Patent Description:
The use of computer interface devices over long periods of time are known to cause injuries commonly referred to as repetitive strain injuries. Common types of repetitive strain injuries include carpal tunnel syndrome, bursitis, and tendonitis. Each of these afflictions may affect the hands of people after they manipulate a device over time. These afflictions are so common that many products have been developed that attempt to relieve or reduce stresses associated with the use of specific types of equipment. For example, individuals that use a keyboard to type or enter data into a computer that develop a repetitive strain injury may purchase an "ergonomic" keyboard that is designed to reduce strain associated with typing.

Over the last several decades, the field of computer gaming has grown tremendously. In fact, some people that play these games (i.e. gamers) use game controllers as a part of their job and other gamers compete in competitions to win prize monies that range from thousands to millions of dollars. Game developers use game controllers to test that their games work as intended and this process of testing games may consume many hours. Similarly, individuals that compete in gaming competitions often spend dozens or even hundreds of hours per week playing a game using game controllers. Typically, these currently available game controllers include few parts that are made using injection molding. Furthermore, currently available game controllers are not designed to minimize stress to the hands or arms of individuals using them and this can lead to repetitive stress injuries.

Conventional game controllers also have other limitations that limit their utility. Some types of game controllers are designed to be manipulated by two different hands of a person and include a left side and a right side, where each hand may manipulate joysticks or buttons. A second type of game controller is a joystick that may include one or more buttons, where one hand holds the joystick and another hand manipulates the joystick to control a game. Other types of game controllers may be disconnected from a gaming device and be operated separately by different people or different hands of a person. For example, the Nintendo Switch includes two gaming controllers.

Furthermore, conventional game controllers are built as a one size fits all format. Persons with very small or very large hands that use conventional game controllers often cannot control games as well as someone with a hand size that best fits a particular game controller.

Many of the types of games played today simulate warfare or some other activity that is performed using a device that has a handle. For example, the handle of a gun, a sword, or a hammer have a shape that may be slightly rounded or oval. Such shapes naturally fit into the hand of a person. None of the gaming controllers available today, however, come in a shape that is similar to the handle of a hammer or a gun. Furthermore, none of the game controllers available today come in a shape where a person can easily grasp the controller with two fingers of a hand while three other fingers of that person's hand can be used to manipulate game control buttons, triggers, or joysticks.

What are needed are new types of game controllers that are available in multiple sizes or that are built in configurations that can be adjusted to conform to the size of a person's hand in some way, for example by adjusting the position of an index finger control. Such game controllers could include ergonomic features, and that can be grasped by one or two fingers of a person while allowing multiples fingers. For example, a game controller design may allow a user to use at least three fingers manipulate controls of a game controller.

<CIT> describes a control system for a rotorcraft, <CIT> discusses an intelligent joystick, <CIT> proposes an operation apparatus mountable to one hand of a user, <CIT> describes a multi-degrees-of-freedom hand controller and <CIT> discusses a video games input device.

The Disclosed herein is an improved controller that provides less wear and a user's hands and that can control object better. According to the present invention, a controller is provided in accordance with claim <NUM>. Further aspects and preferred embodiments are set out in claim <NUM> to <NUM>.

The controller may include a grip framework that contains various input components, a thumb-stick configured on a top portion of the grip framework, the thumb-stick operable to be controlled by a user's thumb and an analog stick configured on a front portion of the grip framework. The analog stick can be configured to be operated by a user's index finger and configured in a box cage and floats. The user's index finger can control the box cage containing the analog stick backwards relative to the grip framework to control a z axis movement of a virtual object or a physical object. The analog stick can be manipulated to control movement in an x and y axis. The controller can include a trigger configured on the front portion of the grip framework. The trigger can be configured to be operated by a middle finger.

The controller can be operable to control one of a virtual object or a physical object. For example, a drone could be controlled in which the controller includes the appropriate protocols and communication components for sending and receiving signals from a drone. For example, the Micro Air Vehicle Communication Protocol could be used for drone communication and control.

The controller can include at least one button configured on a top portion of the grip framework. Each of the at least one button can have a surface that is cupped inwardly to provide more surface area for the at least one button. Each of the at least one button on the top portion of the grip framework can be reachable from a user's thumb.

The trigger and the analog stick can be floating in that users cannot use the trigger or the analog stick to hold the controller. A lower portion of the grip framework an include components or a structure that cause the user to hold the controller by one or more of a pinky finger and a ring finger. This structure reduces the wear and tear and a user's hand when making controlling movements that are often repetitive.

