, for directional input, with a handheld controller to make additional button-activated features available. 
         [0004]    Several methods are known in the art for detecting the movements of the player while standing on a footboard controller. Button-based systems, switch-based systems, and motion sensors have been employed to achieve varying degrees of accuracy in reflecting movements. Current motion sensors can capture very small movements and so are thought to transmit the most accurate motion information to the video game system. The smaller the movement recognized by the sensor, the more precise the response within the video game system. A character on the display therefore responds to very small directional changes as well as drastic pitches and rolls of the footboard controller. 
         [0005]    The realism of a footboard controller is limited due to its stationary nature. The controller is not actually moving along the surface of the street, snow, or wave, and so friction and other physical forces that would be present in real life do not affect the footboard. Additionally, the size and riding style of the user changes the response of the footboard, so different people must use different equipment to attain the same level of performance. Existing devices attempt to compensate for the lack of realism by applying tension to the footboard using a biasing system, such as a series of springs, between the deck and the base of the controller. Spring-based biasing systems are favored due to the low cost of materials, and in some cases the spring tension may be adjusted to accommodate different sizes and styles of users. 
         [0006]    The size and placement of the springs affects the realism of the simulation. A typical footboard is much longer than it is wide and therefore turning left and right by tilting the deck to one side or the other is much easier than pitching the deck forward or backward. On real skateboards, trucks and wheels attached to the bottom of the deck enhance the turning effect and provide resistance to the user&#39;s movements. However, in the case of skateboard simulations, a footboard controller does not have trucks or wheels and therefore does not respond to the user&#39;s movements as a real skateboard would. Existing footboard controllers with springs placed in linear or rectangular configurations do not address these elements. A linear configuration fails to duplicate the resistance applied to the left and right edges of the skateboard deck, while a rectangular configuration does not simulate a skateboard&#39;s natural pivot about the axis formed by the connection of the trucks to the skateboard deck. It would be advantageous to resist both pitch and roll motions. 
         [0007]    Known spring configurations call for the springs to be perpendicular to the footboard and the base of the controller. In such a configuration, the springs are prone to crimping or bending rather than compressing during substantial tilting of the footboard. Under such force the springs may bend irregularly outside of the natural compression motion, called a “pop,” causing unwanted noise and uneven movement in the footboard. The resulting ride is far less smooth than a real footboard and the popping may cause incorrect input to the video game system if the footboard controller uses a motion sensor that detects the uneven movement. Additionally, the springs may be damaged or permanently misshaped by the crimping or bending action. A spring configuration that allows the springs to compress properly under an expected degree of force is needed. 
         [0008]    Another problem with spring-based biasing systems is that the performance of the springs begins to degrade under constantly changing forces. This eventually causes the springs to squeak under the application and release of force. The squeaking is not native to real-life footboards. A spring system that does not squeak is needed. 
         [0009]    Therefore, it is an object of this invention to provide an apparatus for controlling a video game that simulates the ride of a real footboard such as a surfboard, snowboard, or skateboard. It is a further object that the device reacts to the movements of a user as similarly as possible to the reaction of a real footboard. Another object of the invention is that the device be adjustable to accommodate different users. Another object is to position the springs so they properly compress without detracting from the realistic feel of the controller. Another object of the invention is to eliminate unwanted squeaking caused by subjecting the footboard controller to frequent use. A further object is to provide a footboard controller with functionality that is augmented by a handheld controller. 
       SUMMARY OF THE INVENTION 
       [0010]    A footboard deck is mounted on a stable base using a dual pivot that allows the footboard deck to roll right and left and pitch forward and backward. A motion sensor detects these movements and transmits signals representing the direction and degree of rotation to a video game unit, which translates the signals into commands to move a player-controlled figure in the video game. In order to make the physical response of the footboard controller to the user&#39;s movements emulate riding on an actual surfboard, snowboard, or skateboard, a plurality of springs are biased between the base and the footboard deck, and angled such that when the user tilts the footboard deck, forces resembling resistance to the tilting which would occur on an actual footboard are applied to points on the footboard deck. 
