DE29922298U1 - Zeigergerät mit Kraftrückmeldung - Google Patents
Zeigergerät mit KraftrückmeldungInfo
- Publication number
- DE29922298U1 DE29922298U1 DE29922298U DE29922298U DE29922298U1 DE 29922298 U1 DE29922298 U1 DE 29922298U1 DE 29922298 U DE29922298 U DE 29922298U DE 29922298 U DE29922298 U DE 29922298U DE 29922298 U1 DE29922298 U1 DE 29922298U1
- Authority
- DE
- Germany
- Prior art keywords
- actuator
- force
- force feedback
- sensor
- mouse
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired - Lifetime
Links
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/016—Input arrangements with force or tactile feedback as computer generated output to the user
-
- 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
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
-
- 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
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- 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
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
-
- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0338—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0354—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
- G06F3/03543—Mice or pucks
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0354—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
- G06F3/03545—Pens or stylus
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0362—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 1D translations or rotations of an operating part of the device, e.g. scroll wheels, sliders, knobs, rollers or belts
-
- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1006—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals having additional degrees of freedom
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1025—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
- A63F2300/1031—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/01—Indexing scheme relating to G06F3/01
- G06F2203/013—Force feedback applied to a game
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/01—Indexing scheme relating to G06F3/01
- G06F2203/014—Force feedback applied to GUI
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/01—Indexing scheme relating to G06F3/01
- G06F2203/015—Force feedback applied to a joystick
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L69/00—Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
- H04L69/30—Definitions, standards or architectural aspects of layered protocol stacks
- H04L69/32—Architecture of open systems interconnection [OSI] 7-layer type protocol stacks, e.g. the interfaces between the data link level and the physical level
- H04L69/322—Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions
- H04L69/329—Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions in the application layer [OSI layer 7]
Description
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Claims (27)
1. Kraftrückmeldungsmaus, die mit einem Host-Computer
verbunden ist, der ein Host-Anwendungsprogramm ausführt,
wobei die Maus von einem Benutzer physisch berührt wird und
in einem ebenen Arbeitsbereich beweglich ist, mit den fol
genden Merkmalen:
- 1. einem mit einem Gehäuse der Maus verbundenen Sensorge rät, wobei das Sensorgerät die Bewegung der Maus in dem ebenen Arbeitsbereich erfaßt und Sensorsignale ausgibt, welche die Bewegung wiedergeben,
- 2. einer Taste, die mit dem Gehäuse der Maus verbunden ist und einen Freiheitsgrad aufweist sowie einen Sensor zur De tektion der Stellung der Taste, so daß ein Befehlssignal zu dem Host-Computer gesendet wird, wenn die Taste von dem Be nutzer in eine vorgegebene Stellung gedrückt wird, und
- 3. einem Betätigungsglied, das mit der Taste der Maus ver bunden ist, wobei das Betätigungsglied betrieben wird, um eine Ausgangskraft in dem Freiheitsgrad der Taste auszu üben.
2. Kraftrückmeldungsmaus gemäß Anspruch 1, wobei ein
fundamentverbundener Teil des Betätigungsgliedes mit dem
Gehäuse der Maus verbunden ist und ein bewegliches Teil des
Betätigungsgliedes mit der Taste verbunden ist.
3. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei das Betätigungsglied ein Linear-Betäti
gungsglied ist, das eine lineare Ausgangskraft in dem Frei
heitsgrad der Taste ausübt.
4. Kraftrückmeldungsmaus gemäß Anspruch 3, wobei das li
neare Betätigungsglied ein Schwingspulen-Betätigungsglied
ist.
5. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei der Sensor einen Kontaktschalter umfaßt,
um eine niedergedrückte Stellung der Taste zu erfassen.
6. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei der Sensor einen Bereich von mindestens
drei Stellungen der Taste in dem Freiheitsgrad der Taste
erfaßt.
7. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei die Ausgangskraft wenigstens teilweise von
der Stellung der Taste in deren Freiheitsgrad abhängt.
8. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei die Ausgangskraft zu einer auf dem Host-
Computer dargestellten Grafikwiedergabe in Beziehung ge
setzt wird, wobei die Position der Maus in dem ebenen Ar
beitsbereich einer Position eines Zeigers in der grafischen
Wiedergabe entspricht.
9. Kraftrückmeldungsmaus gemäß Anspruch 8, wobei die
Ausgangskraft ein Ruck ist, der mit dem Zusammenwirken des
benutzergesteuerten Zeigers mit einem in einer grafischen
Benutzerschnittstelle dargestellten Grafikobjekt in bezug
gesetzt wird.
10. Kraftrückmeldungsmaus gemäß Anspruch 9, wobei der
Ruck mit einer vorgegebenen Stärke ausgegeben wird, die von
einer Eigenschaft des Grafikobjekts abhängt, mit dem der
Zeiger zusammenwirkt.
11. Kraftrückmeldungsmaus gemäß Anspruch 10, wobei die
Eigenschaft des Grafikobjektes ein Typ des Grafikobjektes
ist, wobei der Typ ein Icon, ein Fenster sowie eine Menüop
tion umfaßt.
12. Kraftrückmeldungsmaus gemäß Anspruch 10, wobei der
Ruck ausgegeben wird, wenn sich der Zeiger zwischen Me
nüpunkte in einem dargestellten Grafikmenü bewegt.
13. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei die Kraft in einer Kraftempfindung enthal
ten ist, die einen Ruck, eine Vibration, eine konstante
Kraft und eine Texturkraft sein kann.
14. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, mit einem von dem Host-Computer getrennten Mi
kroprozessor, der mit dem Sensor und dem Betätigungsglied
verbunden ist, wobei der Mikroprozessor arbeitet, um Host-
Befehle von dem Host-Computer zu empfangen und Ausgangs
kraftsignale zu dem Betätigungsglied zu übertragen, um die
Ausgangskraft zu steuern, und um Sensorsignale von den Sen
soren zu empfangen und Positionsdaten zu dem Host-Computer
zu berichten, die von den Sensorsignalen abgeleitet sind
und die Bewegung der Maus angeben.
15. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei das Betätigungsglied die Kraft in Abhän
gigkeit von einem Befehl ausgibt, der von der Maus von dem
Host-Computer empfangen wurde.
16. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei das Betätigungsglied ein Dreh-Betäti
gungsglied ist, das ein Ausgangsdrehmoment in dem Frei
heitsgrad der Taste ausübt.
17. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei die Ausgangskraft zu einem innerhalb des
Host-Anwendungsprogramms auftretenden Ereignis in bezug ge
setzt wird.
18. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, mit einem von dem Benutzer greifbaren und dreh
baren Rad, wobei das Rad nieder gedrückt werden kann, um
als Taste zu wirken.
19. Kraftrückmeldungsmaus gemäß einem der vorstehenden
Ansprüche, wobei die Taste eine erste Taste und das Betäti
gungsglied ein erstes Betätigungsglied ist, wobei
- 1. eine zweite Taste mit einem Freiheitsgrad mit dem Gehäu se verbunden ist, die einen zugeordneten Sensor aufweist, um die Stellung der zweiten Taste zu erfassen, und
- 2. ein zweites Betätigungsglied mit der zweiten Taste ver bunden ist, wobei das zweite Betätigungsglied betrieben wird, um eine Ausgangskraft in dem Freiheitsgrad der zwei ten Taste auszuüben.
