Abstract:
Controllers for user interaction with gaming consoles have progressively become more complicated and requiring good manual dexterity of the users to obtain the benefit of todays high resolution, virtual gaming worlds. However, even advanced users of such handheld controllers struggle to implement the required keystroke sequences required in these gaming environments. For those with disabilities, restricted motion, fatigue etc these controllers presented a barrier to their use of such systems. In accordance with embodiments of the invention a controller pad is provided that allows a user to select “buttons”, indicate motion etc with hands, feet, chin, mouth-held pointer etc. In some embodiments of the invention the controller pad also provides force feedback to the user in response to the actions of the user and/or computing environment either to increase the users overall satisfaction or providing stimulus to indicate errors or input requests in other non-gaming computer applications.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
       [0001]    This patent application claims the benefit of U.S. Provisional Patent Applications 61/354,872 filed Jun. 15, 2010 entitled “Haptic Interface” and 61/429,786 filed Jan. 25, 2011 entitled “Haptic Interface.” 
     
    
     FIELD OF THE INVENTION 
       [0002]    This invention relates to a haptic interface for computers and more specifically to providing an haptic interface operable by multiple body parts. 
       BACKGROUND OF THE INVENTION 
       [0003]    Haptic technology or haptics refers to tactile technology that takes advantage of a user&#39;s sense of touch as well as in some instances applying forces, vibrations, and/or motions to the user through the haptic interface. This mechanical stimulation may be used to assist in the creation of virtual objects (objects existing only in a computer simulation), for control of such virtual objects, and for the enhancement of the remote control of machines and devices (teleoperators). Some haptic devices are capable of measuring bulk or reactive forces that are applied by the user as well as measuring the pressure or force exerted by the user to the interface. Today, Sony, Microsoft, and Nintendo dominate the market, in terms of gaming hardware, with their Playstation, Xbox and Wii gaming consoles. 
         [0004]    Capable of displaying photo-realistic images, and acting as the center of our entertainment lifestyle with Internet connectivity etc these gaming consoles have changed the face of gaming away from the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of cinematic action. 
         [0005]    However, whilst visual, audio, and computing technology advances have moved steadily towards real-world fidelity, human computer interaction (HCI) the methods by which users control the simulation have not received the same degree of attention. The development of game controllers stems from a number of key advances throughout the relatively short history of the games industry. That history can be divided into a series of generations, each of which lasts approximately 5 years as shown in  FIG. 1 . It would be evident to one of skill in the art that the history presented in  FIG. 1  is non-exhaustive and is intended to demonstrate the evolution of haptic interfaces only and as such early systems such as Magnavox Odyssey, Coleco Telstar, Atari Pong for example have been omitted. A more complete history can be found at thegameconsole.com for the period 1970 through to 2006 (www.thegameconsole.com). These early systems employed simple rotary knobs and sliders for control. Each subsequent generation begins when a new series of hardware, typically more powerful than its predecessors, is released. Initially the evolution of haptic interfaces was a replacement of the rotary knob/slider controls with the button and joystick, both of which were featured on the Atari 2600 console for example, and suited the dynamics of simple games of the time, such as Pac-Man and Space Invaders, which were two-dimensional single-screen game worlds. 
         [0006]    Due to a lack of control over content that appeared on their systems by hardware manufacturers in the late 1970s and early 1980s consumers began to tire of these inadequate games and turned instead to relatively inexpensive game-playing personal computers (PCs). Here consumers engaged the PC through the keyboard with specific keys allocated to particular functions although some typical combinations or groupings existed such as Z (move left), X (move down), C (move right), and S (move up) so that the consumer could rapidly move their character or other object with a single finger. Shortly thereafter Nintendo launched the Nintendo Entertainment System (NES) to address the fact that game interaction mechanisms were too complicated with the placement and number of buttons being awkward. The NES specifically sought to resolve these issues in that the number of buttons was significantly reduced to two main action buttons, and the joystick was replaced with a “D-pad” (directional pad), which allowed control using only small movements of their thumb. The approach worked, and Nintendo quickly dominated the market. 
         [0007]    The next generations of consoles, led by the Sega Genesis and the Super Nintendo Entertainment System (SNES), did not result in any major interface innovations other than the introduction of shoulder buttons on the top edge of the SNES controller. However, ergonomics and comfort were now considered so that controllers with rounded casings superseded traditional square-cornered designs. Controller enhancements such as “turbo” were popularized at this time. The fifth generation of consoles was released in 1995 with Sega Saturn, Sony PlayStation, and Nintendo 64 (N64), heralding the arrival of the polygonal age as dedicated graphics hardware and compact discs provided both the speed and the space to make large three-dimensional worlds both financially and computationally feasible. However, to cope with the extra functionality required to play the new breed of games, the number of buttons was again increased. Existing controllers were designed to navigate two-dimensional spaces and were unsuitable for the challenges presented by the extra dimension. To remedy this, Nintendo integrated an “analog stick” for the N64, which provided unprecedented control in 3D worlds by allowing 360 degrees of control and varying the speed of navigation by varying the pressure applied to the stick. 