         [0011]    In the preferred embodiment, four springs are positioned in a diamond shape around the dual pivot along the axes defined by the dual pivot. The left and right springs are angled away from the dual pivot and the fore and aft springs are more resistive and angled toward the dual pivot. This angling scheme provides very high resistance to pitch rotations and, during roll movements, allows proper compression of the left and right springs. The tension of the springs is adjustable to increase and decrease the stability of the skateboard deck. Rubber baffles are inserted between the coils of the springs to further control the spring tension, prevent squeaking, and provide a more realistic ride. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0012]      FIG. 1  is an elevation view of the right side of a video controller of the present invention. 
           [0013]      FIG. 2  is an elevation view of the right side of the dual pivot and spring configuration of the present invention. 
           [0014]      FIG. 3  is an elevation view of the rear of a video controller of the present invention. 
           [0015]      FIG. 4  is an elevation view of the front of a video controller of the present invention. 
           [0016]      FIG. 5  is a top view of the present invention, with the motion sensor, spring configuration, and dual pivot shown in dotted lines. 
           [0017]      FIG. 6  is a cross-section of a spring column taken along line  4 - 4  of  FIG. 4 . 
           [0018]      FIG. 7  is a perspective close-up view of the dual pivot of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0019]      FIGS. 1-5  illustrate top and side views of the preferred embodiment of the present invention, designated generally as a footboard controller  10 , which simulates the ride of a skateboard or other footboard when a player uses it to control the action in a video game. A footboard deck  11  having a top surface  12  and a bottom surface  13  is connected to a base  14  by way of a pivot structure  15 . At rest, the footboard deck  11  and base  14  are substantially parallel. The footboard deck  11  may be substantially planar or may be shaped to resemble a footboard used in board sports, such as a skateboard, snowboard, or surfboard. In the preferred embodiment the footboard deck  11  resembles a skateboard deck in that it is elliptical with upturned ends. The pivot structure  15 , described in detail below, allows the player to rotate the footboard deck  11  relative to the base  14  while the player stands on the footboard deck  11 . The pivot structure  15  can be any structure that connects the footboard deck  11  to the base  14 , supports the footboard deck  11  at a predetermined distance above the base  14 , and facilitates roll motions toward the left and right and pitch motions toward the fore and aft of the footboard deck  11 . The pivot structure  15  may include a ball joint and socket, a universal joint, two single-axis pivots working in tandem, or a combination of such structures. In the preferred embodiment, the pivot structure  15  is a combination of two single-axis pivots that define a lengthwise axis A around which roll motions are performed, and a widthwise axis B around which pitch motions are performed. The plane defined by the axes A and B is horizontally parallel to the footboard deck  11  when it is at rest. The optimum location of the pivot structure  15  with respect to the footboard deck  11  depends on the type of structure used. For example, a single ball joint and socket is most effective at the intersection of the lengthwise and widthwise centerlines of the footboard deck  11 , herein referred to as the center of the footboard deck  11 , while a combination of two ball joint and socket structures should be spaced widely apart along the lengthwise centerline of the footboard deck  11 . In the preferred embodiment, the single-axis pivots are combined into a single structure located at the center of the footboard deck  11 . 
         [0020]    A motion sensor  20  detects the movements of the board and outputs corresponding signals to a video game system either wirelessly or through a connecting cable (not pictured). The motion sensor  20  includes a microcontroller that converts the signals generated by sensing motion into data that can be interpreted by the video game system, as is known in the art. Preferably, the motion sensor  20  also includes a sensitivity control (not pictured) that allows the user to adjust the motion sensor&#39;s  20  interpretation of the intensity of the movements. For example, at a low sensitivity setting the motion sensor  20  may signal the video game system of the degree of rotation of the footboard deck  11  at intervals of ten degrees from the rest orientation, while at a high sensitivity setting a signal is sent for every two degrees of rotation. A proficient user may therefore exert more precise control over the display data by increasing the sensitivity of the motion sensor  20 . 
