A mouse device includes a multi-touch region on a button. The mouse device includes a touchpad, a press switch, a button cover and a control board. The touchpad triggers a corresponding touch signal when any one of a plurality of touch regions respectively corresponding to a plurality of input events is pressed. A switch signal is triggered when the press switch is pressed. The button cover is used to accept a pressing operation of pressing toward an inner side to press the touchpad, and to press the press switch through the touchpad. When receiving the touch signal and the switch signal, the control board triggers the input event of the pressed touch region.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
2.
MOUSE DEVICE HAVING BUTTON WITH PLURALITY OF TOUCH ZONES
Embodiments provide a mouse device that includes with a plurality of touch areas on one or more mouse buttons. The mouse device includes a touch panel, a press switch, a button cover and a control panel. The touch panel triggers a corresponding touch signal when any one of the plurality of touch areas respectively corresponding to a plurality of input events is pressed. A switch signal is triggered when the press switch is pressed. The button cover is used to receive a pressing operation of pressing, toward inside, the touch panel, and press the press switch via the touch panel. When receiving the touch signal and the switch signal, the control panel triggers the input event of the pressed touch area.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
3.
MOUSE DEVICE WITH DETECTION FUNCTION OF NON-HUMAN MOUSE EVENTS AND DETECTION METHOD THEREOF
The present invention provides a mouse device with a detection function of non-human mouse events and a detection method thereof. A driver receives a plurality of movement mouse events through a computer device from a mouse device, executes a non-human movement detection on the movement mouse events to determine each movement mouse event as a suspicious event or a human-made event, executes an interference process when the suspicious events meet a non-human critical condition, and executes the plurality of movement mouse events when the suspicious events do not meet the non-human critical condition. The present invention can effectively detect non-human movement mouse events, and execute interference on the non-human movement mouse events to deter non-human operations.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
4.
MOUSE DEVICE THAT DETECTS NON-HUMAN MOUSE EVENTS THROUGH ENCRYPTION AND METHOD THEREOF
A mouse device includes a detection function to detect non-human mouse events through encryption and a detection method thereof. A mouse retrieves variable characters, executes an encryption process on a plaintext mouse event to obtain a ciphertext mouse event based on the variable characters and fixed characters. A computer device executes a decryption process on the ciphertext mouse event to obtain the plaintext mouse event when receiving the ciphertext mouse event, executes the plaintext mouse event, and executes an interfering process when the mouse event is different or cannot be decrypted.
H04L 9/06 - Arrangements for secret or secure communicationsNetwork security protocols the encryption apparatus using shift registers or memories for blockwise coding, e.g. D.E.S. systems
A wireless keyboard, comprising a body, several keys, a first detection unit, a second detection unit and a control unit. The several keys are disposed on the body. The first detection unit is disposed on one side of the body. The second detection unit is disposed on the other side of the body corresponding to the first detection unit. The first detection unit and the second detection unit jointly detect a feedback signal therebetween. When the feedback signal corresponds to an activation signal, the control unit activates the wireless keyboard. In some implementations, the wireless keyboard can save power, and does not require users to switch on/off the power supply manually, thereby achieving the purpose of facilitating life.
G06F 3/023 - Arrangements for converting discrete items of information into a coded form, e.g. arrangements for interpreting keyboard generated codes as alphanumeric codes, operand codes or instruction codes
G06F 1/3234 - Power saving characterised by the action undertaken
An improved key structure for a keyboard may be installed on a keyboard iron plate and comprises lower housing and upper housings. The lower housing includes a lower peripheral wall which includes a lower bulge portion thereon, both side surfaces of the lower peripheral wall include a pair of elastic arms thereon that include a latching portion and a pulling portion thereon. The upper housing is assembled on the lower housing, and includes an upper bulge portion. The elastic arms extend from the bottom of the lower housing, the tops of the elastic arms are aligned with an upper surface of the lower bulge portion, and two sides of the elastic arms abut against the lower peripheral wall, so that the insertion force of the key structure is small, and the key structure is firmly buckled on the keyboard iron plate with a large buckling force.
H01H 13/86 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard characterised by the casing, e.g. sealed casings or casings reducible in size
H01H 13/83 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard characterised by legends, e.g. Braille, liquid crystal displays, light emitting or optical elements
A mouse structure includes a shell, a control circuit, a button and an elastic member. The shell includes a base and an upper cover. A boss extends from the upper cover towards the base. The control circuit includes a circuit board and a switch arranged thereon. The button comprises a hollow cylindrical body extending through the upper cover and having a pressing surface and a stop surface opposite each other. The elastic member comprises an embedded section snapped to the boss, a pressing part and an elastic part. The elastic part being connected between the embedded section and the pressing part and extending through into the hollow cylindrical body. The pressing part is elastically pressed against the stop surface to pull down the hollow cylindrical body, so that the pressing surface is attached to a surface of the switch.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
A method and system is disclosed for a headset with force isolation, where the headset comprises a headband having two upper headband sections coupled by a center block and two ear cups, where each ear cup is coupled to one of the two upper headband sections. The two upper headband sections may include side support strips between which a movable strip may be placed, thereby increasing the rigidness of the headband when fully extended between the side support strips. The rigidness of the headband may decrease when the movable strips are retracted from between the side support strips and into the center block utilizing a slider knob. The side support strips may be plastic and the movable strip may be metal. The center block may be more rigid than the side support strips. The center block may be plastic. The headband may include headband endcaps at lower ends of the headband.
A keyboard has a top plate with a socket and a key structure that comprises a lower housing having a base, an upper housing, a pressing shaft and a spring. An annular stopper protrudes above the base. Two engaging elastic arms disposed below opposite sides of the annular stopper protrude below the base. The lower housing engages the socket by means of compressing the two engaging elastic arms. The top plate is sandwiched between the annular stopper and the two engaging elastic arms. The upper housing is assembled above the lower housing, and includes a penetrating opening. The pressing shaft is movably sandwiched between the lower housing and the upper housing. A top end of the pressing shaft penetrates through the penetrating opening. The spring is sandwiched and elastically supported between the lower housing and the pressing shaft. Thereby, the aesthetic appearance of the key structure is improved.