         [0008]    Generally game consoles in the sixth and seventh generations, such as for the Microsoft Xbox, Sony PlayStation, and Nintendo GameCube, have all continued the “more is better” trend of controller design such that game controllers now have up to ten separate buttons, sometimes with confusing labels, and they have two different directional navigation “joysticks” that often must be managed in coordination with the buttons. These control schemes place barriers between the player and the game, which for the casual gamer means these controllers can be very intimidating. Now not only must these players learn the intricacies of the game, they also must achieve the dexterity required to use one of these controllers which places limits on the technical and amusement possibilities of current video games. 
         [0009]    However, Nintendo shifted that trend in November 2006 when they released the Wii console that came with a handheld controller 5 buttons and a left-right-up-down controller but most importantly included sensors defining the orientation and position of the controller to be determined, thereby allowing the swing of an arm to replace the push of a joystick or multiple synchronous button presses. Such movement tracking attempts to remove the controller altogether as players use natural body movement to control the action on the screen as well as increasing the number of innovative game experiences and overall enjoyment by increasing the player&#39;s sense of presence in the virtual world. Subsequent variations have generated massive revenues for gaming manufacturers as consoles and games become tied together and consumers purchase multiple controllers. Sony&#39;s controller for the Playstation 3 features sensors that track rotational orientation and acceleration of the controller. This is along with 12 buttons and 2 “thumb” sticks. 
         [0010]    However, all of these developments in controllers for these multiple generations of gaming consoles are geared to the user&#39;s hand, or more specifically fingers and thumbs, as the haptic interface. Accordingly there exists a requirement to provide haptic interfaces for those suffering disabilities or even limited range or flexibility of movement. In United States 1992 NHIS study nearly 19% of the United States non-institutionalized population had some form of disability. Of these 24.8 million people (9.9%) were registered with a disability (not severe) and 24.1 million (9.1%) were registered with severe disability. In respect of physical activity limitations approximately 75% of those with a disability had an activity limitation, which in the case of 11.5 million people meant they were unable to perform their major activity, 14.3 million people are limited in the kind or amount of major activity they can perform, and 11.9 million are limited in activities other than their major activity (which for 18-69 year old adults means working or keeping house). Overall according to the U.S. Census Bureau approximately 40% of those with disabilities have physical disabilities. As such of the 48.9 million identified in 1992 as having disabilities approximately 19.5 million had physical disabilities. 
         [0011]    It would therefore be beneficial to provide a haptic interface that either allowed these individuals to access entertainment and other services on these gaming consoles or allowed them to access these services with the same degree of control exercised by those without disabilities. Such a haptic interface being a controller pad capable of operation by the user with their feet, hands, chin, elbow etc to provide the selection of functions within the environment within which they are engaging the gaming console. 
         [0012]    It would also be beneficial to provide even able bodies users with a haptic interface to augment their accessibility/enjoyment of these entertainment and other services from these gaming consoles. Even able bodied, young users have trouble with multiple control entries required to perform the actions they would like, such as run-duck-throw grenade-roll in a combat gaming environment. Such simple actions instinctive to a person may require 4, 6, 8 keystrokes are entered by the user. Similarly, for adults when engaging environments presenting motion such as driving, sports etc it is an instinctive reaction to use their feet rather than their hands to perform actions such as brake, accelerate, shift gear etc. Accordingly it would be beneficial to provide such a controller pad allowing them to operate it with their feet, for example, either alone or in conjunction with a conventional gaming console. 
         [0013]    It is, therefore, desirable to provide an interactive controller pad providing functionality to a user that allows them to engage in activities with a gaming console by augmenting or replacing functions accessible through the normal gaming controller. Such an interactive controller pad augmenting the experiences for able-bodied individuals but in individuals with physical disabilities affecting their hands, arms, motion control etc the controller pad may provide their first and only means of accessing these gaming systems. Whilst the discussions above and throughout the specification are primarily directed to gaming consoles and entertainment activities it would be evident to one skilled in the art that the controller pad can be employed with a wide variety of software and computer related interfaces to provide input for users. 
       SUMMARY OF THE INVENTION 
       [0014]    It is an object of the present invention to obviate or mitigate at least one disadvantage of the prior art. 
         [0015]    In accordance with an embodiment of the invention there is provided a method comprising providing a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device, providing a second unit for mounting onto the upper surface of the first unit through a pivot disposed between the first unit and second unit. The method further comprising providing at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold, and providing the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output. 
         [0016]    In accordance with another embodiment of the invention there is provided a device comprising a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device, and a second unit for mounting onto the upper surface of the first unit through a pivot disposed between the first unit and second unit. The device further comprising at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold, and the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output. 