         [0021]    A handheld controller (not pictured) may be connected to the motion sensor  20  to transmit button-based signals for use in conjunction with the motion signals generated by the motion sensor  20 . The motion sensor  20  would then coordinate the button-based and motion signals and transmit the coordinated data to the video game system. Alternatively, the handheld controller may transmit input directly to the video game system for coordination with input transmitted by the motion sensor  20 . The player may use this coordinated data to activate “tricks” associated with button combinations by pressing the buttons on the handheld controller and moving the footboard deck  11  simultaneously. A simple example from a skateboard simulation is performing a “kickturn,” where the simulated character raises the front skateboard wheels off the ground and spins the skateboard 180 degrees clockwise or counterclockwise, so that the character is facing the opposite direction from before the kickturn. The player would depress and hold a button on the handheld controller to raise the simulated front skateboard wheels, and then the player would tilt the footboard controller in the direction he wants the simulated skateboard to spin, releasing the button to drop the simulated front wheels to the ground at a desired point. In the preferred embodiment, the footboard controller  10  is configured to plug into a standard controller port in a console such as a Sony Playstation®, Playstation2®, or Playstation3®, and the handheld controller to be used in conjunction with the footboard controller  10  connects to the motion sensor  20  and is designed to function like a standard controller for the console. In an alternate embodiment, the footboard controller  10  is configured to plug into a Universal Serial Bus (USB) or COM serial port in a personal computer and the handheld controller connects to a separate USB or COM port. 
         [0022]    The response of a real footboard to a rider&#39;s pitch or roll movements is simulated in the footboard controller  10  by using a biasing system, such as hydraulic or pneumatic pistons, lever arms, or springs, to apply resistance to the footboard deck  11 . In the preferred embodiment, the biasing system uses springs. A spring configuration comprises a plurality of spring columns, each of which has multiple parts. The number, size, angle, and location of the spring columns affect how the player feels the footboard deck  11  responding to his movements. The choices made within the configuration may require modification of the other configuration elements in order to maximize the realism of the simulation. For example, the optimum location for each spring column is different if the configuration includes four spring columns rather than six, or if some spring columns are larger than others, rather than all spring columns being of equal size. In order to maximize realism, the footboard controller  10  preferably utilizes at least four spring columns. Further, the spring columns should be angled as described below to achieve an improvement in realism over non-angled spring configurations. The preferred embodiment illustrated in the figures and described below is recognized as the best mode of achieving improved realism over the prior art. 
         [0023]    The preferred spring configuration comprises four spring columns  16 - 19  arranged in a diamond shape along the axes A and B. See  FIG. 5 . The aft spring column  16  and fore spring column  17  contain more resistive springs than the right spring column  18  and left spring column  19 . This arrangement provides greater resistance to pitch motions than to roll motions. Spring resistance may be increased by any method that gives the fore and aft springs a higher spring constant than the left and right springs, including changing the material composition of the spring, increasing the density of the spring coils, and increasing the diameter of the spring. In the preferred embodiment, the aft spring column  16  and fore spring column  17  contain springs having a larger diameter and thicker coils than the right spring column  18  and left spring column  19 . The aft spring column  16  and fore spring column  17  are angled with respect to the footboard deck  11 , forming the acute angle α. This reduces the torque on the spring columns and allows the springs therein to compress and expand in a direction parallel to the axis of the cylinder formed by the spring. This smoothes pitch movements and prevents jolting due to bending or improperly compressed springs. Angle α may be any angle that promotes a realistic ride, but is preferably between 70 and 80 degrees, and most preferably 75 degrees. 
         [0024]    The right spring column  18  and left spring column  19  contain less resistive springs, allowing a greater degree of rotation in the footboard deck  11  during roll movements. Experimentation revealed that the right spring column  18  and left spring column  19  remained prone to bending when angled toward the pivot structure  15  like the other columns. It was determined that bending was eliminated by angling the right spring column  18  and left spring column  19  with respect to the footboard deck  11 , forming the acute angle β. The angle also allows the springs therein to compress and expand in a direction parallel to the axis of the cylinder formed by the spring. This smoothes roll movements and prevents noise and uneven riding due to bending or improperly compressed springs. Angle β may be any angle that promotes a realistic ride. In the preferred embodiment, angle β is between 70 and 80 degrees, inclusive, but most preferably 75 degrees. 
