HK1178337A - Tactile communication device for the neck - Google Patents
Tactile communication device for the neck Download PDFInfo
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- HK1178337A HK1178337A HK13105147.6A HK13105147A HK1178337A HK 1178337 A HK1178337 A HK 1178337A HK 13105147 A HK13105147 A HK 13105147A HK 1178337 A HK1178337 A HK 1178337A
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Abstract
A device 10 comprised of a plurality of evenly spaced tactile actuators 1 1 arranged in the form of a generally C-shaped structure and worn snug around the neck 20 by a subject 30 to apply tactile stimuli to the subject's neck skin. An electronic controller operated by a computer program controls the actuators 1 1 of the device 10 based on signals received from an external source. The device impresses sequences of tactile stimuli around the subject's neck to provide intelligible information, cues and warnings or certain game-related sensations.
Description
Description
Background
The present application claims priority to U.S. provisional application No. 61/340,966 filed on 25/3/2010, U.S. provisional application No. 61/397,336 filed on 10/6/2010, and U.S. provisional application No. 61/397,621 filed on 14/6/2010, respectively.
The present invention relates generally to human-computer interaction and haptic communication. In particular, the present invention relates to communicating precise, understandable information or sensations that stimulate the neck skin from various angles or surrounding locations using a device placed around the neck of a person and using haptic actuators.
The human five senses provide the individual with cues as to the location, distance, velocity, acceleration, and other characteristics of surrounding items. In simulated or virtual worlds such as electronic video games, the perception is limited, for example, by the limited size of the video screen, the low sound quality and limited tactile perception provided by the vibration of the handheld controller.
Vibrating game controllers are known and designed (nishimui, Koshima and Ohta, 2006) and are used to create a sensation of interaction with the physical world among players. For example, in a racing game, the hand-held game controller vibrates when the vehicle is off the road. In a first person shooter game, the subject may be informed, for example by vibration of the game controller, that it has been hit by a projectile. With the advent of controller-less gaming systems, the prior art devices by which tactile information is provided to a subject were further limited because these new systems no longer use handheld controllers (tablets, game levers, etc.) for user interaction. The KINECT gaming system developed by microsoft corporation is an example of a controller-less gaming system. Thus, for example, there is a need in the art to provide detailed haptic information to video game players.
Haptic communication
Methods, systems, and devices for haptic communication have been devised to provide individuals with the ability to understand text and commands or to enhance situational awareness. These inventions mainly relate to artificial vision for blind people (MIT Touchlab, 2005) and remote communication with individuals (Gilson and Christopher (2007), Rupert and Kolev (2008) and Zelek and Holbein (2008)).
Haptic displays, often referred to as visual-to-haptic message translation, have been extensively investigated by research organizations such as MIT haptic laboratories (MIT Touchlab, 2005).
Research and prior art in the field of tactile displays has generally focused on transmitting tactile information to the skin, as well as mechanical and physiological parameters that limit the complexity and bandwidth (amount of information per unit time) that can be transmitted without particular interest in the neck skin as a high resolution sensory organ.
The haptic context awareness system (TSAS) is a wearable haptic display for providing spatially oriented cues (Zelek and Holbein, 2008; Rupert and Kolev, 2008). Belts (Gilson and Christopher, 2007) equipped with sensors and worn around the waist were designed to provide directional cues to soldiers. This prior art uses tactile stimulation at different locations around the torso and belt area to convey information to the subject regarding the location of the impending threat. However, the neck skin, which is a high-resolution sensory organ, is not considered or suggested.
Cervical skin as a high resolution sensory organ
One measure of the effectiveness of a communication modality is how fast complex information can be conveyed to an individual through a given communication modality. In information theory, this is typically measured by how many characters can be transmitted to an individual, and at what rate the characters can be understood by the individual.
The skin of untrained individuals is an imprecise sensory organ. While a person may discern tactile stimuli applied to individual fingers, toes, other body parts, or locations of skin that are far apart, the ability to discern adjacent skin locations is very limited. However, tactile stimulation applied at various angles or peripheral locations around the neck may be discerned, although the points of application are very close. An untrained individual is often able to discern as many as 8 to 12 different angular or circumferential positions around his or her neck (fig. 2). Simple testing has shown that an individual can be trained to distinguish the location of tactile stimuli applied to many more angular or peripheral locations around the neck.