         [0017]    In accordance with another embodiment of the invention there is provided a method comprising providing a controller comprising a base, a communications interface supporting communications to a remote device, and a top mounted to the base by a pivot, and providing data to the communications interface, the data varying in dependence upon motion of the top relative to the base in a predetermined direction. 
         [0018]    Other aspects and features of the present invention will become apparent to those ordinarily skilled in the art upon review of the following description of specific embodiments of the invention in conjunction with the accompanying figures. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0019]    Embodiments of the present invention will now be described, by way of example only, with reference to the attached Figures, wherein: 
           [0020]      FIG. 1  depicts a history of gaming controllers employed by the typical user to interface with a gaming console; 
           [0021]      FIG. 2  depicts a Sony PS3 controller showing the complexity of current gaming consoles in conjunction with a keyboard attachment; 
           [0022]      FIG. 3A  depicts some specialized gaming controllers primarily targeted to particular games on the gaming console; 
           [0023]      FIG. 3B  depicts the Wii Fit Pad which represents a mid-point between standard gaming controllers and specialized gaming controllers; 
           [0024]      FIG. 4A  depicts a controller pad according to an embodiment of the invention; 
           [0025]      FIG. 4B  depicts a controller pad according to an embodiment of the invention; 
           [0026]      FIG. 5  depicts a controller pad according to an embodiment of the invention with the addition of rotational motion detection; 
           [0027]      FIG. 6A  depicts a controller pad according to an embodiment of the invention with the addition of rotational and one-axis linear motion detection; 
           [0028]      FIG. 6B  depicts a controller pad according to an embodiment of the invention with two-axis linear and multi-axis rotational motion detection; 
           [0029]      FIG. 7  depicts a controller pad according to an embodiment of the invention with the addition of a location sensor across the full controller pad upper surface; 
           [0030]      FIG. 8  depicts a controller pad according to an embodiment of the invention with the addition of a location sensor across a portion of the controller pad upper surface; 
           [0031]      FIG. 9  depicts some combinations of a controller pad according to embodiments of the invention interfacing to a gaming console; and 
           [0032]      FIG. 10  presents an exemplary flow chart for a gaming console interacting with a controller pad according to an embodiment of the invention. 
       
    
    
     DETAILED DESCRIPTION 
       [0033]    The present invention is directed to a controller pad for providing user input to a computer system. The controller pad allows a user to provide input to a computer system, for example personal computer or gaming console, without requiring either use of conventional keyboard/mouse interfaces or gaming consoles. Accordingly, the controller pad provides according to different embodiments simple “button” type emulation whilst in other embodiments “thumb stick” emulation as well as linear motion/acceleration/rotational motion detection. 
         [0034]    Reference may be made below to specific elements, numbered in accordance with the attached figures. The discussion below should be taken to be exemplary in nature, and not as limiting of the scope of the present invention. The scope of the present invention is defined in the claims, and should not be considered as limited by the implementation details described below, which as one skilled in the art will appreciate, can be modified by replacing elements with equivalent functional elements. 
         [0035]    Referring to  FIG. 1  there is depicted a history of gaming controllers  100  as employed by the typical user to interface with a gaming console. It would be evident to one of skill in the art that the history presented in  FIG. 1  is non-exhaustive and is intended to demonstrate the evolution of haptic interfaces only and as such early systems such as Magnavox Odyssey, Coleco Telstar, Atari Pong for example have been omitted. A more complete history can be found at thegameconsole.com for the period 1970 through to 2006 (www.thegameconsole.com). Accordingly, in 1975 there is shown the Atari 2600 controller  105  and which was followed by the Atari 5200 controller  110 , Nintendo Entertainment System (NES) controller  115 , and Sega Genesis/Megadrive controller  120  over the next decade or so. With the release of the Super NES controller  125  in 1990 the essential design of controllers was set for the next approximately 15 years. Evolution was evident in this time from the Playstation 1 controller  130 , Nintendo 64 controller  135 , Playstation 2 controller  140  and Xbox 360 controller  145 . Finally shown are current controllers that include motion/acceleration such as the Nintendo Wii controller  155  which detects orientation and position. Also shown are the Nintendo Wii Nunchuk  160  that provides motion control through internal sensors as well as single “thumb stick” and 1 button control and the Nintendo PS3 controller  150  that detects rotational orientation and acceleration in addition to it&#39;s 12 buttons and 2 “thumb sticks”. Also shown is ThrustMaster controller  165 , which is designed to emulate conventional controller with the Bluetooth wireless connectivity of the Wii platform. 
         [0036]    Depicted in  FIG. 2  is a Sony PS3 controller  210  showing the complexity of current gaming consoles. As shown Sony PS3 controller  210  has on the left hand side first through fourth buttons  211  through  214  respectively that typically represent motion in the up (forward), left, down (backward) and right directions respectively. On the right hand side are fifth to eighth buttons  217  through  220  respectively which have geometric symbols □, Δ, ◯, and X respectively. Also in the middle of the upper surface of the Sony PS3 controller  210  are “Select” button  215  and “Start” button  216  alongside right “thumb stick”  221  and right “thumb stick”  222  with a keyboard attachment. In second view  230  the Sony PS3 controller  210  is shown from the front wherein on the right hand side of the controller are first and second front buttons  231  and  232  respectively, and on the left hand side of the controller are first and second front buttons  233  and  234  respectively. However, even this is not enough as Sony offers the PS3 Wireless Keypad  240  as an add-on to the Sony PS3 controller  210  resulting in the PS3 controller assembly  250 . 