H01H 13/7073 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard with contacts carried by or formed from layers in a multilayer structure, e.g. membrane switches characterised by construction, mounting or arrangement of operating parts, e.g. push-buttons or keys characterised by the mechanism between keys and layered keyboards characterised by springs, e.g. Euler springs
H01H 13/83 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard characterised by legends, e.g. Braille, liquid crystal displays, light emitting or optical elements
Systems and methods are provided for an eyewear accommodating headset with adaptive and variable ear support. An example headset may comprise an ear cup with two or more distinct sections that differ in one or more characteristics. A first section is adaptively configured to accommodate a temple piece of a pair of eyeglasses of a wearer of the headset, and a second section is configured to maintain contact with a temple of the wearer of the headset. The different sections may comprise different foams (or different parts of foam, each with different characteristics). The characteristics may comprise hardness and/or density. Another example headset may comprise an ear cup with a divot that accommodates the temple piece of the eyeglasses.
A method and system for daisy chaining tournament audio controllers, where the method comprises, in a headset coupled to a first audio controller, the first audio controller being in a daisy chain of audio controllers: receiving a chat signal from a second audio controller in the daisy chain of audio controllers, receiving a microphone signal from a microphone in the headset, summing the chat signal with the microphone signal, communicating the summed signal to a third audio controllers in the daisy chain, and communicating the chat signal to the headset. The microphone signal may be removed from the summed chat signal and microphone signal by adding a second microphone signal 180 degrees out of phase with the microphone signal. The chat signal may be summed with the microphone signal at an amplitude set by a user of the headset after the removal of the microphone signal.
G10K 11/178 - Methods or devices for protecting against, or for damping, noise or other acoustic waves in general using interference effectsMasking sound by electro-acoustically regenerating the original acoustic waves in anti-phase
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/25 - Output arrangements for video game devices
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A gaming unit and producing a game-audio output of a varying volume level and a chat-voice output is connected to headphones adapted to be worn by a player of the unit and connected to the gaming unit for making the chat-voice output and the game-audio output audible to the player. A circuit or software associated with the headphones can increase the chat-voice volume level generally proportionately to the game-audio volume level.
A63F 13/28 - 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
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
H03G 3/30 - Automatic control in amplifiers having semiconductor devices
H04R 5/033 - Headphones for stereophonic communication
A method and system for a headset with programmable modes, where the headset comprises a beamforming microphone: sensing an ambient sound level near the headset, and configuring the headset in one of a plurality of modes by configuring a beam pattern of the beamforming microphone based on at least the sensed ambient noise level. A user of the headset may configure the headset in the one of the plurality of modes or it may be automatically configured. The beamforming microphone may comprise an array of sound sensing elements. The headset may be configured in a quiet mode when the sensed ambient sound level is below that of a desired sound source and may be configured with a wide beam pattern. The headset may be configured in a loud mode when the sensed ambient sound level is above that of a desired sound source.
A headset, during play of a particular game, receives a plurality of audio channels carrying game sounds and determines whether a first of the game sounds overwhelms a second of the game sounds. In response to the determination, the headset adjusts a level of one or more of the audio channels such that perceptibility of the second game sound is improved relative to perceptibility of the first game sound prior to the adjustment, wherein for the adjustment, a level of one or more of the audio channels carrying the first game sound is decreased while a level of one or more of the audio channels carrying the second game sound is maintained or increased. The audio channels include three or more audio channels and the adjustment of the level of the audio channels is performed while the three or more audio channels are combined into two stereo channels.
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A method and system for a headset with internal gimbal, where the headset comprises a headband, a headband, and ear cups coupled to the headband, wherein each ear cup may be coupled to the headband utilizing an internal gimbal. The internal gimbal may comprise a tip that is wider than its base. The tip may be rounded. The headband may comprise headband endcaps at each end of the headband. A headband slide may be coupled to each headband endcap. The headband ear cups may be coupled to the headband via the headband slides. Each headband slide may be coupled to a headband endcap via a headband pivot. The headband pivot may provide rotational motion of the ear cups with respect to the headband. The force on ears of a user of the headset may be spread evenly by the internal gimbals.
A method and system for a headset with major and minor adjustments, where the headset comprises a headband, a headband endcap at each end of the headband, a headband slide coupled to each headband endcap, and ear cups operatively coupled to the headband slides. A major adjustment of the headset may include actuating a headband slide in a vertical direction. The ear cups may be operatively coupled to the headband slides utilizing ball detents that may hold the position of the ear cups with respect to the headband slides. The ball detents may comprise a portion of a ball on the headband slide and holes in the ear cup or may comprise a portion of a ball in the ear cup and holes in the headband slide. Each headband slide may be coupled to a headband endcap via a headband pivot.
This disclosure describes a system that allows a user to communicate via social networking from a game controller. These social networking notifications may be displayed on a screen of the game controller. In addition to the game controller, the disclosed system may comprise an app, on a device external from the game controller, that is also able to display the social networking notifications.
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
H04L 67/131 - Protocols for games, networked simulations or virtual reality
18.
MOUSE DEVICE CAPABLE OF ELIMINATING AN IMPROPER CLEARANCE
The present application provides a mouse device, comprising: a shell, a frame, a plurality of springs and a circuit board. The shell has a plurality of key panels which are equipped with cylinders, each of which has ends provided with a pressing face and a stop face opposite to each other; the circuit board is fixed in the shell and equipped with a plurality of switches; the frame is fixed in the shell; each of the springs is respectively fixed to two corresponding points of the frame, corresponding to the position of each of the cylinders, and each spring is springily pressed against the stop face; each of the cylinders is pulled down in the direction of each of the switches via springy pressing of each of the springs against each of the stop faces.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/02 - Input arrangements using manually operated switches, e.g. using keyboards or dials
In some implementations, a key structure may include a lower shell fixedly connected to a keyboard base. In addition, the device may include an upper shell assembled above the lower shell, where the upper shell is made of transparent plastic material, the upper shell is provided with having a through opening. The device may include a plurality of light guide columns extending downwardly from two sides of the bottom of the upper shell, where the plurality of light guide columns and the plurality of light-emitting sources are arranged opposite to each other. Moreover, the device may include a pressing shaft movably disposed between the lower shell and the upper shell, where a top end of the pressing shaft penetrates through the opening. Also, the device may include a spring disposed and elastically supported between the lower shell and the pressing shaft.
H01H 13/02 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch Details
A headset may comprise at least one ear cup and an ear cup shaper configurable into at least two configurations. When the ear cup shaper is configured in a first of the configurations, the ear cup is shaped to contact the temple of a wearer of the headset. When the adjustable ear cup shaper is configured in a second of the configurations, the ear cup is shaped to accommodate the temple piece of a pair of eyeglasses of a wearer of the headset. The ear cup may comprise a filler material such as foam, and the adjustable ear cup shaper when configured in the second of the configurations may create a depression in the foam. The adjustable ear cup shaper may comprise a strap and/or a plunger.
