Joystick Chair
20230390130 · 2023-12-07
Inventors
- Zoran Stajic (Belgrade, RS)
- Vuk Pusic (Belgrade, RS)
- Rados Radenkovic (Belgrade, RS)
- Nenad Dunjic (Belgrade, RS)
Cpc classification
G05B19/4155
PHYSICS
A47C7/004
HUMAN NECESSITIES
International classification
A47C7/00
HUMAN NECESSITIES
Abstract
Joystick chair is an input device for interaction between the user and computer. It enables the movement of the user in games. The invention is used by placing feet on the platform (3) and sitting or leaning on the seat (23). Command for turning is achieved by rotating the seat (23), either to the left or to the right. Command for forward movement is issued by pulling the left or right controller (36, 41) with fingers, while the command for backward movement is issued by pushing the left or right controller (36, 41) away by palms. Control handles for lateral movement (49, 56) are separated from the forward-back controls that are located on the controllers (36, 41). Other commands are achieved with buttons on the left and right controller and they are accessible with thumbs. The software allows the modifications of all available actions of the invention.
Claims
1-32. (canceled)
33. A method for centering a rotary head component of a joystick chair, comprising sending signals from a rotation sensor to a microcontroller having a left and a right controller, to activate a linear actuator, wherein the linear actuator is connected to a secondary slider having a push cylinder and attached to a rotary head.
34. The method of claim 33, wherein a translational movement of the left controller is transferred to a left controller sensor that sends a proportional signal to the microcontroller to command forward or backward movement.
35. The method of claim 33, wherein a translational movement of the right controller is transferred to a right controller sensor that sends a proportional signal to the microcontroller to command forward or backward movement.
36. The method of claim 33, wherein a rotation between two positions of a left armrest support around a left armrest joint is controlled by translational movement of the left controller is transferred to a left controller sensor.
37. The method of claim 33, wherein a rotation between two positions of a right armrest support around a left armrest joint is controlled by translational movement of the right controller is transferred to a right controller sensor.
Description
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING
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DETAILED DESCRIPTION OF THE INVENTION
[0064] Joystick chair represents input device for the computer or gaming console. It enables simpler, more comfortable and efficient playing of computer games, especially when it comes to Virtual reality. Joystick chair, with head mounted display, is a part of Virtual Reality SYSTEM.
[0065] In larger picture we see the VR System that consists of computer or game console for processing content, head mounted display (HMD) for stimulating Visual cortex, headphones for Auditory cortex and Joystick chair as human-machine interlace (HMI) for input and to stimulate Somatosensory cortex in order to generate signals in Motor cortex by sheer proximity. Joystick chair is developed as a component for new approach to Virtual Reality as media, because it gives us reference hardware for movement and compatibility with existing content and hardware.
[0066] So far the biggest problem that Virtual Reality has had is nausea associated with movement. Standard control scheme (garnepad and mouse keyboard combo) creates different levels of discomfort in 60%, and nausea in 20% of all users. Therefore, we were unable to use existing contents, such as widely popular FPS games, and developers had to devise alternative mod for movement (teleporting), which mostly throws people out of immersion, and breaks the gameplay. Also an important factor is that setting up for a VR session can be cumbersome, which affects the user to use the device less and less.
[0067] In order to solve these problems, we have proposed novel solutions. Instead of trying to stimulate the central nervous system in order to achieve the control of the content, we have achieved simulation of the ordinary gamepad and simultaneously generated a sense of motion without having to influence the Vestibular system (i.e. middle ear stays in an axis all the time). In this way we have achieved control and compatibility with all popular non-VR contents on market, while decreasing the nausea due to movements. Learning curve is measured in seconds. Setting up a session is as easy as sitting on a chair and putting a hat on your head. The user is not disturbed by cables or forced to move furniture around. New comfort allows for several hours of continuous usage. Our solution is Design-agnostic that can be reproduced to fit any interior. This solution is compatible with all existing VR controllers and has several modes of integration. A very important option is also the use out of Virtual Reality where HMI can be utilised.
[0068] Our proprietary Software gives us the capability of customization and also prevents certain motion rules that can cause nausea, and, is constantly assisting the user from the background. In this way, the gap between the existing content and the specificity of the virtual reality is bridged without the need for additional programming and adjusting the movement by the developer. The user can adjust/customize the movement parameters to the specific level for each content separately. All this has profound effect on increasing the resistance to nausea for majority of users over prolonged period of time.