         [0037]    Now referring to  FIG. 3A  there is are depicted some specialized gaming controllers primarily targeted to particular games on the gaming console. Accordingly, there is shown the Thrustmaster Rally GT Force Feedback Pro Clutch Edition controller  310  that features a full-size sequential gearshift knob, twin wheel mounted sequential levers, twin wheel mounted progressive levers, force feedback and belt driven steering wheel, and three adjustable pedals. Also shown is the Capcom Steel Battalion controller  320  for the Xbox console that comprises dual joysticks, levers, dials and over 40 buttons to allow the user to feel they are in the cockpit of a virtual tank. The Peregrine Glove Shaped Video Game Controller  330  provides over 18 touch points and 3 activator pads to allow the user over 30 programmable actions. 
         [0038]    Also shown are the WarBeast PS3 Wireless Guitar  340  which is a full size guitar compatible with the Sony Playstation 3 gaming console, Dance Dance Revolution mat  350  for players to use in combination with their gaming console and for which different versions are sold for Nintendo Wii, Sony Playstation 3, and Microsoft Xbox 360. Fishing controller  360  is a dedicated controller to simulate a fishing rod like the WarBeast guitar simulates a guitar. With some gaming consoles the same controller provided with the system is employed with a range of accessories, such as gaming accessories  370 , wherein the controller fits within the handle of these accessories to simulate for example a tennis racket, baseball bat and golf club. It is evident from these that manufacturers have established different gaming controller formats, and whilst many are niche such as the Capcom Steel Battalion controller  320  and ThrustMaster Rally GT Force Feedback Pro Clutch Edition controller  310  others such as Dance Dance Revolution which has sold over 10 million copies. However, none are targeted at providing a flexible controller pad allowing the user to use them in multiple gaming environments nor to provide other routine functions within personal computers and gaming consoles such as mouse movement, keyboard emulation etc. 
         [0039]    Now referring to  FIG. 3B  there is shown the Nintendo Wii Balance Board  3000  which represents a mid-point between standard gaming controllers and specialized gaming controllers. The Wii Balance Board  3000  has four feet  3010  upon which it stands and presents a platform  3020  for the user to stand on within which are defined by slightly recessed areas first and second regions  3030  and  3040  respectively. The intention being that the user stand with their right foot within the first region  3030  and their left foot within the second region  3040 . Orientation of the first and second regions  3030  and  3040  being made with respect to the power switch  3050 . Whilst clearly not a standard controller such as Nintendo Wii controller  155  and the Nintendo PS3 controller  150  the Wii Balance Board  3000  forms the centre of multiple entertainment situations as multiple games and life products have been designed to work with it. These include but not limited to Wii Fit, Wii Fit Plus, Wii Ski and Snowboard, EA Sports Active, G1 Jockey, All Star Cheer Squad and Don King Boxing. 
         [0040]    Further it is evident to one skilled in the art that the Wii Balance Board  3000  is designed for able bodied users with good balance. Operation of the Wii Balance Board  3000  is based upon determining the relative loading of the users weight onto the four load sensors contained within. Aspects of the Wii Balance Board  3000  in respect of calibration, measurement, centre of gravity, etc are contained within US 2009/0107207 entitled “Weight Applying Unit for Calibration and Weight Applying Method for Calibration”, US 2009/0093,305 entitled “Storage Medium Storing a Load Detecting Program and Load Detecting Apparatus”, and US 2009/0093315 entitled “Storage Medium Storing a Load Detection Program, Load Detecting Apparatus, and Load Detection Method.” 
         [0041]    Referring to  FIG. 4A  there is depicted a controller pad  400  according to an embodiment of the invention in cross-section side elevation  400 A and plan view  400 B, wherein the top plate  410  has been removed for clarity. As shown in cross-section side elevation  400 A, which is along section line X-X in plan view  400 B, the controller pad  400  comprises a base  415 , at the upper middle of which is pivot  430  and mounted thereupon is top plate  410 . Within the base  415  are recess/spring combinations  425  wherein the upper portion of the spring engages the top plate  410  so that without any pressure applied the top plate returns to a default position relative to the base  415 . 