An electronic device may receive audio during play of a game on a game console over a network. The electronic device may detect one or more sounds during the monitoring of the audio. The electronic device may control, based on the detected one or more sounds, operation of a game controller that interacts with the game during play. The controlling of the operation of the game controller may comprise adjusting sensitivity of the game controller. The electronic device may determine directionality of the detected one or more sounds and adjust the sensitivity of the game controller based on the determined directionality of the detected one or more sounds. The electronic device may increase and/or decrease the sensitivity of the game controller in response to changes in the determined directionality of the detected one or more sounds.
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
A63F 13/25 - Output arrangements for video game devices
A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/424 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
G06F 3/0338 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
Methods and systems are provided for independent audio volume control. An example audio system may include a hearing device operable to adaptively control a first signal, according to a setting, to provide an audio output. The hearing device may be operable to generate a new value of the setting according to an input that is received at a particular time, and adjust the setting from an old value to the new value according to a delay with respect to the particular time. The adaptive controlling may include one or both of mixing of the first signal with a second signal and applying a volume adjustment of the audio output according to the setting. The second signal may include audio generated via a game console and/or via a smartphone.
A63F 13/25 - Output arrangements for video game devices
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
An electronic device may be configurable to operate in a scrambling mode and a non-scrambling mode while processing chat audio and microphone audio for a first player participating in an online multiplayer game. While operating in the non-scrambling mode, the electronic device may be configured to transmit the microphone audio without scrambling the microphone audio. While operating in the scrambling mode, the electronic device may be configured to scramble the microphone audio and transmit the scrambled microphone audio. The electronic device may be operable to select a scrambling key used to scramble the microphone audio based on a signal received by the electronic device that indicates a role of the player in the online multiplayer game. The role of the player may correspond to which of two or more opposing teams the first player is a member of in the online multiplayer game.
This disclosure describes a system that allows a user to generate and select, from a game controller, a response profile for an input of the game controller. The response profile may be displayed on a screen of the game controller. In addition to the game controller, the disclosed system may comprise an app, on a device external from the game controller, that is also able to generate and display the response profile.
A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
A63F 13/235 - 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
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A headset accessory comprises circuitry and is configured to mechanically attach to an audio headset. The circuitry of the headset may be operable to establish a link to the audio headset that supports conveyance of bias voltage, bias current, and/or information between the circuitry of the accessory and circuitry of the audio headset. The headset accessory may be configured to attach to a housing of the headset on a surface of the housing opposite an ear cup. A state of the circuitry of the accessory may be controlled based on the information received from the audio headset via the link. The information may include characteristics of audio being processed by the audio headset. The circuitry of the headset accessory may comprise non-volatile memory, and the non-volatile memory may store parameter settings for configuring audio processing circuitry of the audio headset.
In an audio device that includes a plurality of input controls, mixing circuitry, a left speaker, and a right speaker, a desired balance, between a first audio signal and a second audio signal, may be determined according to the plurality of input controls. A desired volume, of the first audio signal and the second audio signal, may be determined according to the plurality of input controls. A virtualization, of one or both of the first audio signal and the second audio signal, may be determined according to a head related transfer function. A stereo signal may be generated by combining the first audio signal and the second audio signal according to the desired balance, the desired volume, and the virtualization. A left channel of the stereo signal may be outputted to the left speaker and a right channel of the stereo signal may be outputted to the right speaker.
A63F 13/25 - Output arrangements for video game devices
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A mouse and a scroll wheel module are disclosed. The scroll wheel module can include a frame body, a scroll wheel, a press rotation mechanism, and an oscillation arm. The scroll wheel may include scroll wheel teeth that can generate a rotation path. The press rotation mechanism may include a press component, a sleeve fixed to the frame body, and a rotation component arranged in the sleeve. The rotation component may rotate, and include a stop portion and a receiving portion or space. The oscillation arm may be connected to the frame body and include a push rod and an action portion to act on the stop portion or the receiving space to enable the push rod to be located on or outside the rotation path. An action elastic element may be arranged between the action portion and the frame body.
G06F 3/0362 - Pointing devices displaced or positioned by the userAccessories therefor with detection of 1D translations or rotations of an operating part of the device, e.g. scroll wheels, sliders, knobs, rollers or belts
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
A mouse may include: a housing and a magnetic attraction type scroll wheel module disposed inside the housing. The magnetic attraction type scroll wheel module may include a frame body, an immobile inner wheel statically mounted on the frame body and including a rotating shaft and an immobile piece, a rotating outer wheel and a magnetic object. The immobile piece may be formed with outward-facing external teeth arranged in a circle; the rotating outer wheel may be rotatably sleeved on the rotating shaft and include a rotating piece formed with inward-facing internal teeth arranged in a circle, wherein the internal teeth and the external teeth correspond to each other in an offset manner. The magnetic object may connected to the immobile piece (or the rotating piece), and the external teeth magnetically attract the internal teeth (or vice versa).
G06F 3/0362 - Pointing devices displaced or positioned by the userAccessories therefor with detection of 1D translations or rotations of an operating part of the device, e.g. scroll wheels, sliders, knobs, rollers or belts
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
H01F 7/06 - ElectromagnetsActuators including electromagnets
30.
STACK KEY STRUCTURE AND BALANCE-SHAFT SEAT THEREOF
A key structure may include a switch shaft sleeve seat and a switch shaft accommodated in the switch shaft sleeve seat, where an end of the switch shaft penetrates the switch shaft sleeve seat and is movable relative to the switch shaft sleeve seat; two balance shaft sleeve seats on sides of the switch shaft sleeve seat, where each of the balance shaft sleeve seats may include a sleeve body and a top of each sleeve body may include a through hole. Moreover, the key structure may include two balance shafts respectively accommodated disposed in the sleeve bodies, where top ends of the balance shafts penetrate the through holes. Also, the key structure may include a key cap arranged above the switch shaft sleeve seat and the two balance shaft sleeve seats and fixedly connected to the switch shaft and the two balance shafts.
A key structure may include a lower shell inserted into an insertion opening, where an annular stopper protrudes from the lower shell, which may include transparent grooves arranged on opposite inner sides of the annular stopper, the annular stopper may be formed with elastic arms on outer sides of the grooves, clamping hooks engaged with the top plate extend downwardly from the elastic arms, the annular stopper, and the annular stopper and a top plate stop and locate each other. The key structure may include an upper shell above the lower shell, that may include a through opening. The key structure may include a pressing shaft movably disposed between the lower shell and the upper shell, where a top end of the pressing shaft penetrates the through insertion opening. Moreover, the key structure may include a spring disposed and elastically supported between the lower shell and the pressing shaft.