The Device Consists of Following Segments:
[0069] Basefrarne with a platform [0070] Mechanism for lifting and lowering the seat [0071] Sitting mechanism with backrest [0072] Controls [0073] Microcontroller
[0074] Baseframe with a platform gives the Joystick chair strength and stability. On the front side of the base frame (1) platform joint (4) is attached, which can rotate the platform (3) between two positions. On the rear side of the base frame (1) the base frame support joint (6) is attached, which can rotate base frame support (7). This double folding feature comes in handy for the transport of Joystick chair because it significantly reduces its footprint. base frame support (7) with base frame support locking bolt (8) gives Joystick chair ability to be stable on significantly uneven surfaces. Adjustable feet (2) are for fine tuning of stability. Also on the front of the base frame (1) a linear actuator for angle regulation of the platform (16) is attached that regulates the angle of platform (3) over front rotary bracket (15).
[0075] Mechanism for lifting and lowering the seat enables the user to use the Joystick chair in two positions, leaning or sitting. The change from sitting to a leaning position is achieved by giving the command using the position controller (57) to the microcontroller (30) which issues a command to the linear actuator for secondary slider with pusher cylinder (17) that raises the secondary slider with pusher cylinder (18). By moving it up relieves back part of rotary support for forward portion of the seat (12) with forward portion of the seat (11), which is placed in a near vertical position. Also, by moving up, the secondary slider with pusher cylinder (18) lifts away the seat (23) from the seat support (13). Seat spring (20) is located between chair rotary head (27) and the seat (23), and pulls it towards the seat adjustment bolt (24). That determines the angle of the seat (23).
[0076] Sitting mechanism with backrest lays on chair rotary head (27) that carries the seat (23) and the backrest (2.5), that carries the headrest (31). Angle of the Seat (23) can be adjusted by seat adjustment bolt (24). Angle of the backrest (25) can be adjusted by backrest adjustment bolt (26). The height of the seat (23) and the backrest (25) in the sitting position is adjusted by activating linear actuator for chair height regulation (10) which is inside central column (19) which can also rotate in rotation bearing of the central column (9). The height of the chair rotary head (27) can be adjusted by changing the height of the secondary slider with pusher cylinder (18), which blocks the rotary support for the forward portion of the seat (12) from the movement in the sitting position and allows its lowering in the leaning position. The rotary support for the forward portion of the seat (12) carries the forward portion of the seat (11) and is attached to the rotary axle of the rotary support for the forward portion of the seat (14) which is connected to the seat support (13) which is attached to the primary slider (5) and gives support to the seat (23) in the seated position.
Controls Consist of Five Parts:
[0077] Handles [0078] Control of forward and backward movement [0079] Controls for left or right turning [0080] Buttons [0081] Strife controls
[0082] Handles consists of the left armrest joint (37), the right armrest joint (42), left armrest support (33), right armrest support (38), left armrest (34), right armrest (39), left controller (36) and right controller (41). The left armrest joint (37) and right armrest joint (42) allow the left armrest support (33) with left controller (36), and right armrest support (38) with the right controller (41) to be independently positioned in forward or back position. The use of left controller (36) and/or right controller (41) is independent of each other. When the left controller (36) and/or right controller (41) are in the back position, they are complete removed from the control process. This option allows unhindered use of other input devices, such as various handheld controllers with position recognition.
[0083] Control of forward and backward movement is achieved by pulling the left or right controllers (36 or 41) with fingers toward, or pushing away with palms. The force is transferred over elastic left and right set of rubber rings (44 or 51) and measured by the left or right sensor (45 or 52). The force is measured by the left and right sensors (45 and 52) from where the signals are sent to the microcontroller (30), which processes the information and sends new commands for forward—backward movement to the computer via USB.
[0084] When we press our fingers against front of left or right controller (36 or 41) sensation received in Tactile corpuscles, some of impuisis from Bulbous corpuscles in our fingertips, and resulting logic calculation are transmitted through afferent nerve fiber of the Somatosensory system moving forward to the spinal cord. From there signals are transmitted via the Posterior column—medial lemniscus pathway (PCML) (also known as the Dorsal column-medial lemniscus pathway (DCML)) to the Postcentral gyrus (Somatosensory cortex) of the Primary somatosensory cortex, which is just next to (posterior to) the Primary motor cortex. There, noise is generated because of overlapping regions in cortex, as result of their proximity to each other. We are using sight to discard that noise, so when VR tricks the Visual cortex, by giving it visual representation of movement, noise becomes a slight sensation of forward movement for the user.