The disclosure further introduces a pair of controllers. The pair of controllers can include a first controller having a first grip framework that contains various input components, a first thumb-stick configured on a first top portion of the first grip framework, the first thumb-stick operable to be controlled by a user's thumb of a first hand of the user and a first analog stick configured on a first front portion of the first grip framework. The first analog stick can be configured to be operated by a user's index finger of the user's first hand and configured in a first box cage. The user's index finger of the user's first hand can control the first box cage containing the first analog stick backwards relative to the first grip framework to control a z axis movement of a first virtual object or a first physical object. The first analog stick can be manipulated to control movement in an x and y axis. The first controller can include a first trigger configured on the first front portion of the first grip framework. The first trigger can be configured to be operated by a middle finger of the user's first hand.

The pair of controllers can include a second controller having a second grip framework that contains various input components, a second thumb-stick configured on a top portion of the second grip framework, the second thumb-stick operable to be controlled by a user's thumb of the user's second hand, and a second analog stick configured on a second front portion of the second grip framework. The second analog stick can be configured to be operated by a user's index finger of the user's second hand and configured in a second box cage. The user's index finger of the user's second hand can control the second box cage containing the second analog stick backwards relative to the second grip framework to control a z axis movement of a second virtual object or a second physical object. The second analog stick can be manipulated to control movement in the x and y axis. The second controller can include a second trigger configured on the second front portion of the second grip framework. The second trigger is configured to be operated by a middle finger of the user's second hand.

The pair of controllers enables a user to aim two different objects simultaneously using one or more of the first analog stick and the second analog stick. The pair of controllers also enables a user to control two different objects simultaneously using one or more of the first analog stick and the second analog stick. At least one of the first analog stick and the second analog stick can be used to define a cutting plane of a cutting implement like a sword. At least one of the first controller and the second controller are used to provide third person over a shoulder control in which a camera angle is used behind a first person's view.

An internal electronic board can be a PCB board known to those of skill in the art which are configured to be mapped to the respective input components and the shape of the controller(s). Note that the figures disclosed herein can disclose other physical shapes, relationships and so forth for the controller(s) that can support additional description of the disclosed features.

A pair of controllers each have ergonomically shaped to fit the hands of users. These controllers may allow a user to adjust the position of an index finger control. The pair of controllers can be used to control a virtual object or physical object such as a drone. The index finger analog sticks and the triggers are configured to a user to grip each controller in a different hand using one or both of a pinky finger and a ring finger. The configuration of each controller enables an open thumb, index and middle finger for operations and a closed ring finger and pinky finger to hold each of the controllers. Use of the separate finger analog sticks enables aiming simultaneously at different objects or control of a cutting member or some other controls. The index finger analog sticks also can be moved backwards towards the controller for z-axis object control.

Such apparatus may also be used by a single hand of a person, where the game controller may be held using one or two fingers of the person's hand and where several other fingers of the person may be used to manipulate controls on one or more surfaces of the game controller. Such game controllers may also include features that are interchangeable in a manner that may update, change, or affect the utility of the game controllers. Furthermore, such game controllers may help prevent or relieve repetitive stress injuries or increase the utility of the game controller in new ways.

In certain instances, a bottom portion of a game controller may be part of or permanently attached to a top portion of the game controller. In such instances, the shape of the game controller may conform to features of the human hand. The shape of a handle may be curved to conform to the shape of the palm of a user. The handle of a game controller may also include a ridge that causes a center part of the game controller to have a greater thickness that a bottom part of the game controller handle. This could allow a person to use their pinky to grab the bottom part of the game controller handle as their ring finger grabs a wider part of the game controller handle. Such game controllers may help prevent or relieve repetitive stress injuries or increase the utility of the game controller in various ways. Other ergonomic features may allow a user to adjust the position of an index finger control. Handles of such game controllers may have or include a rounded or oval shape that fits into the hand of a person naturally.

In one example, a game controller may include a grip that can be grabbed by the pinky and ring finger of a person's hand. As mentioned above, a game controller may include various different types of controls that may include joysticks, triggers, buttons, or combinations thereof. One configuration may include a joystick that may be manipulated with the thumb of a person, a second control that may be manipulated by the index finger of the person's hand, and a trigger that may be actuated by the middle finger of the person's hand. A person playing a game may also hold a first game controller in their right hand and hold a second game controller in their left hand.

In certain instances, a set of controls may also be disposed on surfaces next to any of the person's fingers. For example, a series of buttons or rocker switches may be located next to the thumb control. These buttons or rocker switches may also include other features that allow a user to easily feel and identify a particular button rocker switch.

<FIG> illustrates a perspective view of the controller of <FIG> from a left-back side of the controller. <FIG> illustrates a controller that may be operated by the right hand of a person from a perspective of a left-back side of the controller. <FIG> includes a top portion <NUM> that includes various types of controls and a bottom portion <NUM> that may be used to hold the controller. The controls included in this top portion <NUM> may include controls of various sorts (e.g. buttons, push button switches, rocker switches, thumb-controlled joystick, and a trigger). Bottom portion <NUM> may be gripped by the pinky and ring finger of a user while that user manipulates controls with their thumb, index finger, and middle finger. As mentioned above, a bottom portion <NUM> controller <NUM> could be built as an integral part of a top portion of <NUM> of controller <NUM>.

