Virtual reality gamepad and use method thereof

文档序号:1091006 发布日期:2020-09-25 浏览:11次 中文

阅读说明:本技术 一种虚拟现实游戏手柄及其使用方法 (Virtual reality gamepad and use method thereof ) 是由 李炜 孙其民 于 2019-03-18 设计创作,主要内容包括:一种虚拟现实游戏手柄及其使用方法,包括用于定位手柄的定位环用于固定定位环的指环和用于对手柄进行操作的握持部,所述握持部和处理单元通讯相连;所述握持部通过检测握力大小的同时使手感受到来自握力的反作用力来模拟人在虚拟世界感受到的具体受力状况,所述指环通过连接部与定位环固定连接,所述握持部为与人类手掌大小相适应的椭球状结构,所述握持部上设有操作按钮。使用者通过握紧和放开展示虚拟世界中关于握持和松开的动作,来模拟具体的游戏动作,游戏沉浸体验良好。(A virtual reality gamepad and its operation method, including the ring used for locating the locating ring of the hand grip and used for fixing the locating ring and the grip used for operating the hand grip, the said grip communicates with processing unit and links to each other; the hand-held type hand ring is characterized in that the hand-held portion enables hand feeling to be subjected to reaction force from the grip force to simulate specific stress conditions experienced by a human in a virtual world through detecting the size of the grip force, the finger ring is fixedly connected with the positioning ring through the connecting portion, the hand-held portion is of an ellipsoidal structure matched with the size of a human palm, and the hand-held portion is provided with an operation button. The user simulates specific game actions by grasping and releasing actions related to grasping and releasing in the display virtual world, and the game immersion experience is good.)

1. A virtual reality gamepad, comprising: the device comprises a positioning ring (1) for positioning a handle, a finger ring for fixing the positioning ring (1) and a holding part (2) for operating the handle, wherein the holding part (2) is in communication connection with a processing unit; the utility model discloses a virtual world, including holding portion (2), make the portion of gripping (2) receive the reaction force that comes from the grip through the detection grip size simultaneously and simulate the specific atress situation that the people experienced in the virtual world, the ring passes through connecting portion (7) and holding ring (1) fixed connection, holding portion (2) are the ellipsoid-shaped structure that suits with human palm size, be equipped with operating button (8) on holding portion (2).

2. A virtual reality gamepad as defined in claim 1, wherein: the finger rings comprise four finger rings, wherein the four finger rings are respectively a forefinger ring (3), a middle finger ring (4), a ring finger ring (5) and a little finger ring (6).

3. A virtual reality gamepad as defined in claim 1, wherein: the processing unit is a virtual reality helmet with independent computing capability, and the virtual machine is in communication connection with a primary processing device built in the holding part (2).

4. A virtual reality gamepad as defined in claim 1, wherein: the processing unit is a computer.

5. A virtual reality gamepad as defined in claim 2, wherein: the connecting parts (7) are four connecting rods which are respectively connected and fixed with the forefinger ring (3), the middle finger ring (4), the ring finger ring (5) and the little finger ring (6); and adjacent finger rings are fixedly connected.

6. A virtual reality gamepad as defined in claim 1, wherein: the positioning ring (1) is provided with a characteristic point (9) for sending a photoelectric signal to the positioning device; the characteristic points (9) are infrared characteristic points or optical characteristic points.

7. A virtual reality gamepad as defined in claim 1, wherein: the circuit of the electric element in the holding part (2) passes through the connecting part (7) and is communicated with the electric element in the positioning ring (1); the connecting part (7) is a connecting rod, and the adjacent finger rings are fixedly connected and then fixed with the positioning ring (1) through the connecting rod.

8. A virtual reality gamepad as defined in claim 1, wherein: the ring and the connecting part (7) are both made of hard materials; and a buffer device used for buffering the stress of the holding part (2) is sleeved outside the holding part (2).

9. The use method of the virtual reality gamepad according to any one of claims 1 to 8, wherein the method comprises the following steps:

step one, a user makes specific actions according to a virtual environment: the user is in the virtual environment, the user applies force to the holding part (2) due to the scene specifically appearing in the virtual environment, and meanwhile, the counterforce generated by the specific action required to be performed by the user due to the specific virtual environment is transmitted to the hand, so that the user generates real stress experience generated by the corresponding action performed on the specific virtual scene;

and step two, the processing unit displays the stress state of the holding part (2), the holding part (2) transmits a holding signal generated by the user in the step one to the processing unit, and the processing unit expresses the behavior of loosing hands in a virtual environment through images and sounds.

10. The use method of the virtual reality gamepad according to any one of claims 1 to 8, wherein the method comprises the following steps:

the method comprises the following steps: the user makes a throwing motion according to the virtual environment: the user throws the holding part (2) due to a scene specifically appearing in the virtual environment, and the holding part (2) transmits a counterforce generated by throwing motion of the user to a hand, so that the user generates real stress experience generated due to throwing motion;

step two: the processing unit displays the stress state of the holding part (2), the holding part (2) transmits a holding signal generated by the user in the first step to the processing unit, and the processing unit expresses the behavior of loosing hands in a virtual environment through images and sounds.