H01H 13/7065 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard with contacts carried by or formed from layers in a multilayer structure, e.g. membrane switches characterised by construction, mounting or arrangement of operating parts, e.g. push-buttons or keys characterised by the mechanism between keys and layered keyboards
32.
Configuring Headset Voice Morph Based on Player Assignment
Methods and systems are provided for adaptively modifying audio associated with a user. In a system that includes an audio input device configured to receive or obtain input audio, based on determination that the system is operating in an audio modifying mode, one or more audio control settings may be determined for modifying audio in the audio modifying mode, and at least the input audio may be modified based on the audio control settings. The input audio may be associated with a user of the system, and at least an audio control setting may be determined for modifying the input audio in conjunction with use of the system by the user. At least one audio control setting may be determined based on a reference audio and/or information obtained from a database associated with the system or with an application used via the system.
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
A system comprising audio processing circuitry is provided. The audio processing circuitry is operable to receive audio signals. The audio processing circuitry is operable to process the audio signals to detect strength of a chat component of the audio signals and strength of a game component of the audio signals. The audio processing circuitry is operable to automatically control a volume setting based on one or both of: the detected strength of the chat component, and the detected strength of the game component. The combined-game-and-chat audio signals may comprise a left channel signal and a right channel signal. The processing of the combined-game-and-chat audio signals may comprise measuring strength of a vocal-band signal component that is common to the left channel signal and the right channel signal.
H03G 3/32 - Automatic control in amplifiers having semiconductor devices the control being dependent upon ambient noise level or sound level
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
09 - Scientific and electric apparatus and instruments
28 - Games; toys; sports equipment
Goods & Services
Headphones; game headphones; earphones; earbuds; headsets;
headsets for playing video games; gaming headsets for
playing video games; gaming headsets for use in playing
video games; computer peripherals; computer mice; computer
keyboards; computer keypads; mouse pads; microphones; flight
simulators; simulators for driving or control of vehicles;
batteries and battery chargers; bags, protective covers and
protective cases specially adapted for headsets; parts for
headsets, namely, speaker plates, battery covers, headband
straps and ear cushions; audio cables; audio adapter cables;
usb cables; stands for personal digital electronic devices,
namely, headsets; stands for mounting simulation devices;
wireless transmitters and receivers; usb dongles being
wireless network adaptors; usb hardware, namely, audio
controllers; electric charging cables; usb cables;
downloadable computer software for use with headsets, video
game controllers, video game consoles and video game
equipment for customizing and adjusting settings, layout and
functionality; charging stands for video game controllers
and virtual reality devices. Controllers for game consoles; game controllers for computer
games; video game interactive remote control units; video
game interactive hand held remote controls for playing
electronic games; gaming mice; game controllers in the
nature of keyboards for computer games; joysticks for video
game; flight simulation game controllers for computer games
and video games; driving simulation game controllers for
computer games and video games; video game interactive
control steering wheels, foot pedals, specifically designed
for use with interactive video games; video game joysticks;
computer game joysticks; bags, protective covers and
protective cases specially adapted for video game
controllers.
Methods and systems are provided for gaming headset with enhanced off-screen awareness. An audio system that is used for outputting audio signals to a user may be configured for identifying in audio signals, based on parameters or criteria associated with a user of the system, one or more components in the audio signals; determining characteristics of the one or more components based on perception of the audio signals by the user; and adjusting based on the characteristics of the one or more components, the one or more components and/or one or more other components in the audio signals. The audio system may include circuits for handling the required functions. The circuits may include a detection circuit configured for identify the one or more components, one or more adjustment circuits for applying the adjustments, and a controller circuit for controlling applying the adjustments.
A63F 13/25 - Output arrangements for video game devices
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
H04R 3/12 - Circuits for transducers for distributing signals to two or more loudspeakers
H04R 5/033 - Headphones for stereophonic communication
This disclosure describes a system that allows a user to track performance metrics from a game controller. These performance metrics are displayed on a screen of the game controller. In addition to the game controller, the disclosed system may comprise an app, on a device external from the game controller, that is also able to display the performance metrics as they are updated.
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
A63F 13/537 - 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 using indicators, e.g. showing the condition of a game character on screen
37.
LIGHT COLOR CORRECTION METHOD AND LIGHT COLOR CORRECTION DEVICE
Provided in the present application are a light color correction method and a light color correction device. The light color correction method is used for correcting a light-emitting element disposed on a peripheral device and includes receiving a first color in a first gamut used by a display device, wherein the first gamut is greater than a second gamut to which colored light emitted by the light-emitting element belongs; converting the first color in the first gamut into a corrected color in the second gamut according to a chromatic aberration correction matrix; and emitting, by the light-emitting element, the colored light using the corrected color so as to reduce chromatic aberration between the light-emitting element and the display device.
G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed
G09G 3/20 - Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes for presentation of an assembly of a number of characters, e.g. a page, by composing the assembly by combination of individual elements arranged in a matrix
G09G 5/06 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed using colour palettes, e.g. look-up tables
Methods and systems are provided for gaming headset with enhanced off-screen awareness. An audio system that is used for outputting audio signals to a user may be configured for identifying in audio signals, based on parameters or criteria associated with a user of the system, one or more components in the audio signals; determining characteristics of the one or more components based on perception of the audio signals by the user; and adjusting based on the characteristics of the one or more components, the one or more components and/or one or more other components in the audio signals. The audio system may include circuits for handling the required functions. The circuits may include a detection circuit configured for identify the one or more components, one or more adjustment circuits for applying the adjustments, and a controller circuit for controlling applying the adjustments.
A63F 13/25 - Output arrangements for video game devices
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
H04R 3/12 - Circuits for transducers for distributing signals to two or more loudspeakers
H04R 5/033 - Headphones for stereophonic communication
Methods and systems are provided for gaming headset with enhanced off-screen awareness. An audio system that is used for outputting audio signals to a user may be configured for identifying in audio signals, based on parameters or criteria associated with a user of the system, one or more components in the audio signals; determining characteristics of the one or more components based on perception of the audio signals by the user; and adjusting based on the characteristics of the one or more components, the one or more components and/or one or more other components in the audio signals. The audio system may include circuits for handling the required functions. The circuits may include a detection circuit configured for identify the one or more components, one or more adjustment circuits for applying the adjustments, and a controller circuit for controlling applying the adjustments.
