GB2516609A - Hybrid gaming controller for touch screen mobile devices - Google Patents
Hybrid gaming controller for touch screen mobile devices Download PDFInfo
- Publication number
- GB2516609A GB2516609A GB1307803.5A GB201307803A GB2516609A GB 2516609 A GB2516609 A GB 2516609A GB 201307803 A GB201307803 A GB 201307803A GB 2516609 A GB2516609 A GB 2516609A
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- Prior art keywords
- game
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- buttons
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Classifications
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F1/00—Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
- G06F1/16—Constructional details or arrangements
- G06F1/1613—Constructional details or arrangements for portable computers
- G06F1/1633—Constructional details or arrangements of portable computers not specific to the type of enclosures covered by groups G06F1/1615 - G06F1/1626
- G06F1/1662—Details related to the integrated keyboard
- G06F1/1671—Special purpose buttons or auxiliary keyboards, e.g. retractable mini keypads, keypads or buttons that remain accessible at closed laptop
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F1/00—Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
- G06F1/16—Constructional details or arrangements
- G06F1/1613—Constructional details or arrangements for portable computers
- G06F1/1626—Constructional details or arrangements for portable computers with a single-body enclosure integrating a flat display, e.g. Personal Digital Assistants [PDAs]
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
- G06F3/04886—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/2402—Input by manual operation
- A63F2009/241—Touch screen
Landscapes
- Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Multimedia (AREA)
- General Engineering & Computer Science (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Computer Hardware Design (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
A gaming controller that can be used on a plurality of touch screen mobile devices that consists of hardware and software elements. The hardware elements of the invention consist of a plurality of function buttons and/or a trackball, or elements of similar functions being located on different planes relative to that of the display screen and may be actioned by a plurality of methods that can include pressure, tilting, or sliding. The software element may preferably consist of a dual stage controller, comprising of a touch pad emulator and a reactive boundary, wherein the reactive boundary surrounds the emulator. The device may also have a method of concealing the hardware controls, allowing the device to retain a discrete appearance.
Description
Intellectual Property Office Application No. GB1307803.5 RTTVT Date:27November 2014 The following terms are registered trademarks and should be read as such wherever they occur in this document: Sony Playstation Xbox 360 Sony Xperia Intellectual Property Office is an operating name of the Patent Office www.ipo.govuk
HYBRID GAMING CONTROLLER FOR TOUCH SCREEN MOBILE DEVICES
BACKROUND OF THE INVENTION
1. Field of the Invention
The present invention pertains generally to the field of mobile handheld communication devices equipped with a touch-sensitive display screen, such as gaming phones, Smartphone's, Tablets, Personal Digital Assistants (PDA's), Multimedia Players, handheld gaming consoles etc.; and more specifically to portable communication terminals for games, their game controlling capabilities and current design limitations. This invention provides a solution to the problems encountered with all current mobile gaming devices: it improves inadequate control capabilities of casual devices, such as smart phones, while allowing to minimize the complexity and size of gaming devices.
2. Description of Prior Art
In general terms, portable communication terminals for games relate to devices that are portable, enabling their users to communicate wirelessly on the move as well as to play games. Modern portable gaming devices incorporate other functions, including video-communication (third generation video-calling), web browsing and email access, calculation and word-processing programs, multi-media player and a digital camera to name but a few.
Although portable communication terminals can be classified into several types of communication devices, smartphones and tablets are considered to be the most advanced, and the most popular, amongst all types of portable communication devices currently present in the market. Generally such devices are characterised by a compact, slim and lightweight design; this is to increase portability and to make the device more appealing to wider consumer groups.
It is known in the prior art to provide designs for dedicated gaming devices and smartphones with enhanced gaming capabilities. Patent application number US20050107119 Al, filed on 22/09/2004 on behalf of Lee Voung-Keun for Samsung Electronics Co. Ltd, provides a design for a portable digital communication device usable as a gaming device and a personal digital assistant (PDA)'. With a sophisticated design comprising of a main body housing the keyboard and a range of function buttons, a centre sliding housing with a display unit and two additional side sliding housings attached to a side surface of the main body housing, the device seemed to appear ahead of its time. However with a widespread adoption of smartphones PDA5 are currently considered obsolete. This is because smartphones combine all functions of a PDA with those of a mobile phone, with added computing capabilities.