Item <NUM> is location of the bottom portion <NUM> of the game controller <NUM> that may be shaped to conform to the palm of a user. Notice that at location <NUM>, the bottom portion of the game controller <NUM> tapers or curves to a smaller cross-sectional area to naturally conform to the palm of the user. Item <NUM> may be a ridge that results in a part of the game controller have a greater cross-sectional area than a cross-sectional area at location <NUM> of game controller <NUM>. These shapes at locations <NUM> and <NUM> of game controller <NUM> of <FIG> may allow a user to grab the game controller at location <NUM> with their pinky and allow the user to grab the game controller at the ridge <NUM>, allowing the user to more comfortably grab the game controller.

<FIG> illustrates a perspective view of the controller of <FIG> from a right backside of the controller. This right-backside view <NUM> of the controller of <FIG> includes bottom portion <NUM> and top portion <NUM> that may be the same bottom and top portions (<NUM> & <NUM>) of controller <NUM> of <FIG>. <FIG> also shows the tapered or rounded surface <NUM> of the lower portion <NUM> of the game controller discussed above in respect to <FIG>. also illustrate ridge <NUM>. Here again the pinky of a user may comfortably grab the bottom portion of the game controller based on the shape of surface <NUM> and the ring finger of the user may comfortably grab the ridge <NUM> of game controller <NUM>.

<FIG> illustrates a perspective view of the controller of <FIG> from a left-front side of the controller. The perspective view <NUM> of <FIG> also includes a top portion <NUM> that may include controls and a bottom portion <NUM> that may be used as a grip.

<FIG> illustrates a perspective view <NUM> of the controller of <FIG> from a right-front side of the controller. <FIG> illustrates a perspective view <NUM> of the controller of <FIG> from an offset backside of the controller. The shape of a handle portion of the controller <NUM> of <FIG> conforms to the shape of a user's hand based on the handle tapering down to a smaller cross-sectional area along location <NUM> of <FIG> illustrates a perspective view <NUM> of the controller of <FIG> from an offset bottom side of the controller. Like the handle portion of <FIG>, <FIG>, and <FIG>, the shape of a handle portion of the controller <NUM> of <FIG> conforms to the shape of a user's hand based on the handle tapering down to a smaller cross-sectional area along location <NUM> of <FIG>.

<FIG> illustrates a perspective view of the controller of <FIG> from a left side of the controller. Controller <NUM> of <FIG> includes tapered handle <NUM>, ridge <NUM>, and index finger button <NUM>. Here the tapered handle <NUM> and ridge <NUM> may include different cross-sectional areas allowing a user to more comfortably grab, hold, and use game controller <NUM>.

<FIG> illustrates a perspective view of the controller of <FIG> from a right side of the controller. Controller <NUM> of <FIG> includes tapered handle <NUM>, ridge <NUM>, and index finger button <NUM>. Here the tapered handle <NUM> and ridge <NUM> may include different cross-sectional areas allowing a user to more comfortably grab, hold, and use game controller <NUM>.

<FIG> illustrates a perspective view of the controller <NUM> of <FIG> from a top side of the controller <NUM>. <FIG> illustrates a perspective view of the controller <NUM> of <FIG> from a bottom side of the controller <NUM>. Each of <FIG> and <FIG> illustrate a trigger assembly (<NUM> in <FIG> & <NUM> in <FIG>) points in a direction that is off center. Each of the controllers in <FIG> & <FIG> are controllers designed to be used by the right hand of a user, where the respective trigger assemblies (<NUM> & <NUM>) point in a leftward direction. Each of <FIG> & <FIG> also include index finger control buttons (<NUM> in <FIG> and <NUM> in <FIG>). Each of these buttons face forward relative to a center line (or the North/South line <NUM> of <FIG>) of a respective controller <NUM>/<NUM>. In an instance when button <NUM> of FIG. points in a direction parallel to North/South line <NUM> of <FIG>, trigger assembly <NUM> is pointed in a direction of a slightly to the left of North (e.g. Westerly by <NUM> to <NUM> degrees).

Similar controllers made to be used by the left hand of a user may have a trigger assembly that points toward the right of a center line of a left-handed controller. By moving the trigger slightly off center and by keeping the index finger control button parallel to a reference line (e.g. the North/South line <NUM> of <FIG>), stress felt in the hand of a user may be minimized.

<FIG> illustrates perspective views of a left-hand game controller and a right-hand game controller. <FIG> includes a side perspective view <NUM> of the left-hand game controller, a side perspective view <NUM> of the right-hand game controller, a top view <NUM> left-hand game controller, and a top view <NUM> of the right-hand game controller. <FIG> includes many different controls that may be actuated to provide command or text input to a gaming system.