Consider a horizontal clock face 28 (fig. 2) facing upward and centered on the subject's neck. If the clock is oriented such that the 12 o 'clock is directed toward the front of the subject, one may design a trial in which the subject's neck is contacted at various angular or peripheral positions around the neck, and the subject names the hour mark corresponding to the contact point. For example, when contacting the subject straight behind the neck, he or she will say: "6 o' clock". Untrained subjects are typically able to "resolve" or distinguish each of the 12 hour markers. This ability to distinguish 12 different angular or peripheral positions is compared to 12 or in numerical terms at 8(= 2)3Or 3 bit resolution) and 16(= 2)4Or 4-bit resolution).
With such a resolution, individuals can not only discern the direction, but also distinguish combinations of stimulation points. By stimulating multiple locations simultaneously around the neck, with some training, it is then possible to simply communicate complex information to the individual through tactile communication (see tables 1, 2, 3, and 4 shown and discussed below).
The neck skin has unique characteristics that enable a person to accurately discern tactile stimuli applied to its surface from various directions. The present invention exploits this distinguishing stimulus characteristic to convey information and perception to a subject immersed in a simulated or virtual world, such as an electronic video game. Embodiments of the present invention utilizing this methodology of tactile stimulation may also be used to communicate with, for example, pilots, blind people, autistic patients, musicians, and people who cannot communicate verbally or visually.
Disclosure of Invention
The present invention provides a device consisting of a plurality of haptic drivers (solenoids, micro-vibrators, motors, buzzers, speakers, heat/cold sources, electrodes, etc.) arranged in semi-circles at regular intervals and worn proximately around the neck by the subject. The electronic controller is powered by a power source, such as a small rechargeable battery pack, and is operated by a computer program that operates the device based on signals received from an external source through a bluetooth or similar wireless receiver. Based on signals received from an external source, which may be a video game console, computer, or mobile communication device, for example, the controller commands the device to impress a sequence of tactile stimuli at specified locations around the subject's neck, thereby providing the subject with comprehensible game-related information, cues and warnings or game-related sensations.
The device is generally constructed in the form of a pair of earphones connected by a flexible, spring-loaded metal strip that rests around the user's neck. A driver is provided in an extendable adjustable frame that can be shortened or lengthened based on how far the metal strip is pulled from the sleeve to provide equidistantly spaced drivers independent of the subject's neck size. This design ensures that it is oriented correctly (forward towards the front of the subject) and that devices of the same size can fit individuals with different neck sizes. Further, the device may be combined with a pair of speakers/headphones and a microphone to provide a fully perceived audio-visual and tactile environment to the user.
The invention is embodied as a collection of equally spaced drivers worn as an adjustable comfortable generally C-shaped collar worn closely around the neck. It is a benefit of the present invention to provide additional sensory channels through which game-related sensations and stimuli can be delivered to a subject to substantially enhance the subject's gaming experience.
Another benefit of the present invention is to provide an apparatus that allows an individual player to receive dedicated communications and awarded prizes from a game console during a video game.
Another benefit of the present invention is to provide an apparatus that can provide a tactile or Marquis pattern as a beat of music accompaniment (Marquis Patterns), for example as a tactile metronome, for use in providing the tactile sensation of music for musicians, chorists, singers, etc., or through a one-to-one mapping between each note of a song and each driver. The device may also be used as a means for the deaf to perceive music.
It is an advantage of the present invention to provide a small micro-vibration motor as a vibration driver and a pulse operated motor to produce gentle rubbing against the skin.
Another advantage of the present invention is to provide a semaphore signal (semaphores) for indicating the distance and orientation of a target and a semaphore signal for conveying acceleration sensations. The distance may be represented by switching the driver set on and off at a certain frequency or by varying the current input to the drivers. Acceleration may be indicated by activating a driver set to indicate pressure resulting from the acceleration.
These and other benefits of the present invention will become apparent from the following description with reference to the accompanying drawings.