         [0042]    Also mounted within base  415  are lower button elements  440 , which act in combination with upper button elements  420  within the top plate  410  to associate motion of the upper button element  420  with lower button element  440  as an action by the user. This may be by one of many interactions as would evident to one of skill in the art including physical contact, resistance variation, capacitance variation, inductance variation, proximity, Hall effect, etc. Referring to plan view  400 B it can be seen that there are four recess/spring combinations  425 , four lower button elements  440  disposed around the periphery of the base  415  with respect to the pivot  430 . As such motion of the top plate  410  relative to the base  415  in the direction of each lower button element  440  results in the electrical decision and control circuit (not shown for clarity) identifying these motions as selection of one of the four “buttons” on the controller pad  400 . 
         [0043]    Now referring to  FIG. 4B  there is depicted a controller pad  4000  according to an embodiment of the invention in cross-section side elevation  400 C and plan view  400 D, wherein the top plate  4100  has been removed for clarity. As shown in cross-section side elevation  400 C, which is along section line X-X in plan view  400 D, the controller pad  4000  comprises a base  4150 , at the upper middle of which is pivot  4300  and mounted thereupon is top plate  4100 . Within the base  4150  are recess/spring combinations  4250  wherein the upper portion of the spring engages the top plate  4100  so that without any pressure applied the top plate returns to a default position relative to the base  4150 . 
         [0044]    Also mounted within base  4150  are lower button elements  4400 , which act in combination with upper button elements  4200  within the top plate  4100  to associate motion of the upper button element  4200  with lower button element  4400  as an action by the user. This may be by one of many interactions as would evident to one of skill in the art including physical contact, resistance variation, capacitance variation, inductance variation, proximity, Hall effect, etc. Referring to plan view  400 B it can be seen that there are eight recess/spring combinations  4250 , eight lower button elements  440  disposed around the periphery of the base  4150  with respect to the pivot  4300 . As such motion of the top plate  4100  relative to the base  4150  in the direction of each lower button element  4400  results in the electrical decision and control circuit (not shown for clarity) identifying these motions as selection of one of the eight “buttons” on the controller pad  4000 . It would be evident to one of skill in the art that the number and location of the buttons may be varied according to the sensitivity, directional information etc that is desired to be extracted from the controller pad. 
         [0045]    Referring to  FIG. 5  there is depicted a controller pad  500  according to an embodiment of the invention with the addition of rotational motion detection. Controller pad  500  being shown as cross-section side elevation  500 A and plan view  500 B, wherein the top plate  550  has been removed for clarity. As shown in cross-section side elevation  500 A, which is along section line X-X in plan view  500 B, the controller pad  500  again comprises a base  515 , at the upper middle of which is pivot  530  and mounted thereupon is top plate  550 . Within the base  515  are recess/spring combinations  525  wherein the upper portion of the spring engages the top plate  550  so that without any pressure applied the top plate returns to a default position relative to the base  515 . Also mounted within base  515  are lower button elements  540 , which act in combination with upper button elements  520  within the top plate  550  to associate motion of the upper button element  520  with lower button element  540  as an action by the user. As shown in plan view  500 B there are four recess/spring combinations  525 , four lower button elements  540  disposed around the periphery of the base  515  with respect to the pivot  530 . As such motion of the top plate  510  relative to the base  515  in the direction of each lower button element  540  results in the electrical decision and control circuit (not shown for clarity) identifying these motions as selection of one of the four “buttons” on the controller pad  400 . 
         [0046]    However, unlike controller pads  400  and  4000  presented above in respect of  FIGS. 4A and 4B  respectively the central portion of base  415  is not solid with the pivot  430  as the only feature. Rather there is a recess  560  centrally disposed within which there is a vertical rotation assembly  505  attached to which there is rotor  510 . Additionally there are vertical stops  545  disposed with respect to the rotor  510  which restrict the rotation of the rotor. As such rotation of the top plate  550  relative to the base  515  causes a rotation with the vertical rotation assembly  505  that is converted to an electrical signal by the electrical decision and control circuit (not shown for clarity). It would be evident that as with the “buttons” different technologies may be used for the rotation sensor according to desired resolution, accuracy, speed etc. Solutions evident to one of skill in the art would include, but not be limited to, Hall effect, rotary optical encoders, rotary variable capacitors, and rotary potentiometers. It would be evident that the lower button elements  540  may be adjusted in dimensions so that irrespective of the rotation of the top plate  550  to the base  515  tilting of the top plate  550  results in the activation of the “buttons”. 
         [0047]    Referring to  FIG. 6A  there is depicted a controller pad  600  according to an embodiment of the invention with the addition of rotational and single axis motion detection. Controller pad  600  being shown as cross-section side elevation  600 A and plan view  600 B, wherein the top plate  610  has been removed for clarity. As shown in cross-section side elevation  600 A, which is along section line X-X in plan view  600 B, the controller pad  600  again comprises a base  615 , at the upper middle of which is pivot  630  and mounted thereupon is top plate  610 . Within the base  615  are recess/spring combinations  625  and lower button elements  640  which act in combination with upper button elements  620  within the top plate  650  to associate motion of the upper button element  620  with lower button elements  640  as an action by the user. As shown in plan view  600 B there are four recess/spring combinations  625  disposed around the periphery of the base  615 . However, due to the combination of rotation and linear motion the lower button elements  640  are now larger than in previous designs to cover the range of locations of the upper button elements  620 . 