A63F 13/25 - Output arrangements for video game devices
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
H04R 3/12 - Circuits for transducers for distributing signals to two or more loudspeakers
H04R 5/033 - Headphones for stereophonic communication
A headset comprises an ear cup, at least one speaker, an adjustable ear cup shaper, and circuitry. The ear cup shaper is adjustable into at least two configurations, wherein a first of the configurations creates no depression or a first amount of depression in the ear cup and a second of the configurations creates a second amount of depression in the ear cup, where the second amount is greater than the first amount. The circuitry is operable to determine which one of the configurations the ear cup shaper is configured into, and set an audio setting applied to an audio signal output to the speaker based on the determined one of the configurations.
An audio headset receives one or more audio signals carrying one or more audio channels and processes the audio channels to generate stereo signals for output to a left and a right speaker of the audio headset. The processing determines a number of the audio channels carried in the received audio signal(s), adjusts level(s) of the audio channels based on the determined number of audio channels and/or adjusts gain and/or phase of the audio channels to control a perceived location of a listener wearing the headset relative to a source of sounds carried in the stereo signals.
Methods and systems are provided for earphones with motion sensitive inflation. One or both of outputting of audio signals via an audio output element and contact between the audio output element and a user of the audio output element may be assessed based on information relating to the user, where at least portion of the audio output element is in contact with the user. One or more adjustments applicable to the audio output element may be determined based on the assessing. At least one adjustment applies to positioning of the at least portion of the audio output element relative to the user, and the determining may include setting or modifying the at least one adjustment based on effects of the positioning of the at least portion of the audio output element on one or both of the outputting of the audio signals and the contact.
In an audio system that includes at least one audio output element for outputting audio signals, one or more audio settings, from a plurality of audio settings supported in the audio system, may be determined based on a selected audio mode supported in the audio system and mapping data. The mapping data defines, for at least the selected audio mode, valid values for at least one audio setting. At least one user control element may be configured to enable a user input that includes a selection for the one or more audio settings, with the configuring including adjusting operation of the at least one user control element, and the adjusting including enabling for selection or setting, via the at least one user control element, values for the user input that match or correspond to only the valid values for the at least one audio setting.
H04S 3/02 - Systems employing more than two channels, e.g. quadraphonic of the matrix type, i.e. in which input signals are combined algebraically, e.g. after having been phase shifted with respect to each other
G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
H04L 67/00 - Network arrangements or protocols for supporting network services or applications
H04L 67/08 - Protocols specially adapted for terminal emulation, e.g. Telnet
H04N 21/436 - Interfacing a local distribution network, e.g. communicating with another STB or inside the home
H04N 21/439 - Processing of audio elementary streams
A method and system for a headset wireless charging dock, where the charging dock comprises a radio, a coil, and a proximity sensor. The method may comprise sensing a presence of a headset using the proximity sensor, wirelessly charging a battery in the headset utilizing the coil, and wirelessly communicating commands, using the radio, to the headset to power down when fully charged. The command may be communicated to the headset utilizing a protocol and a RF radio used by the headset to receive audio signals. The command communicated to the headset may power down audio processing circuitry in the headset. The charging induction coil may be inductively coupled to a coil in the headset to wirelessly charge the battery in the headset. The proximity sensor may comprise a Hall sensor.
A system comprises automatic noise cancellation circuitry and interface circuitry operable to provide an interface via which a user can configure which sounds said automatic noise cancelling circuitry attempts to cancel and which sounds said automatic noise cancelling circuitry does not attempt to cancel. The interface circuitry may be operable to provide an interface via which a user can select a sound to whitelist or blacklist. The interface circuitry may be operable to provide an interface via which a user can increase or decrease an amount of noise cancellation that is desired. The interface circuitry may be operable to provide an interface via which a user can select from among three or more levels of noise cancellation.
G10K 11/178 - Methods or devices for protecting against, or for damping, noise or other acoustic waves in general using interference effectsMasking sound by electro-acoustically regenerating the original acoustic waves in anti-phase
H04S 7/00 - Indicating arrangementsControl arrangements, e.g. balance control
Methods and systems are provided for using networked gaming headsets. In an audio setup that includes an audio output device configurable to output audio for a first user and at least one circuit for controlling operation of the audio output device, a preset may be requested from a preset depository, and in response to acceptance of the request, the preset may be downloaded from the preset depository into the audio output device. The preset may include values for one or more configurable settings relating to operation or functions of the audio output device. Further, the preset may be associated with identification information, and requesting the preset may include providing the identification information to the preset depository. Access information, for facilitating access to the preset in a central preset depository, may be obtained from a second user. The identification information may be a token associated with the preset.
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
Methods and systems are providing for auto-pairing of audio output devices. An audio device having at least an audio output component, which is configurable to process audio for a player participating in an online game, may be configured to communicate signals with an audio basestation based on the audio device coming within a determined distance of the audio basestation, determine based on the communicated signals whether to pair with the audio basestation, in response to a determination to proceed with the pairing, pair with the audio basestation, and communicate audio via the audio basestation. The pairing may include configuring a communication link based on one or more communication related parameters obtained from or based on the communicated signals, such as a frequency of a channel, a time slot in a time division multiple access channel, and/or a spreading code for a code division multiple access channel.
H04W 4/80 - Services using short range communication, e.g. near-field communication [NFC], radio-frequency identification [RFID] or low energy communication
H04B 5/00 - Near-field transmission systems, e.g. inductive or capacitive transmission systems
H04W 76/15 - Setup of multiple wireless link connections
A keyboard with buffer and silent functions includes: a housing, a key group, a switch group, a positioning board, a first buffer board, and a circuit board. The key group may include a plurality of key caps arranged on the switch bodies. The switch group may include a plurality of switch bodies installed inside the housing and exposed from a surface thereof. The positioning board may be located on one side of the switch group in an opposite direction to the key group. The first buffer board may be arranged on one side of the positioning board in an opposite direction to the switch group. The circuit board may be located on one side of the first buffer board in an opposite direction to the positioning board. An elastic element may be provided between the positioning board and the circuit board in contact with the housing.