Drawings
FIG. 1 is a perspective view showing a haptic communication device of the present invention worn around the neck of a subject;
FIG. 2 is a perspective view showing a subject with a peripheral pattern of stimulation corresponding to a clock face;
FIG. 3 is a perspective view showing the construction of the device of the present invention;
FIG. 4 is a perspective view showing an alternative configuration of the device of the present invention;
FIG. 5 is a perspective view showing a subject wearing the haptic communication device of the present invention utilizing a pulsatile driver;
6A-6C are perspective views showing successive rotational positions of the pulsating driver of FIG. 5;
FIG. 7 is a representation of the proximity of the target of the apparatus of the present invention;
fig. 8 shows the position P of the switched-on drive; if the neck axis is offset from the vertical axis Z, FIG. 8 is a representation of the neck axis;
FIG. 9 is another representation of the neck axis 21 corresponding to a device having 12 actuators and indicating the movable actuator when the neck axis is offset from the vertical axis 22; and
fig. 10A-10C are representations of expressions of acceleration by the apparatus of the present invention.
Detailed Description
The present invention relates to a tactile communication device for the neck of a user. Neck skin is discussed above as a high resolution sensory organ. Fig. 1-10 illustrate the structure of the device and its operation. The haptic mode or the marquis mode is discussed as an example of a means of conveying certain sensations in a simulated or virtual environment, and the marquis mode is discussed with respect to tables 1-4 set forth below. Further with respect to the drawings: FIGS. 1-10 and said tables 1-4 discuss the application of the present invention.
Fig. 1 shows an apparatus 10 of the present invention implemented as a collection of equally spaced drivers 11, said apparatus 10 being worn as an adjustable and comfortable C-shaped collar worn proximately around the neck 20 of a subject 30. The device 10 provides additional sensory channels through which game-related sensations and stimuli can be delivered to the subject so as to substantially enhance the subject's gaming experience. The device 10 is shown disposed around the neck as is a pair of earphones when not in use. The open C-shape of device 10 and its adjustable structure provide a fit for a range of neck sizes, and the open C-shape is properly oriented, i.e., the open end faces the larynx or laryngeal prominence of subject 30.
Fig. 2 shows a clock face 28 having 12 directions relative to the subject's neck orientation. The design of the device ensures that it remains correctly oriented with respect to the subject's neck 20. 12 o ' clock corresponds to the front actuator 24 and 6 o ' clock refers to the rear actuator 24 of the subject's neck 20.
Fig. 3 shows the structure of the device 10 as a substantially solid skeleton made of two curved metal strips 13 sliding from a solid sleeve 14. The frame holds a flexible frame 12 to support a plurality of actuators 11 that are tightened around a subject's neck 20 as shown in fig. 1. The device 10 can be adjusted to different neck sizes by pushing or pulling the metal strip 13 into or out of the sleeve 14.
The frame 12 may be constructed of an elastic textile material or the like and has a plurality of equally spaced drivers 11. The gantry 12 is shown with 13 drives 11, wherein the two forward drives 11 operate in unison. The 13 drivers 11 are similar to: placing 12 drivers 11 on the circle, one driver in front of the neck; however, in this embodiment of the opening C design, the 13 driver design is an approximation of the 12 driver design.
The frame 12 is shown anchored at its ends to the free ends of the metal strips 13 by means of two solid or rigid anchors 16. The anchor 16 ensures that the frame 12 remains taut and proximate around the subject's neck 20 when the device 10 is worn. The alignment of the frame 12 with the sleeve 14 and the metal strip 13 is maintained by means of three springs 17, said three springs 17 ensuring that the frame 12 remains taut, close to the sleeve 14 and spaced from the neck. When the device 10 is worn, the skeleton consisting of the sleeve 14 and the metal strip 13 ensures that the chassis 12 and the driver 11 fit snugly around the neck 20 while leaving the anterior opening around the laryngeal structure of the subject, thereby ensuring that the subject does not feel "blocked" by the device.
Fig. 4 shows an alternative design of the construction of the device 10 similar to fig. 3. However, instead of 13 drives 11 positioned at equal distances along the gantry 12, three rows of 25 drives 19 are positioned on the gantry 12. The 75 drivers 19 can deliver a richer set of information to the subject by relying on the subject's ability to discern three drivers located at the same angular or peripheral position on the neck skin as at three different heights.
The drive 11 communicates with the electronics housed within the profile box 15. A contoured electronics box 15 is shown attached to the rear of the sleeve 14, and the contoured electronics box 15 houses electronics, namely a battery, bluetooth and radio or transmission means for operation of the device. The communication may be wireless or via wires extending from the cartridge 15 through the spring 17 and through the material of the flexible chassis 12 to each drive 11.