The side perspective view <NUM> of the left-hand controller of <FIG> include a thumb joystick-button <NUM>, an index finger joystick-button (identified by the number zero <NUM> and characters r and f), and a dual stage trigger <NUM>. (Many of the identifiers in <FIG> identify numbers or characters that may be provided to a gaming system by manipulating the controls in certain ways. Depressing the joystick button <NUM> may cause the left-hand game controller to send the number <NUM> to a gaming system. The dual stage trigger <NUM> may send either the number <NUM> or the number <NUM> to the gaming system based on how much the trigger is depressed. The index finger joystick-button <NUM> may send the number zero <NUM>, the letter r, or the letter f to the gaming system when the joystick button <NUM> is manipulated. Pressing the index finger joystick <NUM> may cause the number zero to be sent to the gaming system, rotating the index finger button <NUM> upward may send the letter r to the gaming system, and rotating the index finger button <NUM> downward may send the letter f to the gaming system.

The top view of the left-hand controller of <FIG> shows some of the same controls and some additional controls of the left-hand controller. <FIG> indicates that rotating the index finger joystick-button to the left and right will respectively result in the letters e and t being sent to the gaming controller. The thumb joy-stick button <NUM> may also be rotated to up, down, to the left, and to the right to respectively send the letters w, s, a, and d to the gaming controller. Other buttons that may be actuated by a user's left thumb may result in different numbers being sent to the gaming controller (e.g. the number <NUM> or various characters that include: c, z, v, x, b, left bracket, and right bracket.

The side perspective view <NUM> and the top view <NUM> of the right-hand controller of <FIG> include similar controls that may be used to provide other inputs to a gaming system. Here again a thumb joystick button <NUM>, an index finger control (identified by the number <NUM> and characters i and k), a dual trigger <NUM>, and other buttons may be actuated to send numbers or characters to a gaming system. Numbers and characters that the right hand controller of <FIG> may send to a gaming system include numbers <NUM>, <NUM>, <NUM>, <NUM>, & <NUM> and characters g, h, i, j, k, l, m, n, o, u, y, quotation symbol, backslash, colon, comma, and period. Depressing state trigger <NUM> may either send the number <NUM> or the number <NUM> to the gaming system based on how much the trigger is depressed.

While controllers consistent with the present disclosure may be used to provide numbers and characters to a gaming system, these controls may also be used to control motion of items in a game or may control when a gun in a game fires.

<FIG> illustrates a second set of perspective views of a left-hand gaming controller. <FIG> includes a side perspective view <NUM> and a top view <NUM> of the left-hand gaming controller. Here again various controls of the controller are mapped to different numbers or characters as discussed in respect to the left-hand gaming controller of <FIG>. <FIG> also illustrates an electronic control board <NUM> that may receive inputs from a gaming controller. Item <NUM> of <FIG> illustrates a printed circuit board (PCB) that may be used to make control board <NUM>. This control board <NUM> may receive analog or digital inputs from the various controls. Control board <NUM> may receive signals from a joystick or a button, associate an input with data that should be sent to a gaming system, and the control board may send appropriate data to the gaming system based on the received signals. The control board <NUM> of <FIG> may send data to a gaming system using any type of interface (e.g. an analog interface, a digital interface, a universal serial bus interface - USB, a wireless interface - such as Bluetooth, WI-FI, MAVlink, or another interface).

<FIG> illustrates various perspective views of a controller (with annotations) that were drafted using a computer aided design system. <FIG> includes a right-hand gaming controller that includes trigger assembly <NUM>. Trigger assembly <NUM> may be in a fixed position relative to a handle or center line of the gaming controller as discussed in respect to <FIG>. <FIG> illustrates trigger assembly <NUM> in several different perspectives, in one of those perspectives two trigger pull values 1310A and 1310B are illustrated. As mentioned above, depressing the trigger by different amounts could send different commands to the gaming controller. <FIG> also identifies that the trigger may have a two-step 1310A/1310B or two value/level pull. Each of this two-step 1310A/1310B trigger may provide different functionality. For example, depressing the switch to a first level may result in a game character shooting a gun in a single action (one pull-one shot, bolt action, or semi-automatic) configuration. Depressing the switch to the second level may result in the game character shooting the gun in a burst mode or in a full automatic mode (e. g two or more shots per one pull or where the gun continues to fire as long as the switch is depressed).

<FIG> also includes a side grip <NUM>/1320A. Note that grip <NUM> may include a diamond shape pattern that may help keep the game controller from slipping in the hand of a user. These grips <NUM>/1320A may have a shape that has an inward facing surface that fits the palm of the user. <FIG> also shows that an index finger joystick button <NUM> may be moved from an extended position to a "pull in" position along the left facing arrow. This index finger joystick <NUM> may be configured to also move up/down or from left to right. Index finger joystick <NUM> may thus move along the X, Y, and Z axis illustrated in <FIG>. This index finger joystick button <NUM> may include various thumb controls (e.g. a rotatable joystick, and other buttons).