20. Kraftrückmeldungszeigergerät, das mit einem Host-
Computer verbunden ist, der ein Host-Anwendungsprogramm
ausführt, wobei das Zeigergerät von einem Benutzer physisch
berührt und bewegt werden kann, um dem Host-Computer eine
Eingabe zu liefern, mit den folgenden Merkmalen:
- 1. einem zylindrischen Element, das um eine Achse drehbar und entlang der Achse verschiebbar ist,
- 2. einem mit dem zylindrischen Teil verbundenen Sensorge rät, um die Drehung und die Verschiebung des zylindrischen Teils zu erfassen und die Drehung und die Verschiebung wie dergebende Sensorsignale auszugeben, wobei die Sensorsigna le von dem Host-Computer verwendet werden, um die Position eines Grafikobjekts in einer dargestellten Grafikumgebung zu steuern,
- 3. einem Befehlssensor zur Erfassung der Bewegung des zy lindrischen Elements in einem Freiheitsgrad annähernd rechtwinklig zu der Verschiebung, so daß ein Befehlssignal zu dem Host-Computer gesendet wird, wenn das zylindrische Teil von dem Benutzer in dem rechtwinkligen Freiheitsgrad in eine vorgegebene Stellung gedrückt wird,
- 4. einem Betätigungsglied, das mit dem zylindrischen Teil verbunden ist, um eine lineare Ausgangskraft in dem recht winkligen Freiheitsgrad des zylindrischen Teils auszuüben.
21. Kraftrückmeldungszeigergerät gemäß Anspruch 20, wobei
das Betätigungsglied ein Linear-Betätigungsglied ist.
22. Kraftrückmeldungszeigergerät gemäß Anspruch 21, wobei
das Betätigungsglied ein Linear-Schwingspulen-Betätigungs
glied ist.
23. Kraftrückmeldungszeigergerät gemäß einem der Ansprü
che 20 bis 22, wobei die Drehung des zylindrischen Teils
eine vertikale Position und die Verschiebung des zylindri
schen Teils eine horizontale Position des Grafikobjekts in
der Grafikumgebung steuert, wobei das Grafikobjekt ein Zei
ger ist.
24. Kraftrückmeldungszeigergerät gemäß einem der Ansprü
che 20 bis 23, wobei der Befehlssensor ein Kontaktschalter
ist.
25. Kraftrückmeldungszeigergerät gemäß einem der Ansprü
che 20 bis 24, wobei der Befehlssensor ein Sensor mit kon
tinuierlichem Wertebereich ist.
26. Kraftrückmeldungszeigergerät gemäß einem der Ansprü
che 20 bis 25, wobei die Ausgangskraft mit einer Interakti
on des Zeigers mit einem anderen Grafikobjekt in der Grafi
kumgebung in Beziehung gesetzt wird.
27. Kraftrückmeldungszeigergerät gemäß Anspruch 26, wobei
die Ausgangskraft ein Ruck, eine Vibration oder eine Tex
turkraftempfindung ist.
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US09/253,132 US6243078B1 (en) | 1998-06-23 | 1999-02-18 | Pointing device with forced feedback button |
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Publication Number | Publication Date |
---|---|
DE29922298U1 true DE29922298U1 (de) | 2000-03-02 |
Family
ID=22959008
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DE29922298U Expired - Lifetime DE29922298U1 (de) | 1999-02-18 | 1999-12-20 | Zeigergerät mit Kraftrückmeldung |
Country Status (4)
Country | Link |
---|---|
US (2) | US6243078B1 (de) |
JP (1) | JP3069791U (de) |
DE (1) | DE29922298U1 (de) |
GB (1) | GB2346952B (de) |
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-
1999
- 1999-02-18 US US09/253,132 patent/US6243078B1/en not_active Expired - Lifetime
- 1999-12-15 GB GB9929677A patent/GB2346952B/en not_active Expired - Lifetime
- 1999-12-20 JP JP1999009628U patent/JP3069791U/ja not_active Expired - Lifetime
- 1999-12-20 DE DE29922298U patent/DE29922298U1/de not_active Expired - Lifetime
-
2001
- 2001-05-10 US US09/853,453 patent/US6469692B2/en not_active Expired - Lifetime
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GB9929677D0 (en) | 2000-02-09 |
US6469692B2 (en) | 2002-10-22 |
GB2346952A (en) | 2000-08-23 |
US6243078B1 (en) | 2001-06-05 |
US20010019324A1 (en) | 2001-09-06 |
GB2346952B (en) | 2003-08-06 |
JP3069791U (ja) | 2000-06-30 |
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