The driver 11 may have many embodiments and configurations. For example, as shown in fig. 3, the generally cylindrical structure may be flexible and deformable, allowing small or variable forces from within the cylindrical actuator to "touch" the user's neck skin. Alternatively, the columnar structure may be movable relative to the chassis 12 from the chassis 12, thereby imparting a neck skin "contact" force to the user. In a similar manner, the vibration may be provided from within the driver body or by movement of the driver body itself. The actuator 11 of fig. 4 is shown as being formed of a cylindrical button-like shape which is likewise movable or moves in a similar manner as described with respect to the actuator of fig. 3. The driver may also be configured to give a small electrical discharge to the user's neck skin or to provide a temperature change to the user's neck skin.
In summary, the tactile stimulator 11 as shown and described with respect to fig. 3-5 may have various configurations and may be disposed in various patterns with respect to the neck skin. For example, the stimulators are preferably equally spaced apart and extend from an inner periphery of the chassis that is adjustably positioned around the circumference of the user's neck. The stimulator is arranged to contact the neck skin of the user angularly or circumferentially. The tactile stimulator may also be constructed and arranged to rub, vibrate, or contact tangentially from an oblique angle, apply a temperature change, or provide a small electrical discharge to the neck skin. The spacing of the drivers and the number of columns and rows of drivers shown and described herein are exemplary and may vary. Further, the structure of the device 10 and its adjustability are exemplary. An important aspect of the present invention is the tactile communication provided by the held driver to the subject's neck skin.
Fig. 5 shows the device worn around the user's neck 20 with the drive or pulse motor 25 mounted to the interior of the flexible chassis 12 at hinge-like connections 27 and spaced around the user's neck. The hinge-like connection 27 allows the drive or motor 25 to move rotationally relative to the body structure of the chassis 12. When power is suddenly delivered to the motor 25, the pulsation of the motor 25 creates gentle friction against the neck skin 31. Similar to the device of fig. 1, the device is shown with a substantially solid skeleton made of a bent metal strip 13 that is slid into a solid sleeve 14. The flexible chassis 12 is shown carrying the motor 25 and being held taut by the metal strip 13 on the user's neck. The anchor 16 ensures that the chassis 12 is held around the user's neck and shows that a contoured electronics housing or cartridge 15 is attached to the sleeve 14, the contoured electronics housing or cartridge 15 containing the electronics of the means for communicating via wires or wirelessly between the spaced apart motors 25 and the electronics in the cartridge 15.
Fig. 6A-6C show three successive positions of the motor 25 as the body or stator of the motor rotates about the hinge axis represented by vector 26, gently rubbing the neck skin of the device user. Each motor or drive 25 is shown attached to the chassis 12 in a manner such that the attachment point acts as a hinge 27, thereby enabling the body of the motor 25 to rotate as a result of the initial energization torque of the motor, and thereby enabling rubbing of the neck skin 31 of the user.
Fig. 7 shows how the apparatus 10 is used to deliver the direction (orientation) and distance (range) of the target 18 to the subject. From top to bottom, the number of active drivers 11 (represented by black dots) increases as the target 18, represented by a square, approaches the subject from south-east. At a far distance, only one actuator 11 pointing in the direction of the target is active. As the target approaches, the web of movable actuators 11 expands, with the average direction of the web pointing toward the target 18. When the target 18 is closest to the subject, almost half of the drivers in the direction of the target are active. The relationship between the number of active drivers and the distance described herein is exemplary and may vary.
Semaphore signal for indicating distance and orientation of target
Fig. 7 shows the direction (bearing) and distance (range) that the device can be used to deliver a target to a subject. As the target approaches, the web of active drives expands, with the average direction of the web pointing toward the target. This methodology has limitations, such as an increased number of active drivers as the target approaches, resulting in decreased directionality and accuracy of the device pointed at the target. Furthermore, multiple approaching objects cannot be tracked in this way because the merging of their respective active drive links when the individual objects approach creates a single large link that no longer represents the original individual object. The latter limitations can be addressed as follows:
distance is represented by switching the driver on and off:
alternatively, instead of representing the position of the object with one or more continuously active actuators, a single actuator pointing in the direction of the object is switched on and off at some or a specified frequency; the frequency of the switching on and off, or the designation thereof, may depend on the distance of the object from the subject. When an object approaches, the on/off frequency is increased. The frequency is at a maximum when the object is very close to the subject. When the object is withdrawn, the frequency is reduced.