         [0048]    As with controller pad  500  the controller pad  600  has a recess  660  centrally disposed within it. Within this recess  600  are disposed are rotation and linear sensors. The rotation sensor comprises rotation assembly  605 , rotor  610  and vertical stops  645  disposed with respect to the rotor  610 . As such rotation of the top plate  650  relative to the base  615  causes a rotation with the vertical rotation assembly  605  that is converted to an electrical signal by the electrical decision and control circuit (not shown for clarity). However, now the rotation assembly  505  is mounted onto a first slide  650 , and the vertical stops  645  are mounted onto second slides  655 . As such motion of the user may push the top plate  610  in a linear motion along the axis of the first and second slides  650  and  655  respectively and at any linear position rotational motion of the user is detected through the rotation assembly  605  with motion limited by the vertical stops  645 . It would be evident that the linear motion may be detected by different technologies for the linear motion sensor according to desired resolution, accuracy, speed etc. Solutions evident to one of skill in the art would include, but not be limited to, linear optical encoders, linear potentiometers and strain gauges. 
         [0049]    Accordingly controller pad  600  provides for a user to provide rotational position information, allowing for example their character or point of view to be rotated within the virtual environment of a game, provide linear position information, allowing for forward and backward motion of their character, and selection of actions through selection of the “button” by tilting the top plate  610  relative to the base  615 . It would be evident that the number of buttons and their locations may be varied according to the application or requirements of the user. The controller pad  600  may be considered as providing a joystick functionality wherein linear motion may provide acceleration/deceleration whilst rotational motion shifts the direction within which the acceleration/deceleration is applied within the entertainment environment. 
         [0050]    Now referring to  FIG. 6B  this concept is expanded further with controller pad  6000  which is shown as end-elevation  6000 A, plan  6000 B, and side-elevation  6000 C. Referring to end-elevation  6000 A the controller pad  6000  is shown as comprising top plate  6100 , base  6150  and pivot  6200 . As discussed in the embodiments supra presented in respect of  FIGS. 4A through 6A  the pivot  6200  allows the top plate  6100  to pivot with respect to base  6150  as shown by first direction arrow  6040 . Similarly referring to side-elevation  6000 C the pivot  6200  allows for pivoting in the perpendicular plane also as shown by second direction arrow  6050 . Controller pad  6000  extends the concept described supra in respect of  FIG. 6A  in that the pivot  6200  is mounted upon a rotation element, a first translation element, and a second translation element mounted perpendicular to the first translation element, these not being shown for clarity. As such the rotation element allows for rotation of the top plate  6150  as evidenced by third direction arrow  6030 , the first translation element allows linear motion of the top plate relative to the base as evidenced by fourth direction arrow  6010 , and the second translation element allows linear motion of the top plate relative to the base in a direction perpendicular to the first linear motion as evidenced by fifth direction arrow  6020 . 
         [0051]    Accordingly controller pad  6000  provides for detection of dual horizontal axis of user control as well as three axis of rotational, typically referred to as roll, pitch and yaw. In this manner the user may easily control an object within an entertainment environment in a realistic manner and allow themselves to perform other actions where the controller pad  6000  is employed in conjunction with another game controller. If additionally controller pad  6000  employed a pressure sensor within the assembly then pressure of the user against the top plate  6150  may additionally be employed to provide additional control information such as acceleration or vertical motion. 
         [0052]    Now referring to  FIG. 7  there is depicted a controller pad  700  according to an embodiment of the invention with rotational, “button”, and linear axis control selection mechanisms. Additionally controller pad  700  has a location sensor  720  disposed across the top plate  715 . Controller pad  700  being shown as cross-section side elevation  700 A and plan view  700 B. The core of controller pad  700  being for example provided by controller  600  as depicted in  FIG. 6  supra to provide the rotational, “button”, and linear axis control selection elements for the user. However, now the location sensor  720  disposed upon the top plate  715  provides additional information to the electrical decision and control circuit (not shown for clarity). 
         [0053]    Location sensor  720  thereby provides different information to the electrical decision and control circuit when the users&#39; foot (or other body part interacting with the controller pad) shifts position, for example between each of first to third locations  730  through  750  respectively. Hence, in addition to rotation (from the rotation sensor) and forward/backward movement (from the linear position sensor) movement of the users foot (for example) provides for side-stepping of their character in the virtual environment of the game they are playing or another function currently selected as being determined in dependence of this position information. 
         [0054]    Now referring to  FIG. 8  there is depicted a controller pad  800  according to an embodiment of the invention with rotational, “button”, and linear axis control selection mechanisms. Additionally controller pad  820  has a location sensor  820  disposed upon a predetermined portion of the top plate  815 . Controller pad  800  being shown as cross-section side elevation  800 A and plan view  800 B. The core of controller pad  800  being for example provided by controller  600  as depicted in  FIG. 6  supra to provide the rotational, “button”, and linear axis control selection elements for the user. However, now the location sensor  820  disposed upon the top plate  815  provides additional information to the electrical decision and control circuit (not shown for clarity). 