Item <NUM> of <FIG> may be a button that include features that help adjust a position of the button. These features may allow a user to move index finger joystick button <NUM> to various positions based on an indent and a triangular shaped end portion of sliding feature <NUM> as discussed in respect to <FIG>.

<FIG> illustrates two different perspective views of thumb controls of a gaming controller. <FIG> thumb actuated control buttons and rocker switches. <FIG> includes control button <NUM>, center control buttons <NUM>, rocker control buttons <NUM>, control button <NUM>, and joystick button <NUM>. These buttons may provide commands or text information to a gaming system as previously discussed. Rocker switches <NUM> have a shape that allows them to be identified by a user without the user having to look at the controller and other switches, such as switch <NUM>. This may be because switch <NUM> is located on an edge or side surface of the controller that makes it easy to identify by feel. The rocker switches <NUM> have a wave like shape, where the thumb of a person may rest in a dipped portion that that wave like shape.

<FIG> illustrates perspective view of an index finger control and parts that may be included within such an index finger control. Here again this index finger control may include a joystick button <NUM>. <FIG> includes a view that shows a set of index finger joystick switch parts <NUM>, a top view <NUM>, left-front perspective view <NUM>, a cross-sectional view <NUM>, a front view <NUM>, and a side view <NUM> of the index finger control. The various parts of the index finger control of <FIG>, once assembled may allow the control to include two different moving portions that allow the index finger control to be moved forward or backward in an extensible telescoping like motion. These two different moving portions may overlap when retracted and this may result in the joystick button sub-assembly <NUM>/<NUM> portion being nearly completely contained within a second portion of the telescoping index finger control. <FIG> includes two different double arrowed lines 1550A & 1550B, one indicating a path along which a first portion of the index finger control may move along. This first portion of the control may move a sub-assembly of the index finger joystick button to be moved along the lower arrow 1550A of <FIG>. A second portion of the index finger control may move along the path of the upper arrow 1550B of <FIG>.

<FIG> illustrates a cross-sectional view of a game controller index finger sub-assembly. The white assembly of <FIG> is a sub-assembly <NUM> that allows a button portion of the joystick button <NUM> to be moved back and forth relative to other portions of a movable index finger control. The double pointed arrow <NUM> of <FIG> identifies the direction along which the white sub-assembly <NUM> may be moved along. Note also that the joystick button protrudes away from a second joystick <NUM> sub-assembly as indicated by the single pointed arrow <NUM> of <FIG>.

<FIG> illustrates a similar cross-sectional view of the index finger sub-assembly of <FIG>. Note that the joystick button <NUM> of <FIG> is flush or nearly flush with a second sub-assembly <NUM> of the index finger controller as indicated by the single pointed arrows of <FIG>.

<FIG> illustrates another cross-sectional view of the index finger sub-assembly of <FIG> and <FIG>. Both the first and the second sub-assembly of the index finger control may move back and forth as illustrated by the arrows <NUM> & <NUM> of <FIG>. Note also that shaft <NUM> of <FIG> moves toward a backside of the controller. As such, the index finger control may move from a position that extends farther from the backside of the controller to a position that is close to the backside of the controller.

<FIG>, and <FIG> illustrate similar motions of the various parts of the index finger control of the controller. <FIG> shows the index control joystick button in a fully extended position <NUM> and shows the index control second assembly in a fully extended position <NUM>. <FIG> shows the index control button in partially withdrawn position <NUM> when the index control second assembly is in the fully extended position <NUM>. <FIG> show that embodiments of the present disclosure where an index finger control may be moved from a first position to a second position that spans nearly half of the depth of the controller. <FIG> shows the index control assembly in a withdrawn position <NUM> and shows the index control second assembly in a withdrawn position <NUM>. Note that in some positions a joystick button of the index control assembly may protrude more or less from the second index control assembly/sub-assembly. Assemblies of an index control assembly may be referred to as including one or more box cages. Here parts associated with a first portion of the may move with a first set of parts of the index control assembly or independent from other parts of the assembly until the first set of parts reach a first position and the second set of parts may move along with the first set of parts after the first set of parts reach the first position. The index finger control of <FIG> may be moved and locked into place in any position that is comfortable to a particular user. When another user begins using the controller, that other user may adjust the index finger control to a position that is comfortable for them after which this other user may begin using the controller. In another aspect, the index analog is not adjustable for respective users but is fixed in its configuration. While <FIG> illustrate the index finger control moving in a direction along a single axis, the index finger control may also be configured to move along one or two other axis. <FIG> show how the index finger can pull the components in towards the controller for X axis movement. When it is initially being pulled in, the joystick button shown can provide some X and Y axis movement but as the joystick gets withdrawn into the sub-assembly shown, the cage part will hid the analog joystick thus preventing more X,Y axis movement but will still move in the Z axis. Note in <FIG>, that the analog joystick button is flush with the surface of the cage of the second control assembly/sub-assembly. As such, in certain embodiments the index finger control may move along an X, a Y, and a Z axis as illustrated in <FIG>.