By correlating the distance of an object (to the subject) to the on/off frequency of the driver, multiple objects at different distances from the subject can be tracked, each represented by a single driver for multiple objects pointing in that direction and turning on and off at a frequency that represents the distance of that object to the subject.
Distance is represented by changing the current input to the driver:
when the object is close, the intensity of the current fed to the driver can be increased, said current being directed in the direction of the object, thereby increasing the intensity of the stimulus impressed on the skin. When the object is withdrawn, the current is reduced. By controlling the current fed to each driver, a plurality of objects located at different distances from the subject can be tracked, each of the objects being represented by a single driver, respectively, directed at the object and operating at a current intensity based on the current supplied to the single driver, the current intensity representing the distance of the object from the subject.
Semaphore signal indicating deviation from vertical axis
One application of the invention is as a pilot's help in avoiding loss of horizon: dangerous conditions caused by inclement weather and low visibility and resulting in disorientation and accidents. Loss of horizon occurs when all visual cues for the "up" and "down" directions are lost. Most aircraft are equipped with electronic navigation systems that include gyroscopes. The gyroscopes keep track of the aircraft's horizon and current attitude and, with the aid of the onboard navigation system, display the horizon through an instrument called artificial horizon. However, in some emergency situations, the visual display of the horizon may be confusing to pilots who must scan multiple instruments at extreme workload. The attitude of the aircraft may be represented by a vector aligned with the neck axis of the pilot. As shown in fig. 8, the electronic navigation system of the aircraft can calculate the relative position of the neck axis to the vertical axis OZ.
FIG. 8 shows the vector of inclination with respect to the vertical axis OZThe neck axis is shown, and activation of the actuator at point P on the device 10 indicates to the subject the direction in which the neck should be tilted to realign the neck with the vertical axis OZ. The point P is defined as containing a vectorThe intersection of the circle Σ and a vertical plane to the axis OZ.
Fig. 9 shows that when the neck axis, illustrated by vector 21 on clock face 28, is tilted relative to the vertical direction, indicated by vector 22, activation of actuator 23 indicates to the subject the direction in which the neck should be tilted to realign the neck with the vertical axis.
Semaphore signal for indicating acceleration
In a racing game, the acceleration experienced by the player may not be easily conveyed with visual or audible cues. The invention can be used to convey to the player the direction and intensity of acceleration experienced in the game. Fig. 10A-10C show that as the intensity of acceleration experienced by the user increases and changes direction, the size of the chain of active drivers 11 increases as a function of the intensity of the acceleration, and the average direction of the chain of active drivers points in the opposite direction of the acceleration vector (32, 33, and 34). Thus, the player experiences acceleration in the game as if the yoke placed around his neck drags and accelerates him in various directions, wherein the size and orientation of the movable actuator links are controlled by the game console, computer or mobile device, so that a variable pressure is provided by the actuator 11 to the neck skin.
Structure of device
1. A micro-vibration motor as a vibration driver. Small micro-vibration motors can be used as drivers in the devices. Micro-vibration motors are used as silent alarm mechanisms in mobile phones and pagers. As a driver in the device of the present invention, a micro-vibration motor applies local vibrations around the neck.
2. The pulse, which produces gentle rubbing against the skin, operates the motor. When power is suddenly applied to the motor, an initial torque is generated that forces the body (stator) of the motor to rotate opposite to the direction of rotation of the rotor. This effect serves as a means for the body of the motor to gently rub against the user's skin. As shown in fig. 5, the motor is fixed along its side that acts as a hinge when power is suddenly applied to the motor and causes it to rotate about the hinge-like structure. The pulsed operation of the motor consumes less electricity and may be more comfortable for the user in certain applications of the device.
3. Attachment of a positioning mechanism of the device. Optical beacons utilizing Light Emitting Diodes (LEDs) may be positioned on the device to enable a camera working in conjunction with the video game system to locate the device and communicate to the video game system the position and orientation (relative to the video screen) of the player wearing the device. Knowledge of the position and orientation (the direction in which the player is facing relative to the video screen) allows for more complex and interesting video game designs.