Patent application number US20070184786 Al, filed on 10/01/2007 on behalf of Kim Young for Samsung Electronics Co. Ltd, provides a portable communication terminal for games with a foldable keypad'. This folding-type communication device disclosed in patent application no. US20070184786 Al is characterised by a complex body structure, which comprises of: a main body with a display unit, a first keypad and a speaker; a foldable keypad with a second keypad, a second speaker device and a third keypad situated in the bottom part of the foldable keypad; and a hinge unit connecting the foldable keypad to the main body. It is thought that the complexity of this proposed design renders the device difficult to assemble, as well as difficult to navigate and use in both phone and game modes.
Similarly, patent application number US20070184882 Al, filed on 10/01/2007 on behalf of Kim Young for Samsung Electronics Co. Ltd provides another sophisticated design for a portable communication terminal that is convenient to use in a game mode'. Proposed device disclosed in this patent application is of a sliding-type, and comprises of two housings: main body housing a number of function buttons and a keyboard and the sliding unit housing the screen of the device. Although this proposed communication terminal could prove convenient to use in a game mode, with function buttons located off-screen, its functionality and ease-of-use in other phone modes is questionable. The external design features of this proposed device limit its functionality to just the gaming mode. The same features that make this device suitable for gaming purposes could affect its performance in standard phone modes -for example the function buttons located at both sides of the main body limit the size of the display unit and keyboard housed directly beneath it. This in turn will affect the convenience at which the user can access and run other functions of the communication device, such as text-messaging or taking and editing photos.
Sony Ericsson aimed to mitigate the problem of integrating enhanced gaming capabilities without affecting standard functions of mobile communication devices by introducing its gaming mobile phone -Sony Xperia Play, described in patent application no. USD640224 51 filed on 08/11/2010 on behalf of Koichi Sadatsuki for Sony Ericsson Mobile Communications.
The device is a sliding-type terminal comprising of two main parts: body housing a range of dedicated function buttons, along with touch sensors providing input similar to standard analogue knobs and a smartphone-type sliding display unit. This device can offer full smartphone functionality. However its gaming controllers are unable to provide enough precision for fast paced First Person Perspective (FPP) games. Sony Experia's built-in controls are not comparable to control systems which directly transfer user's intended movement into the in-game input (computer mouse and on-screen touchpad are examples of such controls). Increased bulkiness of the device represents another drawback of this design, which, in practice, comprises of a standard smartphone attached on top of a dedicated game control panel. Sony Experia's battery life seems relatively low, when compared to that of other competing devices; possibly due to the fact that any increase in its battery size would inevitably increase the bulk of the device even further. Increased manufacturing costs forced Sony to lower Experia's technical specification (processor, RAM memory, graphics processor, and built-in storage) in order to make the device competitive in terms of pricing.
With the market for mobile games expanding at a great pace there is a need for a portable communication terminal that can be used in a game mode just as well as in a phone mode.
Such device should retain a compact design, in consideration of portability and miniaturisation trends, and must be easy to manipulate with both hands in the gaming mode. To enable to user to appreciate contents of the game, modern portable gaming device should also incorporate a clearer, less obstructed display coupled with a sound system to provide an enhanced gaming experience, comparable to that achieved while playing on stationary high-specification PC equipment.
SUMMARY OF THE INVENTION
Modern portable gaming devices, including smartphones, tablets or otherwise, are characterised by limited gaming capabilities. This invention overcomes these limitations by delivering a portable communication terminal that is both convenient and easy to use in a game mode and in standard phone modes. The invention consists of hardware and software elements. Hardware buttons allow transferring certain game control functions away from the screen of the device onto a range of dedicated gaming buttons, all of which are located on a different plane relative to that of the screen.
The software part of the invention comprises of a software on-screen game controller. This is a dual stage controller which allows for switching in-game touch-pad emulator (usually located on the right side of the screen for majority of first person perspective games) to an analogue knob like input, which provides continuous steering command without the need for continuous scrolling. Both hardware and software elements can be easily incorporated into any smartphone, tablet or game.
Description includes hardware and software solutions to the problems encountered in existing platforms.
At present any dedicated gaming phone is relying on hardware controls which are very similar to these found in play-stations and gaming consoles, such as Sony Play Station or X-box 360 controllers. Controls are usually situated at the sides of the screen. This kind of design leads to an increase in the overall size of the device, what in turn impacts its production cost; but most importantly it gives an impression that the device is purely a gaming console, therefore it would not be appropriate for the upper-aged consumers, who demand the device to be less conspicuous.
By comparison, most regular smartphones utilise the screen as their main gaming controller, which becomes problematic while playing more sophisticated games like the first person shooters, simulation or open world RPG games, all of which require complex user interaction and simultaneous character steering action. The reason why the design described above became insufficient is that the screen of the device can only be accessed using two thumbs, what limits the on-screen game controller to only two points of input at any one time.