<FIG> illustrates several different perspective views of a game controller that include a ring finger protrusion. <FIG> includes perspective views <NUM>, <NUM>, <NUM>, and <NUM> of a game controller. Perspective view <NUM> highlights portions <NUM> and <NUM> of a protruding feature that has a shape that helps a user hold the game controller more ergonomically. This protrusion helps hold the ring finger of a user at a position further away or out from a center or back portion of the game controller as compared to the pinky of the user. When the user holds the controller, this protrusion helps the user hold the controller in a more relaxed way as a distance between the pinky of the user and the palm of the user would be less than a distance between the ring finger of the user and the palm of the user. This topology more naturally fits the hand of the user and prevents strain. Each of the perspective views of <FIG> include trigger assembly/guard <NUM>.

Notice that portion <NUM> may be slanted in an outward direction away from a back portion of the controller. The overall width of the handle may taper to a smaller cross-sectional area at a bottom end of a controller handle. Notice also that portion <NUM> includes an edge that reduces a thickness of the controller. Perspective view <NUM> illustrates fingers of a user's hand when the user holds the game controller. Perspective view <NUM> includes a thumb <NUM> of a user, a pinky <NUM> of the user, a ring finger <NUM> of the user, an index finger <NUM>, and a middle finger <NUM> of the user. Note that the thumb <NUM> of the user rests along a back portion of the controller and that pinky <NUM> grasps a thinner portion of the game controller than ring finger <NUM>. Index finger <NUM> is located in a position where the user can control an index finger joystick like the index finger joysticks discussed in respect to <FIG> & <FIG>. Middle finger <NUM> is located in a position where the user can pull a trigger of trigger assembly/guard <NUM> as discussed in respect to <FIG> & <FIG>.

Perspective views <NUM> and <NUM> show the game controller from slightly different angles such that the features of the controller can be seen using only a few item numbers. Item numbers of perspective views <NUM> and <NUM> identify the trigger assembly/guard <NUM> and protrusion <NUM> from slightly different perspectives.

<FIG> illustrates parts that may be included in an index finger joystick assembly. The parts of <FIG> are shown in various views or orientations of an index finger joystick of a right-handed game controller. The various views of <FIG> include perspective views <NUM>-<NUM> & <NUM>-<NUM>, top view <NUM>-<NUM>, semi-cross-sectional top views <NUM>-<NUM> & <NUM>-<NUM>, side views <NUM>-<NUM> & <NUM>-<NUM>, and front view <NUM>-<NUM>. Each of these different views may include the same parts off the index finger joystick assembly even though each of the view may not include item numbering that identifies a specific part. Each of the different parts may form a portion of an index finger control button.

The different parts included in <FIG> are ridge part <NUM>, top part <NUM>, bottom part <NUM>, inside face trigger <NUM>, and support <NUM>. Perspective views <NUM>-<NUM> & <NUM>-<NUM> illustrate that a person's finger <NUM> may be placed onto ridge part <NUM> and semi-cross-sectional top view <NUM>-<NUM> shows that a person's finger <NUM> may be placed on top of ridge part <NUM> and adjacent to face trigger part <NUM>. Note that semi-cross-sectional views <NUM>-<NUM> and <NUM>-<NUM> depict fact trigger part having a bump like shape.

The ridge part <NUM>, inside face trigger part may be used by a user to adjust the position of the index finger joystick, top part <NUM>, and bottom part <NUM> along an X axis, a Y axis, or a Z axis. Ridge part <NUM> may be used to pull in the index finger joystick as discussed in respect to <FIG>, <FIG>, & <FIG>. Ridge part <NUM> and fact trigger part <NUM> may be used to move the index finger joystick to the left or right (along the X axis of <FIG>). Top part <NUM> and bottom part <NUM> may be used to move the index finger joystick up or down (along the Y axis of <FIG>). After an index finger joystick has been moved to a position that a user likes, that index finger joystick may be locked in place. In instances when another user wished to use the controller, this other user could release the lock, readjust the position of the index finger joystick, and the lock the index finger joystick back into the readjusted position.

<FIG> illustrates several different perspective views of a trigger assembly consistent with the present disclosure. <FIG> includes a set of trigger parts <NUM>, trigger assembly perspective view <NUM>, trigger assembly side view <NUM>, trigger assembly head on view <NUM>, and partial trigger assembly view <NUM>. The set of trigger parts include trigger guard <NUM> and slider portion <NUM> that may be used in a trigger assembly. Perspective view <NUM> and side view <NUM> illustrated different views of a trigger assembly. Side view <NUM> include rods or slides <NUM> and <NUM> that are of different lengths. Head on view <NUM> shows an outline of the trigger assembly from a perspective directly in front of the trigger assembly.