Organized haptic patterns (marquess patterns) as means for conveying certain senses in a simulated or virtual environment
Table 1 shows an example of a repeating marquise pattern of contact points that causes rotation around the subject's neck. This pattern causes the perception that the point of application of the stimulus is rotating or spinning around the neck. The black circle represents an active driver and the empty circle is inactive. The numbers indicate the sequence in which the drive is activated.
TABLE 1
Table 2 shows an example of perceived repetitive marquise patterns that cause a back and forth movement of the pressure points of contact on the left and right sides of the subject's neck. The black circle represents an active driver and the empty circle is inactive. The numbers indicate the sequence in which the drive is activated.
TABLE 2
Table 3 shows an example of a marquis pattern that causes repeated contractions around the subject's neck resulting from repeated simultaneous activations or actuations of all of the actuators.
TABLE 3
Such patterns and the perception of player excitement may be used as a way to communicate certain game conditions to the subject. These conditions may be "decreasing health", "to be hit by a virtual component", "fallen", or "dying".
Table 4 shows an example of a haptic alphabet based on a static pattern of haptic stimulation with 12 drivers arranged at regular intervals around the neck.
TABLE 4
Application of the invention
1. The device 10 (fig. 1-5) is worn around the neck in a manner similar to a pair of different earphones that do not move around the neck. The device 10 enables players of electronic video games to receive tactile feedback (pressure, vibration, temperature change or electrical discharge) around their neck through a series of actuators 11. With the apparatus 10, players of video games are able to orient themselves, feel the direction of oncoming objects, feel acceleration, and feel certain game-specific situations such as health, success, failure, and death.
2. The apparatus 10 is particularly useful when used in conjunction with a controller-less video game system, such as the KINECT system from Microsoft Xbox. The controller-less gaming system allows a person to interact with the electronic video system without using any game pad, joystick, etc. Instead, multiple cameras and image processing software are used to identify the player and read his/her movements of the body part as input to the video game. For example, when there is no handheld controller to transmit haptic feedback through controller vibration, the apparatus 10 enables a player of a video game to receive haptic feedback around the player's neck.
3. A computer program runs on the controller and activates the controller in a sequence to produce a pattern and sequence of tactile stimuli on the subject's neck in order to convey prescribed information or sensations to the subject.
4. The physical design of the device 10 ensures that the drivers 11 remain equidistant from each other and remain proximate and in direct contact with the neck skin as the device is adjusted to various neck sizes. The device 10 has a generally C-shaped design to ensure that the device 10 is properly oriented around the neck 20 (fig. 1) with the open end facing the front of the neck and the forward driver supporting the laryngeal prominence of the subject as the subject moves or speaks. Furthermore, the C-shaped design ensures that the subject's neck is not completely surrounded by the device and does not feel "blocked" by the device. Throughout this application, a 13 drive 11 arrangement 10 is shown, wherein the two forward drives 11 operate in unison at the 12 o' clock position. This design corresponds to a fully closed design with 12 actuators 11.
5. The use of the neck 20 as a distinct region of human skin, and the exploitation of this uniqueness by stimulating the neck 20 tactilely and from various angles and peripheral directions (fig. 2), enables a subject to identify combinations of tactile stimuli applied to various angular or peripheral locations around the neck with a high level of accuracy.
6. An alphabet of patterns of tactile stimulation with 12 drivers 11 placed at regular or equidistant intervals around the neck for communication with the subject wearing the device (table 4). In this alphabet, each letter is represented by some combination of active drivers that are activated simultaneously or consecutively. The alphabet may be used to communicate with subjects who are unable to receive communications through normal visual or auditory pathways due to pathology such as visual or auditory information overload or other reasons.
7. The use of certain organized haptic patterns, referred to as "marquis patterns," to convey certain senses that represent certain states or certain conditions of a video game (tables 1 and 2). For example, in an electronic video game, "fall from a height" may be represented by the perception of a rapidly rotating pressure point around the neck (table 1). The perception of rapid back and forth movement of two pressure points on either side of the neck may be used to convey the perception of "power propulsion". Finally, repeated activation of all drivers (Table 3) can be used to convey a "failed" or "hit" sensation.