The invention possesses numerous benefits and advantages over the existing designs of mobile devices. Firstly by using both hardware and on-screen controls, it allows for great reduction of size of the device, as hardware controls, previously based on the sides of the screen, will no longer be present. This will allow reducing both material and labour costs involved in the manufacturing process, which will now be shorter due to decreased assembly labour requirements.
Secondly any device based on this invention and its proposed design will still look like a smartphone/tablet, not like a typical dedicated gaming device, especially when gaming buttons are concealed. This in turn will help manufacturers to bypass social limitations present in the market for mobile gaming devices, by making the device more attractive to all consumer groups, not just to committed gamers, as it was previously.
Thirdly this invention will create the opening for developers to utilise the device in a vertical position. Please take a look at FIG. 2. Most complex games will not be able to operate in this position due to limited controls. Since in this position the user will use one hand to hold the device and the finger of his/her another hand will be used to control the application, the controls will be limited to just one point of input. That will not be the case with a device based on my invention as dedicated gaming buttons (no's 2 & 3, Fig. 2) will be accessible with the thumb of user's hand, thereby tripling possible gaming input. And should button no.2 be replaced with the trackball or smaller version of a wheel, such as similar one to that found on the computer mouse, functionality can be improved even further. This hardware capability will serve as a platform for development of new types of games and game play, and it will find its use in other types of software.
Fourthly this invented gaming control system allows adding additional points of input which are accessible by user's other fingers, as the on screen function keys will be moved to the dedicated gaming buttons. This fixes the problem of fragmented controls by removing the necessity to disengage current gaming action, like character steering or movement, in order to execute a new action, thus it allows executing multiple actions at the same time, improving the flow of the game as further explained below.
A practical example of flexibility possessed by present invention resides in bypassing control limitations of both dedicated gaming devices and regular touch screen devices. For example controls found on dedicated gaming devices are equipped with everything one needs to play, except that they usually lack accuracy, especially while playing first person perspective (FPP) games.
It is thought that the best controller for games which require precision and speed, like FPP, is the computer mouse. The mouse allows the user to transfer exact movements directly on to the screen; therefore it works like a touch-pad emulator found in all FPP mobile games.
However the smallest mouse pad is approximately 4 to 6 times bigger than the entire smart phone, allowing for long continuous movements without the need for the user to lift the mouse and put it back in the centre of the mouse pad. This means that when using the on-screen touch pad emulator one will need to repeatedly scroll in order to make the same movement, thereby fragmenting the input. And if the user needs to make a 90-lSOdgr turn, e.g. in order to face another enemy, this will greatly reduce gaming pace and the overall gaming experience. And it is tiresome to navigate through the peaceful part of the game.
That's where dual stage controller can be used every time one needs to make larger movements. To do that the user will simply slide their finger on to the edge of the touch pad to provide a continuous input steering action. In addition the computer mouse can offer between 2 and 11 functions, while the basic mouse offers three buttons and the wheel that can be pressed and scrolled up and down. In total this provides six possible ways of input, several of which can be used simultaneously while steering the in-game character.
Touch screen can be accessed only with 2 thumbs. Because of that most games use a kind of a workaround: every time the player puts his finger on a fire button, he is able to control where his character is pointing, as the fire button provides knob-like input. However this solution creates certain problems, firstly the user is stuck on the auto fire'. Secondly -the precision of game controls is drastically lowered. That will not be the case with present invention, as while using device constructed in accordance with the directions described herein, the player will be able to retain steering precision and use dedicated gaming buttons for firing and/or any other action at the same time, as all hardware keys/buttons will be easy to access with both hands in the gaming mode.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig. 1-shows the device in right perspective view with dedicated gaming keys (no's 2, 3, 4 and 5).
FIG. 2-shows the device in front perspective view.
FIG. A -close-up of FIG.2 -showing a detail of dedicated game function buttons.
FIG. 3-shows the device in front perspective view in a gaming position.
FIG. 4-shows the device in front perspective view with all standard keys marked.
Please note that this invention may be embodied in many forms, as such drawings enclosed herein can be used for design purposes, and/or serve as a reference point assisting
description of the invention.
Drawings reference numbers 1) The device: smartphone, small tablet, multimedia player, but not limited to.
2) (1/2) Primary set of two easily accessible gaming function buttons, recommended for more frequent action, such as firing weapons or jumping.
3) (1/2) Secondary set of two gaming function buttons, recommended for less frequent action.
4) (2/2) Primary set of two easily accessible gaming buttons, recommended for more frequent actions like firing weapons or jumping.