H01H 13/703 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard with contacts carried by or formed from layers in a multilayer structure, e.g. membrane switches characterised by spacers between contact carrying layers
H01H 13/704 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard with contacts carried by or formed from layers in a multilayer structure, e.g. membrane switches characterised by the layers, e.g. by their material or structure
G06F 3/02 - Input arrangements using manually operated switches, e.g. using keyboards or dials
H01H 13/7057 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard with contacts carried by or formed from layers in a multilayer structure, e.g. membrane switches characterised by construction, mounting or arrangement of operating parts, e.g. push-buttons or keys characterised by the arrangement of operating parts in relation to each other, e.g. pre-assembled groups of keys
H01H 13/702 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard with contacts carried by or formed from layers in a multilayer structure, e.g. membrane switches
49.
METHOD AND SYSTEM FOR VISUALIZATION BASED ON AUDIO ANALYSIS
A game headset receives a plurality of channels of game and/or chat audio during game play, monitors the plurality of channels, and detect one or more sounds on the channels during the monitoring. The game headset determines characteristics of the detected one or more sound and outputs one or more signals for generating a visual representation of the detected one or more sounds based on the determined characteristics. The game headset output the signals to a game console that provides the game play. The game console displays the visual representation during the game play based on the communicated visualization information. The one or more signals is a video stream of an in-game visualization. The game headset outputs the one or more signals to a second screen communication device that generates the visual representation during the game play based on the signals.
A mouse device may include a casing and a translational mouse button module arranged therein. The translational mouse button module may include: a frame body with first and second frame body connecting parts; a button plate with a pressing part and a first and second button plate connecting part; and a pressing switch with a button for the pressing part to abut against correspondingly. A side-by-side component may include first and second swing beams arranged side by side, that are respectively rotatably bridged between the first frame body connecting part and the first button plate connecting part, and between the second frame body connecting part and the second button plate connecting part. The button plate can be pulled by the side-by-side component to move in translation.
G06F 3/0362 - Pointing devices displaced or positioned by the userAccessories therefor with detection of 1D translations or rotations of an operating part of the device, e.g. scroll wheels, sliders, knobs, rollers or belts
G06F 3/02 - Input arrangements using manually operated switches, e.g. using keyboards or dials
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
51.
METHOD AND SYSTEM FOR A HEADSET WITH PROFANITY FILTER
A gaming headset receives a plurality of audio channels comprising game audio channels and a chat audio channel during play of a particular game. The gaming headset monitors the received audio channels for predefined words that are associated with particular sounds in a data structure, and in response to detecting predefined words, filters out at least a portion of the detected predefined words from the received plurality of audio channels. The monitoring compares sounds on the received audio channels with the particular sounds in the data structure and also performs signal analysis on the audio channels during game play to detect the occurrence of the predefined words. The filtering mutes one or more of the plurality of audio channels so that the detected occurrence of the one of the predefined words is not output via speakers of the gaming headset.
G10L 25/51 - Speech or voice analysis techniques not restricted to a single one of groups specially adapted for particular use for comparison or discrimination
An electronic device may comprise audio processing circuitry and a universal serial bus (USB) connector having a first contact and a second contact. In a first mode of operation, the audio processing circuitry is configured to output one or more audio signals carrying music and/or voice via the first contact and the second contact. In a second mode of operation, the audio processing circuitry is configured to output a signal for delivering supply current via the first contact and the second contact. While the electronic device is in the first mode of operation, a gain and/or volume limit of the audio processing circuitry may be set to a first level, and while the electronic device is in the second mode of operation, the gain and/or volume limit of the audio processing circuitry may be set to a second level that is higher than the first level.
A method and system for daisy chaining tournament audio controllers, where the method comprises, in a headset coupled to a first audio controller, the first audio controller being in a daisy chain of audio controllers: receiving a chat signal from a second audio controller in the daisy chain of audio controllers, receiving a microphone signal from a microphone in the headset, summing the chat signal with the microphone signal, communicating the summed signal to a third audio controllers in the daisy chain, and communicating the chat signal to the headset. The microphone signal may be removed from the summed chat signal and microphone signal by adding a second microphone signal 180 degrees out of phase with the microphone signal. The chat signal may be summed with the microphone signal at an amplitude set by a user of the headset after the removal of the microphone signal.
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/25 - Output arrangements for video game devices
G10K 11/16 - Methods or devices for protecting against, or for damping, noise or other acoustic waves in general
G10K 11/178 - Methods or devices for protecting against, or for damping, noise or other acoustic waves in general using interference effectsMasking sound by electro-acoustically regenerating the original acoustic waves in anti-phase
H03B 29/00 - Generation of noise currents and voltages
A headset, during play of a particular game, receives a plurality of audio channels carrying game sounds and determines whether a first of the game sounds overwhelms a second of the game sounds. In response to the determination, the headset adjusts a level of one or more of the audio channels such that perceptibility of the second game sound is improved relative to perceptibility of the first game sound prior to the adjustment, wherein for the adjustment, a level of one or more of the audio channels carrying the first game sound is decreased while a level of one or more of the audio channels carrying the second game sound is maintained or increased. The audio channels include three or more audio channels and the adjustment of the level of the audio channels is performed while the three or more audio channels are combined into two stereo channels.
H03G 3/00 - Gain control in amplifiers or frequency changers
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
This disclosure describes a system that allows a user to control the audio of a headset from a game controller. Audio controls are displayed on a screen of the game controller. In addition to the game controller, the disclosed system may comprise an app, on a device external from the game controller, that is also able to display the audio controls. The audio controls may be updated via the game controller or the app while the game controller and headset are being used.
A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/235 - 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
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
A method and system is disclosed for a headset with force isolation, where the headset comprises a headband having two upper headband sections coupled by a center block and two ear cups, where each ear cup is coupled to one of the two upper headband sections. The two upper headband sections may include side support strips between which a movable strip may be placed, thereby increasing the rigidness of the headband when fully extended between the side support strips. The rigidness of the headband may decrease when the movable strips are retracted from between the side support strips and into the center block utilizing a slider knob. The side support strips may be plastic and the movable strip may be metal. The center block may be more rigid than the side support strips. The center block may be plastic. The headband may include headband endcaps at lower ends of the headband.
Systems and methods are provided for an eyewear accommodating headset with adaptive and variable ear support. An example headset may comprise an ear cup with two or more distinct sections that differ in one or more characteristics. A first section is adaptively configured to accommodate a temple piece of a pair of eyeglasses of a wearer of the headset, and a second section is configured to maintain contact with a temple of the wearer of the headset. The different sections may comprise different foams (or different parts of foam, each with different characteristics). The characteristics may comprise hardness and/or density. Another example headset may comprise an ear cup with a divot that accommodates the temple piece of the eyeglasses.