         [0025]    The spring columns each comprise the same parts. See  FIGS. 2 and 6 . A spring column is attached to the bottom surface  13  of the footboard deck  11  using a connector plate  22 . In the preferred embodiment, the connector plate  22  includes a threaded nut  24  into which a screw  23  is inserted. The screw  23  is attached to an adjustor  21 , which is also threaded. When the adjustor  21  is rotated, the threads engage the threads on the screw  23  and the adjustor compresses the spring  31  as it moves toward the base  14 . The at-rest compression of each spring  31  can therefore be adjusted to control the amount of resistance offered by each spring column. The adjustor  21  is attached to a sleeve  25 . The sleeve  25  fits over the spring  31  to secure the spring  31  within the spring column and keep the spring  31  in contact with the adjustor  21 . The spring column is attached to the base  14  using a base plate  26 . In the preferred embodiment, the spring column is permanently attached to the base plate  26  by welding or soldering the column core  32  to the base plate  26 . In alternate embodiments, the spring  31  is adhesively attached to the base plate  26 , and the column core  32  may be attached to the base plate  26  or free-floating. 
         [0026]      FIG. 6  is a cross-section of the spring column showing the spring  31 , column core  32 , sheath  33 , and baffles  34 . The spring  31  is a compression spring and may be composed of any material typically used in compression springs, including standard steel, Inox steel, steel composites such as chromium-silicon steel, zinc-coated wire, and polymer composites. The column core  32  is a rigid cylinder that fits inside the spring  31  and protects against bending during compression of the spring  31 . The column core  32  can be any material suitable to help maintain the shape of the spring  31 , such as plastic or metal, and may be tubular or solid. In the preferred embodiment, the column core  32  is a thick tube of plastic. The spring  31  is protected by a flexible sheath  33  which is the part of the spring column pictured in  FIGS. 1-4 . The sheath  33  may be any material suitable for preventing accumulation of debris around the spring, but also cannot itself be caught between the spring coils. In the preferred embodiment, the sheath  33  is made of a thin polyurethane shell similar to a section of corrugated plastic tubing. 
         [0027]    The spring column may further comprise one or more baffles  34  placed between the coils of the spring  31 . The baffles  34  prevent squeaking caused by the coils rubbing against each other or against the column core  32 . Additionally, the baffles  34  may be made of a material that increases the overall resistance offered by the spring  31 . The compressibility of the baffles  34  determines the amount of resistance added as well as the point during spring compression at which the increase in resistance engages. In the preferred embodiment, the baffles  34  are made of rubber and placed between each coil. The rubber is composed so that it offers minimal resistance to compression until the spring has reached about 20% of its maximum compression, at which point the baffles  34  begin to resist compression and the player encounters more resistance to his rotating movements. The baffles  34  may naturally stay in place or may be held between the coils by adhesive or friction against the sheath  33  or column core  32  or both parts. Alternatively, the baffles may be created by coating the spring  31  in rubber or another material that contributes to the spring&#39;s  31  overall resistance to compression. 
         [0028]    Referring to  FIG. 7 , the pivot structure  15  is designed to create a dual pivot around axes A and B. The right base block  41  and left base block  42  are attached to the base  14 , and aft block  43  and fore block  44  are attached to the footboard deck  11 . Attachment may be by adhesive or non-adhesive means. In the preferred embodiment, the blocks are bolted to their respective support surfaces. The center block  45  is positioned between the right base block  41  and the left base block  42  and a widthwise axle  47  passes through the lengthwise midpoint of the center block  45 , connecting the base blocks  41  and  42 . The center block  45  is also positioned between the aft block  43  and the fore block  44  and a lengthwise axle  46  passes through the widthwise midpoint of the center block  45 , connecting the aft block  43  and fore block  44 . In the preferred embodiment, the lengthwise axle  46 , forming the axis A around which rolling movements are made, passes through the center block  45  above the widthwise axle  47 , which forms the axis B allowing pitch movements. While the pivot structure  15  of the preferred embodiment may be located anywhere between the footboard deck  11  and base  14  that allows for these movements, the realism of the movements is maximized by placing it at the center of the footboard deck  11 . 
         [0029]    While there has been illustrated and described what is at present considered to be the preferred embodiment of the present invention, it will be understood by those skilled in the art that various changes and modifications may be made and equivalents may be substituted for elements thereof without departing from the true scope of the invention. Therefore, it is intended that this invention not be limited to the particular embodiment disclosed, but that the invention will include all embodiments falling within the scope of the appended claims.