5) (2/2) Secondary set of two gaming function buttons, recommended for less frequent action.
6) Analogue knob emulator, working similarly to analogue knobs used with consol gaming controllers, usually used to move the in-game character forwards, backwards and sideways.
7) Touchpad emulator as player has to constantly scroll to, for example, turn his/her character around or to allow movement of the screen, so that the game character can look up, down, left or right.
8) Reactive boundary when pres on or slide over with finger applies continuous in-put, it can use the centre of touch pad as reference.
9) On screen button usually responsible for firing weapons.
10) On screen button usually responsible for changing weapons.
11) On screen button usually responsible for jumping.
12) On screen button usually responsible for interacting with game environment.
13) On screen button usually responsible for crouching and prone.
14) On screen button usually responsible for throwing.
15) Volume button.
16) ON/OFF, wake up button.
17) Menu function key.
18) Home function key.
19) Back function key.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
Detailed description of the preferred embodiments is provided herein. It is to be understood, however, that the present invention may be embodied in various forms.
Therefore, specific details disclosed herein are not to be interpreted as limiting, but rather as a basis for the claims and as a representative basis for teaching one skilled in the art to employ the present invention in virtually any appropriately detailed system, structure or manner.
FIG. 1 shows the device based on present invention (1) in top side view with set of primary (2)(4) and secondary (3)(5) gaming function buttons. Take note that location of the gaming buttons (2,3,4,5) and the way in which they will be operated would not require the manufacturer to increase the overall thickness of the device, although increased thickness of the device might result in improved ergonomics and provide opportunity for placing more function buttons. For example, the second set of gaming buttons can be created in parallel.
Button responsiveness to the input can be increased by using a multitude of micro switches under the gaming buttons (2,3,4,5). Sensors/switches can be placed in such a way that gaming buttons (2,3,4,5) will be able to register tilting action, doubling the amount of possible actions that can be assigned by the application to the gaming buttons (2,3,4,5).
FIG. 2 shows the device (1) in non-gaming position for more complex games, as device will need to be held in one hand and operated by the other one, what results in fragmented controls, as explained previously. That will not be the case with the device (1) based on present invention. Take note of buttons (2), (3) which in this position (FIG.2) are easily accessible with the thumb of the right hand, providing additional two points of input. In this game mode, the on-screen controls (7,8,9) and on-screen function buttons (10,11,12,13,14,15) can be relocated, rearranged or completely removed, depending on the game and its gaming control requirements.
Please take note of close-up FIG. A showing that surface of primary buttons (2,4) is aligned with the surface of the case corner, this will prevent the possibility of a fabric being caught up while sliding the device (1) in to the pocket or purse. In case that the primary gaming buttons (2,4) are to be concealed; in the way that surfaces on the sides of the primary gaming buttons (2,4) will be build up to create a continuous surface. Device (1) will no longer appear as gaming.
FIG. 3 shows the device (1) in the gaming position with on-screen controllers (8 to 15) and dedicated gaming buttons: primary (2,4) and secondary (3,5). In the bottom-left side of the screen there is a knob emulator (7). On the right-hand side there is a dual stage controller comprising of a touch pad emulator (8) and reactive boundaries (9). In case of larger devices, like tablets, the on-screen controllers (7,8,9) can be moved to the top corners of the screen. Around the movement on-screen controllers (7,8,9) there are the on-screen action keys responsible for providing specific in game commands: fire button (10), change weapon button (11), jump button (12), interact/activate button (13), crouch/prone button (14), throw-a-grenade' button (15). Most of these on-screen command keys can be moved to dedicated gaming buttons (2,3,4,5) reducing obstruction of the screen, or allowing for additional commands to be added. However it is recommended to use the primary buttons (2,4) for frequently used actions, especially those requiring precision, like: fire a weapon (10) and jump (11).
FIG. 4 shows the device (1) in a perspective view with all standard buttons found on any modern mobile device: volume button (16), power button (17), home (18), menu (19) and back (20). Device based on this design will be able to retain full functionality and elements a users are already familiar with, ensuring positive first time reaction of potential consumers, increasing the chances for sale.