         [0055]    Location sensor  820  thereby provides different information to the electrical decision and control circuit when the users&#39; big toe for example (or other body part interacting with the controller pad) shifts position relative to the location sensor  820  and when placed in contact with the location sensor  820  provides a different signal to the electrical decision and control circuit. Hence, in addition to rotation (from the rotation sensor) and forward/backward movement (from the linear position sensor) movement of the users&#39; big toe (for example) provides for side-stepping of their character in the virtual environment of the game they are playing or another function currently selected as being determined in dependence of this position information. 
         [0056]    Now referring to  FIG. 9  depicts some combinations of a controller pad  950  according to embodiments of the invention interfacing to a gaming console  910 . Where the controller pad  950  supports a wireless interface as does the gaming console  910  then the two elements may communicate through a first wireless link  960 . Alternatively the controller pad  950  may be wirelessly connected to a first controller  920  through a second wireless link  970 A and therein through to the gaming console  910  via a third wireless link  970 B between the gaming console  910  and the first controller  920 . Alternatively the controller pad  950  may be connected to a second controller  930  through a first wired connection  980 A and therein through to the gaming console  910  via a fourth wireless link  980 B between the gaming console  910  and the second controller  930 . Optionally controller pad  950  may be directly interfaced to the gaming console  910  through a second wired connection  990 . It would also be apparent to one skilled in the art the either of the first or second controllers  920  and  930  respectively may also be connected to the gaming console by a wired connection rather than a wireless link. In this manner the gaming console  910  may interact with the controller pad  950  in dependence upon whether the controller pad is directly interfaced or intermediately interfaced. 
         [0057]    It would be apparent to one skilled in the art that whilst the controller pad has been considered within  FIG. 9  as having wired or wireless interfaces it may be implemented with both. In this embodiment a wired connection to a handheld controller or gaming console may override the detection of a wireless connection from the controller pad to either a handheld controller or gaming console. Alternatively, the wireless link may be set to take priority or the gamer be offered the option. 
         [0058]    Within the embodiments presented supra in respect of  FIGS. 4A through 9  the controller pad has been described as comprising the multiple sensors for the detection of the motion of the user and having springs that return the top plate back to a default position. However, it would be apparent that optionally the springs may be replaced or augmented with transducers that provide positive force to the top plate in response to gaming events or user activity. For example, when a character jumps and lands within the gaming environment then the transducers may provide a pulse to the top plate giving the user the sensation of their feet hitting the ground. Optionally these transducers may provide force to the top plate as well as providing the determination of the user&#39;s actions thereby combining multiple elements within single piece parts. In applications where the user is employing the controller pad alone, such as an individual with a disability, then the transducers may provide feedback for other events such as them swinging their sword and hitting an opponents weapon, body etc, providing an indication that an activity is not allowed, such as vibrating with an illegal selection of an option in a drop-down menu selection in a computer application, giving physical feedback of a spelling error requiring correction etc. 
         [0059]    Within the embodiments the electrical decision and control circuit has been stated as present within the controller pad. The functions of the electrical decision and control circuit being to apply any required power to the sensor elements, e.g. “buttons”, rotation sensor, linear motion sensor, force transducers etc. Additionally the electrical decision and control circuit may receive the signals from these transducers and determine a position, rotation, action for communication to the handheld controller or gaming interface. Further the electrical decision and control circuit may contain communications interfaces such as for the wired interface or wireless interface. Optionally the electrical decision and control circuit may contain other elements such as microprocessors, visual indicators, etc. It would be apparent to one skilled in the art that the electrical decision and control circuit may be provided as a single circuit within the controller pad or as multiple distributed circuits within the controller pad, although optionally some elements such as decision determination may be provided within the handheld controller or gaming console to which the controller pad is interfaced. 
         [0060]    Now referring to  FIG. 10  there is presented an exemplary flow chart for a gaming console interacting with a controller pad according to an embodiment of the invention. The process begins at step  1005  wherein the gaming console is powered up and then in step  1010  the user selects the game they wish to play. In step  1015  the gaming console determines the controller hardware currently interfaced to the gaming console and determines in step  1020  whether the controller pad is present alone or in combination with another controller, e.g. a hand-held controller. If the controller pad is the only device present then the process moves to step  1025  and the controller pad function assignment A is loaded into the gaming console and the process moves to step  1040  for gaming to begin. If the control pad is not the only device present then the process moves to step  1030  wherein the controller pad function assignment B is loaded and then the process moves to step wherein the handheld controller function assignment  1  is loaded and the process moves to step  1040 . From step  1040  the process during gaming, which executes simultaneously but is not shown for clarity the game moves to step  1045 . 