Partial trigger assembly view <NUM> includes the rods or slides <NUM> and <NUM> discussed in respect to side view <NUM> and includes springs <NUM> and <NUM> that may be coupled to those springs. These springs <NUM> and <NUM> are positioned at two different distances and provide the two different squeeze settings discussed in respect to <FIG>.

One of these springs may be placed toward a front portion of the trigger and the second spring may be placed toward a back portion of the trigger. This may allow the trigger to have two different positions. When depressed to a first position, control electronics of the controller may send a first command to a gaming system and when depressed to a second position, the control electronics may send a second command to the gaming system.

Controllers consistent with the present disclosure may include a wireless interface that allows the controller to communicate with a gaming system or with a drone using wireless communications. Such a controller may communicate using the MAVlink protocol when a drone is controlled via a wireless communication medium. Controllers consistent with the present disclosure may use any standard wireless communication technology known in the art. As such, the MAVlink protocol, a WI-FI protocol, a Bluetooth protocol, or other type of wireless communication technology or protocol may be used.

Controllers consistent with the present disclosure may also include accelerometers that that sense forces in up to three different directions. Controllers or systems that the controllers communicate with may be configured to identify certain types of acceleration profiles and these profiles may be used to identify how effectively a user actually manipulates the controller for a particular purpose. This is because the dynamics of a hammer, an axe, a tennis racket, ping pong racket, a pickle ball racket, a gun, or a sword are completely different. Even the characteristics of a type of sword, such as a Japanese Katana or European Sabre are different from the characteristics of a European Broadsword.

An axe and a European Broadsword are effectively handled using a chopping blunt force motion that are consistent with a first set of acceleration profiles. The Katana and Sabre are not effectively handled using a chopping blunt force action, instead the Katana and Sabre are more effective when a snapping slicing motion is used. A hammer is also more effective when a snapping straight motion is used and is not effective when a blunt force motion is used. Because of this, accelerometers and control electronics that identify differences between different motions that a user uses. These different motions may be identified based on an acceleration profile sensed by sensors at a controller. These acceleration profiles may be used to identify whether the user is handling a particular item appropriately for an application. A gaming program could be configured, for example using a software driver that modifies the operation of a game. Once configured, particular acceleration profiles could be associated with the effective use of a particular tool, weapon, or toy. This would allow a gaming system to identify when a user moves the controller in a fashion that is consistent with how that particular tool, weapon, or toy should be used. A person that uses a hammer using blunt force may not properly strike a nail, where a person that uses the hammer using a straight snapping motion may be able to drive a nail with one stroke. The gaming system could then depict an outcome based on whether the person used the controller in a more or less appropriate manner.

While in certain instances game controllers of the present disclosure may have a bottom portion that is part of or permanently attached to a to portion of the game controller, in other instances such game controllers may include features that are interchangeable in a manner that may update, change, or affect the utility of the game controllers. For example, a game controller may include an interchangeable base/bottom portion (i.e. an interchangeable handle) that may include an arm or wrist rest. Such a base portion may allow the controller stand up when placed on a table. Simply by pressing a release button, a user may release the base portion and replace it with another base portion. A second base portion may simply extend or elongate the handle, where the handle may taper to include a smaller cross-sectional area as the base portion moves to a rounded end. A third base portion may also extend the handle yet include a bulbous weighted portion at a bottom portion of the base portion. Such a weighted base portion would change the center of mass of the game controller. In certain instances, weights may be added to or removed from a base portion to aid in adjusting the center of mass of the controller. Handles of such game controllers may have or include a rounded or oval shape that fits into the hand of a person naturally.

Such game controllers may help prevent or relieve repetitive stress injuries or increase the utility of the game controller in various ways. The arm or wrist rest base portion may allow users to rest their arm to relieve stress. The rounded base portion may allow a user to adapt the controller to have a smaller end, making it easier for users with small hands to grasp the controller. By changing the center of mass of the controller, the weighted base portion could a person to adapt the controller to more naturally be rotated or to make a user feel more comfortable. Other ergonomic features may allow a user to adjust the position of an index finger control.

<FIG> illustrates a computing system that may be used to implement an embodiment of the present invention. The computing system <NUM> of <FIG> includes one or more processors <NUM> and main memory <NUM>. Main memory <NUM> stores, in part, instructions and data for execution by processor <NUM>. Main memory <NUM> can store the executable code when in operation. The system <NUM> of <FIG> further includes a mass storage device <NUM>, portable storage medium drive(s) <NUM>, output devices <NUM>, user input devices <NUM>, a graphics display <NUM>, peripheral devices <NUM>, and network interface <NUM>.