Claims (9)
- HYBRID GAMING CONTROLLER FOR TOUCH SCREEN MOBILE DEVICESCLAIMSWhat is claimed is: The embodiment of the invention 1. A game controlling system that can be incorporated into any portable device equipped with a touch-sensitive display, and used for games and other software; comprising of hardware and software elements. A hardware element consists of function buttons and/or a trackball, or an element of similar function, being incorporated into the device, located on different planes relative to that of the display screen, capable of accepting input by registering pressure, tilting and/or sliding action. Input registered this way is being translated by the software into various commands. Each function button can be programmed within the software/game option menu to perform any desirable commands and/or functions.Software element consists of a dual stage controller, comprising of a touch pad emulator and a reactive boundary. For most FPP games, the touch pad emulator is located in the bottom right corner of the screen, and its function is to accept the input by registering user's finger movement (sliding) and transferring that movement on to the in-game character (mirroring). The reactive boundary surrounds the touch pad emulator. It detects when the user's finger slides beyond the touch pad emulator. When this happens, the reactive boundary uses the centre of the touchpad emulator and the point in which the reactive boundary was crossed as a reference to determine the direction in which the continuous control input must be provided.
- 2. The game controlling system recited in claim 1, wherein the said hardware buttons, due to positioning, can be accessed without disengaging current control action taking place on the touch screen.
- 3. The game controlling system recited in claim 1, which will exceed current game control limits by allowing for multiple actions taking place simultaneously without disengaging the on-screen controls.
- 4. The game controlling system recited in claim 1, wherein the standard game commands, currently located on-screen, are transferred to the dedicated hardware function buttons resulting in a reduced obstruction of the screen.
- 5. The game controlling system recited in claim 1, wherein utilisation of hardware buttons and on-screen controls results in a reduction of the device's size, complexity of operation and its production cost.
- 6. The game controlling system recited in claim 1, wherein game controls will be improved for games played with a device held in a vertical position, by provision of additional input through easily-accessible function buttons located in the corners of the device.
- 7. The game controlling system recited in claim 1, wherein the input capabilities are increased as a result of increased responsiveness and/or registration of function buttons' own tilting action.
- 8. The gaming control system recited in claim 1, wherein functionality, for games and other software, can be increased further by utilisation of a trackball in place of the button no. 3.
- 9. The gaming control system recited in claim 1, wherein concealment of hardware controls, here gaming function buttons, allows the device to retain a discrete appearance of a device that is convenient to use in a game mode as well as in a phone mode.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GB1307803.5A GB2516609A (en) | 2013-04-30 | 2013-04-30 | Hybrid gaming controller for touch screen mobile devices |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GB1307803.5A GB2516609A (en) | 2013-04-30 | 2013-04-30 | Hybrid gaming controller for touch screen mobile devices |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| GB201307803D0 GB201307803D0 (en) | 2013-06-12 |
| GB2516609A true GB2516609A (en) | 2015-02-04 |
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| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| GB1307803.5A Withdrawn GB2516609A (en) | 2013-04-30 | 2013-04-30 | Hybrid gaming controller for touch screen mobile devices |
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| Country | Link |
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| GB (1) | GB2516609A (en) |
Families Citing this family (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN112558790B (en) * | 2020-12-15 | 2024-12-13 | 维沃移动通信有限公司 | Touch pen, control method and device of electronic device, and electronic device |
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| US20130217498A1 (en) * | 2012-02-20 | 2013-08-22 | Fourier Information Corp. | Game controlling method for use in touch panel medium and game medium |
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2013
- 2013-04-30 GB GB1307803.5A patent/GB2516609A/en not_active Withdrawn
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| US5767841A (en) * | 1995-11-03 | 1998-06-16 | Hartman; William M. | Two-sided trackball |
| US20060100021A1 (en) * | 2004-03-31 | 2006-05-11 | Nintendo Co., Ltd. | Game console and emulator for the game console |
| US20110007000A1 (en) * | 2008-07-12 | 2011-01-13 | Lim Seung E | Control of computer window systems and applications using high dimensional touchpad user interface |
| US20110061025A1 (en) * | 2009-09-04 | 2011-03-10 | Walline Erin K | Auto Scroll In Combination With Multi Finger Input Device Gesture |
| US20110157056A1 (en) * | 2009-12-23 | 2011-06-30 | Colin Karpfinger | Tactile touch-sensing interface system |
| US20120007821A1 (en) * | 2010-07-11 | 2012-01-12 | Lester F. Ludwig | Sequential classification recognition of gesture primitives and window-based parameter smoothing for high dimensional touchpad (hdtp) user interfaces |
| US20130084980A1 (en) * | 2011-10-04 | 2013-04-04 | Microsoft Corporation | Game controller on mobile touch-enabled devices |
| US20130217498A1 (en) * | 2012-02-20 | 2013-08-22 | Fourier Information Corp. | Game controlling method for use in touch panel medium and game medium |
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| Publication number | Publication date |
|---|---|
| GB201307803D0 (en) | 2013-06-12 |
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