         [0061]    During gaming the gaming console monitors for trigger events that relate to either to a change of functions requested by the gamer or by the game itself. In process step  1045  the process determines whether a gamer requested change was initiated or not. If there was no gamer requested change then the process moves to step  1065  and gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was the only controller present then the process moves forward to step  1050 A to determine what change the gamer requires and therein moves forward to step  1050 B and loads controller pad assignment C before moving forward to step  1065  wherein gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was being used in conjunction with a handheld controller then the process moves forward to step  1055 , loads controller pad assignment D, moves to step  1060 , loads handheld controller function assignment  2 , before moving forward to step  1065  wherein gaming continues. 
         [0062]    From step  1065  the process moves forward to step  1070  to determine whether a change of function request was initiated by the game. If there was no game requested change then the process moves to step  1090  and gaming continues. If there was a game requested change and the gaming console had previously determined the controller pad was the only controller present then the process moves forward to step  1075  and loads controller pad assignment E before moving forward to step  1090  wherein gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was being used in conjunction with a handheld controller then the process moves forward to step  1080 , loads controller pad assignment F, moves to step  1085 , loads handheld controller function assignment  3 , and moves forward to step  1090  wherein gaming continues. From step  1090  the process loops back to step  1045  to determine whether additional gamer or game triggered changes in function assignments are requested. It would evident to one skilled in the art that the exemplary flow chart is only part of an overall gaming flow chart and has been considerably simplified to focus on the controller function assignments only. 
         [0063]    It would be evident to one skilled in the art that other process flows may be configured with other steps and decision points. These alternative process flows similarly result in the assignment of the “buttons” and other functions of the controller pad may be dynamically allocated by actions of the gamer (user) or in response to variations of the gaming environment. For example, a character walking results in the 4 “buttons” on a controller, i.e. controller pad  400  in  FIG. 4A , providing forward, back, left step, right step when the character is within one environment, e.g. inside a building, and accelerate, brake, no action, no action when the character is within another environment, e.g. in a vehicle. 
         [0064]    In the embodiments described above in respect of  FIGS. 6 ,  7  and  8  the “buttons” are presented with the configuration as that of controller pad  400  in  FIG. 4A . It would be apparent to one skilled in the art that the configurations presented in respect of controller pads  4000  and  500  of  FIGS. 4B and 5  respectively may be employed in these or alternatively any configuration determined by the designer. Optionally different “buttons” may be implemented with different technologies within the same controller pad. It would also be apparent that whilst in the embodiments the controller pad has been presented with a base that has a flat top surface and the top plate is flat also that the design of the controller pad may be non-planar, e.g. domed, arched, sloping, etc. Additionally, the design of the controller pad may be other than the circular designs within the embodiments described supra in respect of  FIGS. 4A through 10  including for example designs that are square, hand shaped, foot shaped, shaped like a the controller pads may be varied, for example a unit of dimensions 100 mm (4″ 
         [0065]    Within the embodiments described supra in respect of  FIGS. 4A through 10  the applications of the controller pad have been described with respect of gaming environments and gaming consoles. However, it would be apparent to one skilled in the art that the controller pads may be employed within a wide variety of computer, console, and gaming based systems to provide an haptic interface for users. As discussed these controller pads may be employed in conjunction with conventional handheld controllers or they may be employed discretely. In discrete applications they may provide an interface for those with disabilities whom have previously not been able to enjoy the gaming and entertainment services of these systems. As such the controller pad may provide the functions of other interface devices such computer mouse, keyboard, tablet, etc to such users. 
         [0066]    In the embodiments described supra in respect of  FIGS. 4A through 10  the applications of the controller pad have been described in respect of influencing an aspect of a software application. Optionally, in some applications the control data/control signals from the controller pad may be adjusted prior to communication from the controller pad in dependence upon input data provided to the controller pad from the software application in execution upon a gaming console or other microprocessor based device. Additionally the embodiments have been presented with an emphasis on gaming consoles but it would be evident that the controller pad may be employed in multiple other microprocessor based application and systems without departing from the invention for applications including but not limited to control of robots, vehicular control, remote control surgery, etc. 
         [0067]    Within the embodiments described supra in respect of  FIGS. 4A through 10  the controller pad has been described as comprising a top plate that is pivotally attached to the base of the controller pad. It would be evident to one skilled in the art that alternatively the mounting between the top plate and base may be modified to be a non-pivotable mount. In this manner the degrees of freedom would be reduced but the controller pad may still be configured according to design implemented to provide rotational motion detection of the top plate, rotational and single-axis linear motion, and rotation and dual-axis linear motion. Optionally, third axis linear motion may be provided within the designs. Configuration of the “buttons” providing switch type functionality may still also be provided but now the available technologies would be for example contact or pressure activation. 
         [0068]    The above-described embodiments of the present invention are intended to be examples only. Alterations, modifications and variations may be effected to any of the described embodiments by those of skill in the art without departing from the scope of the invention, which is defined solely by the claims appended hereto.