An electronic device receives audio from an audio source and outputs the audio via speakers of the device. While outputting the audio via the speakers, the device senses its surrounding environment, and adjusts its operation, based on the sensed environment, to alert a listener wearing the device. The adjustment may comprise generation of one or more audio, visual, and/or vibration notifications to the listener using the device. A volume of the audio output via the speakers may be adjusted based on the sensed surrounding environment. The device may detect whether a first condition is present in the surrounding environment, decrease the volume when the first condition is detected in the surrounding environment, and increase the volume when the first condition is not detected in the surrounding environment.
An electronic device may comprise audio processing circuitry, pace tracking circuitry, and positioning circuitry. The pace tracking circuitry may be operable to selects a tempo of songs for playback, by the audio processing circuitry based on position data generated by the positioning circuitry, a desired tempo, and whether the songs are stored locally or network-accessible. The position data may indicate the pace of a runner during a preceding, determined time interval. The pace tracking circuitry may control the song selection and/or time stretching based on a runner profile data stored in memory of the music device. The profile data may include runner's distance-per-stride data. The electronic device may include sensors operable to function as a pedometer. The pace tracking circuitry may update the distance-per-stride data based on the position data and based on data output by the one or more sensors.
A63B 24/00 - Electric or electronic controls for exercising apparatus of groups
A63B 71/06 - Indicating or scoring devices for games or players
G05B 19/42 - Recording and playback systems, i.e. in which the programme is recorded from a cycle of operations, e.g. the cycle of operations being manually controlled, after which this record is played back on the same machine
G10H 1/42 - Rhythm comprising tone forming circuits
A headset having game, chat and microphone audio signals is provided with a programmable signal processor for individually modifying the audio signals and a memory configured to store a plurality of user-selectable signal-processing parameter settings that determine the manner in which the audio signals will be altered by the signal processor. The parameter settings collectively form a preset, and one or more user-operable controls can select and activate a preset from the plurality of presets stored in memory. The parameters stored in the selected preset can be loaded into the signal processor such that the sound characteristics of the audio paths are modified in accordance with the parameter settings in the selected preset.
A method and system for a headset with programmable modes, where the headset comprises a beamforming microphone: sensing an ambient sound level near the headset, and configuring the headset in one of a plurality of modes by configuring a beam pattern of the beamforming microphone based on at least the sensed ambient noise level. A user of the headset may configure the headset in the one of the plurality of modes or it may be automatically configured. The beamforming microphone may comprise an array of sound sensing elements. The headset may be configured in a quiet mode when the sensed ambient sound level is below that of a desired sound source and may be configured with a wide beam pattern. The headset may be configured in a loud mode when the sensed ambient sound level is above that of a desired sound source.
09 - Scientific and electric apparatus and instruments
28 - Games; toys; sports equipment
Goods & Services
(1) Headphones; game headphones; earphones; earbuds; headsets; headsets for playing video games; gaming headsets for playing video games; gaming headsets for use in playing video games; computer peripherals; computer mice; computer keyboards; computer keypads; mouse pads; microphones; flight simulators; simulators for driving or control of vehicles; batteries and battery chargers; bags, protective covers and protective cases specially adapted for headsets; parts for headsets, namely, speaker plates, battery covers, headband straps and ear cushions; audio cables; audio adapter cables; usb cables; stands for personal digital electronic devices, namely, headsets; stands for mounting simulation devices; wireless transmitters and receivers; usb dongles being wireless network adaptors; usb hardware, namely, audio controllers; electric charging cables; usb cables; downloadable computer software for use with headsets, video game controllers, video game consoles and video game equipment for customizing and adjusting settings, layout and functionality; charging stands for video game controllers and virtual reality devices.
(2) Controllers for game consoles; game controllers for computer games; video game interactive remote control units; video game interactive hand held remote controls for playing electronic games; gaming mice; game controllers in the nature of keyboards for computer games; joysticks for video game; flight simulation game controllers for computer games and video games; driving simulation game controllers for computer games and video games; video game interactive control steering wheels, foot pedals, specifically designed for use with interactive video games; video game joysticks; computer game joysticks; bags, protective covers and protective cases specially adapted for video game controllers.
An input device and an indicator device are provided. The indicator device includes a displacement detection module, a color detection module, and a control module; the control module includes a storage unit, a determination module and a parameter adjustment module. The displacement detection module detects a relative displacement of the indicator device relative to a surface. The color detection module detects a surface color of the surface. The storage unit stores a parameter group associated with an operation response of the indicator device. The parameter group includes a first configuration and a second configuration. The determination module determines whether the surface color conforms to a specific color. The parameter adjustment module adjusts the parameter group from the first configuration to the second configuration based on the surface color conforming to the specific color.
An input device, an indicator device and a parameter adjustment method thereof are provided. The indicator device includes a displacement detection module, a color detection module, and a control module; the control module includes a storage unit, a determination module and a parameter adjustment module. The displacement detection module detects a relative displacement of the indicator device relative to a surface. The color detection module detects a surface color of the surface. The storage unit stores a parameter group associated with an operation response of the indicator device. The parameter group includes a first configuration and a second configuration. The determination module determines whether the surface color conforms to a specific color. The parameter adjustment module adjusts the parameter group from the first configuration to the second configuration based on the surface color conforming to the specific color.
A system and method for a hybrid ring-radiator headphone driver, substantially as shown in and/or described in connection with at least one of the figures, as set forth more completely in the claims.
09 - Scientific and electric apparatus and instruments
28 - Games; toys; sports equipment
Goods & Services
Headphones; Game headphones; Earphones; Earbuds; Headsets; Headsets for playing video games; Gaming headsets for playing video games; Gaming headsets for use in playing video games; Computer peripherals; Computer mice; Computer keyboards; Computer keypads; Mouse pads; Microphones; Flight simulators; Simulators for driving or control of vehicles; Batteries and battery chargers; Bags, protective covers and protective cases specially adapted for headsets; Parts for headsets, namely, speaker plates, battery covers, headband straps and ear cushions; Audio cables; Audio adapter cables; USB cables; Stands for personal digital electronic devices, namely, headsets; Stands for mounting simulation devices; Wireless transmitters and receivers; USB dongles being wireless network adaptors; USB hardware, namely, audio controllers; Electric charging cables; Chargers for electric batteries in the nature of charging stands for video game controllers and virtual reality headsets and goggles; Downloadable computer software for use with headsets, video game controllers, video game consoles and video game equipment for customizing and adjusting settings, layout and functionality Controllers for game consoles; Game controllers for computer games; Video game interactive remote control units; Video game interactive hand held remote controls for playing electronic games; Gaming mice; Game controllers in the nature of keyboards for computer games; Joysticks for video game; Flight simulation game controllers for computer games and video games; Driving simulation game controllers for computer games and video games; Video game interactive control steering wheels, foot pedals, specifically designed for use with interactive video games; Video game joysticks; Computer game joysticks; Bags, protective covers and protective cases specially adapted for video game controllers
A gaming headset receives a plurality of audio channels during play of a particular game, determines an identity and/or an age of a gamer that is wearing the gaming headset, and configures operation of the gaming headset based on the determined identity and/or age of the gamer. The gaming headset logs into the particular game using credentials associated with the determined identity and/or age, and selects settings based on the determined identity and/or age of the gamer that is wearing the gaming headset. One or more sensors communicatively coupled to the gaming headset may be activated and information received from the sensors is utilized to determine the identity and/or the age of the gamer that is wearing the gaming headset. The sensors determine, for example, the head size, ear size, voice characteristics and/or biometric information for the gamer that is wearing the gaming headset.