8. The device may be used to communicate with a subject who is unable to process text-based or sound-based information due to autism or other neurological disorders. A small set of tactile semaphore signals based on marquis patterns, or a simplified alphabet, can be used in conjunction with training and adjustment to communicate with these individuals.
9. In an alternative design, the device may use a multi-layer driver (fig. 4) that gives the device additional dimensions, which can be used to deliver a richer set of information to the subject.
10. The computer program of the control device may be programmed to generate a sequence of marquis patterns (tables 1, 2 and 3) that provide biofeedback or a soothing neck message to the subject.
11. The device may be used to communicate with individuals that are unable to see or hear, for example, due to visual and auditory overload or injury. In such cases, the device may be used, for example, to guide the subject towards the target, or to alert blinded subjects as to the location and extent of an upcoming silent vehicle, such as an electric or hybrid vehicle.
12. Blind individuals are increasingly engaged in sports and leisure activities. To safely practice these activities, the blinded individual must follow a guide that carries a small bell or that speaks constantly so that the blinded subject can locate the guide. In ball games, the ball makes a continuous sound to allow the blind to locate the ball. The device can be used in conjunction with a radio transmitter carried by the guide or ball and a radio directional receiver carried by the subject to convey the position and extent (direction and distance) of the guide or ball to the subject using a tactile pattern on the subject's neck (fig. 7).
13. The device can help pilots, divers, parachutists, etc. restore their up-and-down feeling after getting disoriented by losing visual and psychological cues about the horizon. Loss of horizon is of serious concern and has proven to be the origin of many aviation and diving accidents. When the subject's neck axis is in a vertical direction, no stimulus is applied to the neck. When the subject's neck axis deviates from the vertical, the tactile signal indicates to the subject the direction in which he or she must tilt their neck to realign their neck with the vertical (fig. 8 and 9).
14. Optical LED beacons (not shown) may also be used with the device 10 of the present invention. The video game system may include a camera positioned near the video screen to look back at the user or player of the video game. The camera may communicate with the beacon and determine the location of the device 10 and, thus, the user's location and the orientation of the device and user relative to the camera and video screen. Knowledge of the position and orientation (the direction in which the player is facing relative to the video screen) allows for more complex and interesting video game designs.
Applications of devices relating to video games
1. Dedicated communication with individual players. In a multiplayer video game where multiple players are physically located in front of the same system, screen, or set of speakers, the device may be used by the video game system for dedicated communication with individual players. Rapid dedicated communication with individual players allows for more competitive, complex, and interesting game designs.
2. The player is rewarded. The video game system may use the device as a means of soothing tactile sensations around the player's neck to reward individual players. These haptic sensations can be generated as a sequence of marquis patterns as shown and described in this invention.
Application of device as musical accompaniment
Computers, video game systems, personal music delivery devices such as the iPod, or public music delivery systems may use the device to deliver both music and an organized tactile pattern of beats to an audience.
An example of such an application is the use of the device as a haptic metronome to deliver complex beat patterns in the form of a sequence of organized haptic patterns (marquis patterns). In this way, a musician can "feel" a complex beat while playing his/her instrument using the device as a tactile metronome.
Another application is in dance clubs or in chorus teams, where the dancer or singer wearing the device receives an organized tactile pattern in time with the music to help them dance or sing in unison.
Use of a device as a means for deaf persons to perceive music
With this device, music can be translated into patterns of tactile stimuli and impressed on the skin of the deaf person's neck. Each note of the scale may be mapped to a particular driver or set of drivers which may be turned on and maintained on for a period of time equal to the timing value of that note. In this way, the generation of the tactile pattern on the neck can be synchronized with the music itself, and the music can be heard and felt by the listening individual as a synchronized, complete musical experience.
To translate the music into an intuitive haptic experience, adjacent notes may be mapped to adjacent drivers, e.g., higher notes mapped to the front of the neck (corresponding to the 12 o 'clock position) and lower notes mapped to the back of the neck (the 6 o' clock position). The tactile perception of music can be made more enjoyable by mapping each note to a pair of symmetric drivers located on the left and right sides of the neck simultaneously, thereby providing a more symmetric tactile experience.
Although the apparatus of the present invention is shown and described for use with a high resolution sensory organ, such as the neck skin, of a user, the apparatus may also be used with other body parts that may have a lower sensory resolution.