Technical Field

The invention belongs to the field of virtual reality, and particularly relates to a virtual reality gamepad and a use method thereof.

Background

Virtual Reality (VR) is a high and new technology appearing in recent years, and the principle thereof is to generate a Virtual world of a three-dimensional space by using an electronic terminal simulation, so as to provide a simulation about senses such as vision, hearing, touch and the like for a user, so that the user can observe objects in the three-dimensional space in time without limitation as if the user is personally on the scene. The field of interactive control is one of important application directions of the virtual reality technology, and plays a great demand-drawing role in the rapid development of the virtual reality technology.

The handle is used as an important hardware device for interactive control, and provides a powerful support for realizing the interactive control, however, the current handle only can provide position identification and button-based operation, and detection on other related operations such as holding, gripping power and the like is relatively lacked, and meanwhile, the content is single.

Disclosure of Invention

The invention aims to provide a virtual reality gamepad and a using method thereof, and aims to solve the technical problem that the prior art cannot capture the grip strength of a human hand quickly; and solves the problem of inconvenient use in the prior art.

The technical scheme adopted by the invention for solving the technical problems is as follows:

a virtual reality gamepad, comprising: the finger ring comprises a positioning ring for positioning the handle, a finger ring for fixing the positioning ring and a holding part for operating the handle; the holding part is in communication connection with the processing unit; the hand-held type hand ring is characterized in that the hand-held portion enables hand feeling to be subjected to reaction force from the grip force to simulate specific stress conditions experienced by a human in a virtual world through detecting the size of the grip force, the finger ring is fixedly connected with the positioning ring through the connecting portion, the hand-held portion is of an ellipsoidal structure matched with the size of a human palm, and the hand-held portion is provided with an operation button.

Further preferably, the finger rings comprise four finger rings, wherein the four finger rings are respectively an index finger ring, a middle finger ring, a ring finger ring and a little finger ring.

Furthermore, the processing unit is a virtual reality helmet with independent computing capability, and the virtual machine is in communication connection with a primary processing device built in the holding part.

Further, the processing unit is a computer.

Furthermore, the connecting parts are four connecting rods which are fixedly connected with the index finger ring, the middle finger ring, the ring finger ring and the little finger ring respectively; and adjacent finger rings are fixedly connected.

Furthermore, the positioning ring is provided with characteristic points for sending photoelectric signals to the positioning device; the characteristic points are infrared characteristic points or optical characteristic points.

In addition, the circuit of the electric element in the holding part is communicated with the electric element in the positioning ring through the connecting part; the connecting portion is a connecting rod, and is adjacent to the ring, the ring is fixedly connected and then fixed with the positioning ring through the connecting rod.

More preferably, the ring and the connecting part are both made of hard materials; and a buffer device for buffering the stress of the holding part is sleeved outside the holding part.

A use method of a virtual reality gamepad is characterized in that:

step one, a user makes specific actions according to a virtual environment: the user is in the virtual environment, the user applies force to the holding part due to the scene specifically appearing in the virtual environment, and meanwhile, the counterforce generated by the specific action of the user required to be made due to the specific virtual environment is transmitted to the hand, so that the user generates real stress experience generated by the corresponding action of the specific virtual scene;

and step two, the processing unit displays the stress state of the holding part, the holding part transmits a holding signal generated by the user in the step one to the processing unit, and the processing unit expresses the hand loosening behavior in the virtual environment through images and sounds.

A use method of a virtual reality gamepad is characterized in that:

the method comprises the following steps: the user makes a throwing motion according to the virtual environment: the user throws the holding part due to the scene specifically appearing in the virtual environment, and the holding part transmits the counterforce generated by throwing action of the user to the hand, so that the user generates real stress experience generated due to throwing action;

step two: the processing unit displays the stress state of the holding part, the holding part transmits a holding signal generated by the user in the first step to the processing unit, and the processing unit expresses the hand loosening behavior in the virtual environment through images and sounds

The implementation of the invention can achieve the following beneficial effects:

the positioning ring and the connecting rod are both made of hard materials, when five fingers are opened simultaneously, the positioning ring does not have large position change, and the game can be continued by re-holding the positioning ring, so that a user can conveniently operate the game needing to frequently open the fingers and hold the fingers; corresponding buttons are arranged below the holding part corresponding to the positions of the fingers, so that the fingers can operate conveniently; the mistaken touch preventing device is arranged corresponding to the button, and a mistaken touch preventing program is started when the button does not need to be pressed, so that the influence caused by mistaken touch of the button is prevented; the user simulates specific game actions such as the actions of a baseball player for catching and throwing a ball by gripping and releasing the holding and releasing actions in the display virtual world, and the game sinking experience is good.

Drawings

FIG. 1 is a schematic view of a virtual reality gamepad according to the present invention;

fig. 2 is a schematic structural diagram of the positioning ring with the characteristic points distributed thereon according to the present invention.

Detailed description of the embodiments reference is made to the accompanying drawings in which:

1-a positioning ring; 2-a holding part; 3-index finger ring; 4-middle finger ring; 5-ring of ring finger; 6-little finger ring; 7-a connecting part; 8-operating a button; 9-feature points.

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