[0085] Controls for left or right turning is achieved by turning of the seat (23) that is connected to the chair rotary head (27), which transfers rotation to rotation sensor (28). Rotation sensor (28) is placed between the movable chair rotary head (27) and the immovable secondary slider with pusher cylinder (18). The signal generated in rotation sensor (28) is then sent to microcontroller (30) which processes the information and sends new commands for left—right turning to computer via USB.
[0086] The buttons are located on the inner sides of left and right controllers (36 and 41) available for thumbs of left and right hand.
The commands available to the left thumb are the button switchers as follows: [0087] LEFT PRIMARY TRIGGER (58) [0088] LEFT SECONDARY TRIGGER (59) [0089] LEFT TERTIARY TRIGGER (60) [0090] D-PAD UP BUTTON (68) [0091] D-PAD DOWN BUTTON (69) [0092] D-PAD LEFT BUTTON (67) [0093] D-PAD RIGHT BUTTON (70) [0094] START BUTTON (65), menu or start
The commands available to the right thumb are the button switchers as follows: [0095] RIGHT PRIMARY TRIGGER (73) [0096] RIGHT SECONDARY TRIGGER (72) [0097] RIGHT TERTIARY TRIGGER (71) [0098] Button 1 (61) [0099] Button 2 (62) [0100] Button 3 (63) [0101] Button 4 (64) [0102] BACK BUTTON (66), exit to the menu.
[0103] Strife controls which consist of left strife control (49) and right strife control (56), are used for lateral left and right movement. They are not connected to the left controller (36) and right controller (41), which prevents diagonal movement.
Microcontroller (30) has Two General Functions:
[0104] 1. Defining and changing the position of the Joystick chair by giving the commands to linear actuator for chair height regulation (10), linear actuator for angle regulation of the platform (16) and linear actuator for secondary slider with pusher cilindar (17). Also, it can memorise and recall previous Joystick chair position. Commands for this function are issued via position controller (57).
[0105] The commands for position controller (57) are: [0106] Pushing button (74) gives a command for changing from sitting to standing position of the Joystick chair. [0107] Pushing button (75) gives a command for changing from standing to sitting position of the Joystick chair. [0108] Pushing button (76) gives a command for raising of the seat (23) in both sitting and standing positions. [0109] Pushing button (79) gives a command for lowering of the seat (23) in both sitting and standing positions. [0110] Pushing button (77) gives a command for decreasing the angle of the platform (3). [0111] Pushing button (78) gives a command for increasing the angle of the platform (3). [0112] Pushing button (80) gives command for storing the current position of the Joystick chair by simultaneously pushing with one of the buttons for position 1 (81) or position 2 (82) or position 3 (83). [0113] Pushing button (81) gives command to the Joystick chair to go to position 1, and after pushing button (80) stores the position 1. [0114] Pushing button (82) gives command to the Joystick chair to go to position 2, and after pushing button (80) stores the position 2. [0115] Pushing button (83) gives command to the Joystick chair to go to position 3, and after pushing button (80) stores the position 3. [0116] 2. Second function of the microcontroller (30) is to give the standard gamepad commands to a PC or a console over USB port. All modifications of the moving commands are done with microcontroller (30) that gets the voltage from the left (45) and right controller sensors (52) for forward—backward movement, rotation sensor (28) for left-right turning and left (49) and right strife control (56) for moving sideways. This eliminates the need to modify the software to which the commands are issued, because it is received in a standard gamepad format or standart mouse and keyboard input. This functionality can be modified using proprietary software.
INDUSTRIAL AND OTHER APPLICATION OF INVENTION
[0117] The way of application of the invention includes all those applications for which the standard gamepad controller is applied, because output signals with which the commands are issued are identical. With already stated applications in a field of control, the invention enables comfortable usage in other applications also, in which the standing or sitting in one place is necessary;
[0118] Also, any other constructional improvements or changes that would be within the shown set, and in a goal of its functional improvement, are considered to be included with this registration.