Since many variations of the haptic communication device of the present invention are possible, the above description and accompanying drawings should be interpreted in an illustrative, and not a limiting sense, using the teachings of the present invention.
Claims (20)
1. An apparatus for tactile communication with a person's neck skin comprising a compact adjustable generally C-shaped structure having a plurality of spaced apart drivers mounted to the structure and configured for tactile communication with the person's neck skin.
2. A haptic communication device for a neck, comprising:
a) means for positioning a plurality of drivers spaced around the neck of the user, each driver positioned for contact with the neck skin of the user; and
b) means for actuating each of said actuators to provide tactile communication to the neck skin of said user.
3. The haptic communication device of claim 2, wherein the device driver comprises software programmed to provide a marquis pattern and a semaphore signal to the driver.
4. The haptic communication device of claim 3, wherein the marquis pattern and semaphore signals are representations selected from a small group of representations consisting of letters of the alphabet, numbers, notes, location of objects, velocity of objects, and vertical orientation of the device when worn around the neck of a user.
5. The haptic communication device of claim 2, wherein the means for positioning the driver consists of a frame assembly having an elongated, flexible structure forming a generally C-shaped structure around the neck of the user, and wherein extendable support bars are provided outside the elongated, flexible structure.
6. The haptic communication device of claim 2, wherein the plurality of drivers are substantially equidistantly spaced from one another to form a clock face arrangement around a user's neck, and wherein the drivers are selected from a driver group consisting of solenoids, micro-vibrators, buzzers, motors, speakers, discharge sources, and heat/cold sources.
7. The haptic communication device according to claim 2, wherein the driver is a pulse-operated motor, each of the motors being mounted along an eccentric axis for rotation about the eccentric axis, respectively; or wherein each of said drivers is provided with an on/off means comprising timing means and frequency means.
8. The haptic communication device of claim 2, wherein an optical beacon is mounted to the device to provide a positioning mechanism.
9. The haptic communication device according to claim 2, wherein each of the drivers is operated by a variable current.
10. A haptic communication device according to claim 2, wherein a musical note coordination device is provided in communication with the driver to provide a haptic stimulus pattern to the skin of the user in synchronism with the notes.
11. A haptic communication device for a neck, comprising:
a) a frame assembly having an elongated, extendable, flexible structure with an inner surface and an outer surface;
b) a plurality of drivers disposed about and extending from the inner surface of the elongated, flexible structure of the holster assembly, the drivers configured and arranged substantially equidistant from one another for contact with a user's neck skin;
c) an extendable support bar disposed outboard of the extendable, flexible structure; and
d) a housing mounted to the extendable bar for housing electronic components in communication with the driver.
12. The haptic communication device of claim 11, wherein the driver is disposed substantially on a circle around a neck of a user, and wherein the driver is disposed in the form of a clock face and has 13 drivers.
13. The haptic communication device according to claim 11, wherein software is provided, and wherein the software controls the device to translate an external signal into a driver activity, and wherein the driver is constructed and arranged to provide contact, temperature change, vibration, and electrical discharge.
14. The haptic communication device of claim 13, wherein the software is adapted to translate external activity into a marquis pattern and a semaphore signal to the actuator.
15. The haptic communication device of claim 11, wherein the driver is comprised of an elongated, generally cylindrical structure and is axially disposed on the inner surface of the elongated, flexible structure.
16. The haptic communication device according to claim 15, wherein the driver is comprised of a pulse operated micro-vibration motor.
17. The haptic communication device of claim 11, wherein an optical beacon is mounted to the device to provide a positioning mechanism.
18. The haptic communication device according to claim 11, wherein an on/off device is provided for each of the drivers, the on/off device comprising a timing device and a frequency device.
19. The haptic communication device of claim 11, wherein each of the drivers is operated by a current, and wherein a variable current output is provided for communication with the drivers.
20. A haptic communication device according to claim 11, wherein a musical note coordination device is provided in communication with said driver to provide a haptic stimulus pattern to the skin of the user in synchronism with the notes.
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US61/340,966 | 2010-03-25 | ||
| US61/397,336 | 2010-06-10 | ||
| US61/397,621 | 2010-06-14 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| HK1178337A true HK1178337A (en) | 2013-09-06 |
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