The components shown in <FIG> are depicted as being connected via a single bus <NUM>. However, the components may be connected through one or more data transport means. For example, processor unit <NUM> and main memory <NUM> may be connected via a local microprocessor bus, and the mass storage device <NUM>, peripheral device(s) <NUM>, portable storage device <NUM>, and display system <NUM> may be connected via one or more input/output (I/O) buses.

Mass storage device <NUM>, which may be implemented with a magnetic disk drive or an optical disk drive, is a non-volatile storage device for storing data and instructions for use by processor unit <NUM>. Mass storage device <NUM> can store the system software for implementing embodiments of the present invention for purposes of loading that software into main memory <NUM>.

Portable storage device <NUM> operates in conjunction with a portable non-volatile storage medium, such as a FLASH memory, compact disk or Digital video disc, to input and output data and code to and from the computer system <NUM> of <FIG>. The system software for implementing embodiments of the present invention may be stored on such a portable medium and input to the computer system <NUM> via the portable storage device <NUM>.

Input devices <NUM> provide a portion of a user interface. Input devices <NUM> may include an alpha-numeric keypad, such as a keyboard, for inputting alpha-numeric and other information, or a pointing device, such as a mouse, a trackball, stylus, or cursor direction keys. Additionally, the system <NUM> as shown in <FIG> includes output devices <NUM>. Examples of suitable output devices include speakers, printers, network interfaces, and monitors.

Display system <NUM> may include a liquid crystal display (LCD), a plasma display, an organic light-emitting diode (OLED) display, an electronic ink display, a projector-based display, a holographic display, or another suitable display device. Display system <NUM> receives textual and graphical information, and processes the information for output to the display device. The display system <NUM> may include multiple-touch touchscreen input capabilities, such as capacitive touch detection, resistive touch detection, surface acoustic wave touch detection, or infrared touch detection. Such touchscreen input capabilities may or may not allow for variable pressure or force detection.

Peripherals <NUM> may include any type of computer support device to add additional functionality to the computer system. For example, peripheral device(s) <NUM> may include a modem or a router.

Network interface <NUM> may include any form of computer interface of a computer, whether that be a wired network or a wireless interface. As such, network interface <NUM> may be an Ethernet network interface, a BlueTooth™ wireless interface, an <NUM> interface, or a cellular phone interface.

The components contained in the computer system <NUM> of <FIG> are those typically found in computer systems that may be suitable for use with embodiments of the present invention and are intended to represent a broad category of such computer components that are well known in the art. Thus, the computer system <NUM> of <FIG> can be a personal computer, a hand held computing device, a telephone ("smart" or otherwise), a mobile computing device, a workstation, a server (on a server rack or otherwise), a minicomputer, a mainframe computer, a tablet computing device, a wearable device (such as a watch, a ring, a pair of glasses, or another type of jewelry/clothing/accessory), a video game console (portable or otherwise), an e-book reader, a media player device (portable or otherwise), a vehicle-based computer, some combination thereof, or any other computing device. The computer can also include different bus configurations, networked platforms, multi-processor platforms, etc. The computer system <NUM> may in some cases be a virtual computer system executed by another computer system. Various operating systems can be used including Unix, Linux, Windows, Macintosh OS, Palm OS, Android, iOS, and other suitable operating systems.

The present invention may be implemented in an application that may be operable using a variety of devices. Non-transitory computer-readable storage media refer to any medium or media that participate in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, FLASH memory, a flexible disk, a hard disk, magnetic tape, any other magnetic medium, a CD-ROM disk, digital video disk (DVD), any other optical medium, RAM, PROM, EPROM, a FLASH EPROM, and any other memory chip or cartridge.

The present invention may be implemented in an application that may be operable using a variety of devices. Non-transitory computer-readable storage media refer to any medium or media that participate in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, a floppy disk, a flexible disk, a hard disk, magnetic tape, any other magnetic medium, a CD-ROM disk, digital video disk (DVD), any other optical medium, RAM, PROM, EPROM, a FLASH EPROM, and any other memory chip or cartridge.

While various flow diagrams provided and described above may show a particular order of operations performed by certain embodiments of the invention, it should be understood that such order is exemplary (e.g., alternative embodiments can perform the operations in a different order, combine certain operations, overlap certain operations, etc.).

Claim 1:
A controller (<NUM>) comprising:
a grip framework that contains various input components;
a thumb-stick configured on a top portion (<NUM>) of the grip framework, the thumb-stick operable to be controlled by a user's thumb;
an analog stick configured on a front portion of the grip framework, the analog stick configured to be operated by a user's index finger and configured in a box cage, wherein the user's index finger can control the box cage containing the analog stick backwards relative to the grip framework to control a z axis movement, in a z axis, of a virtual object or a physical object, and wherein the analog stick can be manipulated to control movement in an x and a y axis of the virtual object or the physical object; and
a trigger configured on the front portion of the grip framework, wherein the trigger is configured to be operated by a middle finger of the user's hand.