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
A gaming unit and producing a game-audio output of a varying volume level and a chat-voice output is connected to headphones adapted to be worn by a player of the unit and connected to the gaming unit for making the chat-voice output and the game-audio output audible to the player. A circuit or software associated with the headphones can increase the chat-voice volume level generally proportionately to the game-audio volume level.
A63F 13/28 - 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
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
H03G 3/30 - Automatic control in amplifiers having semiconductor devices
H04R 5/033 - Headphones for stereophonic communication
A translational mouse button structure and a mouse device having the same are provided. The translational mouse button structure may include: a button board, a cross member, a circuit board provided with a pressing switch and a support member on the circuit board. The cross member may be bridged between the button board and the support member using translational movement, and respectively provided with a first support group, a second support group and a corresponding support group pivotally connected to each other. The button board may be inclined relative to the support member and abuts against the pressing switch. In this way, the button board can move in translation along with the cross member. Therefore, any point on the button board can be pressed with the same pressing pressure and pressing stroke. Thus, a user can have a desirable pressing feeling without selecting a special pressing position.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
71.
MOUSE BUTTON STRUCTURE AND MOUSE DEVICE HAVING THE SAME
A translational mouse button structure and a mouse having the same are provided. The mouse includes a casing and a mouse button structure arranged in the casing. The mouse button structure may include: a button board, a support member, a cross member and a circuit board provided with a pressing switch. The cross member may be bridged between the button board and the support member by means of translational movement, and respectively provided with a first support group, a second support group and a corresponding support group that are pivotally connected. The button board may be inclined relative to the support member and abuts against the pressing switch, allowing translation along with the cross member. Therefore, any point on the button board can be pressed with the same pressing pressure and the same pressing stroke.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
Systems and methods for headset windowing may include determining a geometry of a first object used with a computing system in a work space; determining, based on information received from a sensor, when the user wearing a VR headset tilts their head to bring the first object into view of the VR headset; and displaying a first window on a display of the VR headset, the first window being dimensioned to conform to the geometry of the first object in view of the headset.
Systems and methods for headset windowing may include determining a geometry of a first object used with a computing system in a work space; determining, based on information received from a sensor, when the user wearing a VR headset tilts their head to bring the first object into view of the VR headset; and displaying a first window on a display of the VR headset, the first window being dimensioned to conform to the geometry of the first object in view of the headset.
Systems and methods for headset windowing may include determining a geometry of a first object used with a computing system in a work space; determining, based on information received from a sensor, when the user wearing a VR headset tilts their head to bring the first object into view of the VR headset; and displaying a first window on a display of the VR headset, the first window being dimensioned to conform to the geometry of the first object in view of the headset.
In a system that includes one or more audio output components, positioning information associated with positioning of a user within a three-dimensional space around the user maybe determined. The one or more audio output components may be controlled based on the determined positioning information, with the controlling including providing a three-dimensional audio environment according to the user. The controlling may include configuring least one audio output related parameter or function for optimizing, based on the determined positioning information, directionality of at least one of the one or more audio output components. The determined positioning information may be generated or adjusted based on sensory data relating to the user.
H04S 5/00 - Pseudo-stereo systems, e.g. in which additional channel signals are derived from monophonic signals by means of phase shifting, time delay or reverberation
Methods and systems are provided for independent audio volume control. An audio system may include a circuit for controlling one or both of generation and output of combined audio, with the circuit being configured to determine, based on user input, a mix setting applicable in the audio system to mixing of a first audio and a second audio when generating the combined audio, wherein the combined audio comprises at least a portion of each of the first audio and the second audio; determine a corresponding volume setting applicable at an audio output element of the audio system during outputting of the combined audio; determine a corresponding delay applicable to one or both of the mix setting and the volume setting; and apply one or both of the mix setting and the volume setting based on at least the delay.
A63F 13/25 - Output arrangements for video game devices
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A method and system for a headset with internal gimbal, where the headset comprises a headband, a headband, and ear cups coupled to the headband, wherein each ear cup may be coupled to the headband utilizing an internal gimbal. The internal gimbal may comprise a tip that is wider than its base. The tip may be rounded. The headband may comprise headband endcaps at each end of the headband. A headband slide may be coupled to each headband endcap. The headband ear cups may be coupled to the headband via the headband slides. Each headband slide may be coupled to a headband endcap via a headband pivot. The headband pivot may provide rotational motion of the ear cups with respect to the headband. The force on ears of a user of the headset may be spread evenly by the internal gimbals.
A headset comprises an ear cup, at least one speaker, an adjustable ear cup shaper, and circuitry. The ear cup shaper is adjustable into at least two configurations, wherein a first of the configurations creates no depression or a first amount of depression in the ear cup and a second of the configurations creates a second amount of depression in the ear cup, where the second amount is greater than the first amount. The circuitry is operable to determine which one of the configurations the ear cup shaper is configured into, and set an audio setting applied to an audio signal output to the speaker based on the determined one of the configurations.
A system comprising audio processing circuitry is provided. The audio processing circuitry is operable to receive audio signals. The audio processing circuitry is operable to process the audio signals to detect strength of a chat component of the audio signals and strength of a game component of the audio signals. The audio processing circuitry is operable to automatically control a volume setting based on one or both of: the detected strength of the chat component, and the detected strength of the game component. The combined-game-and-chat audio signals may comprise a left channel signal and a right channel signal. The processing of the combined-game-and-chat audio signals may comprise measuring strength of a vocal-band signal component that is common to the left channel signal and the right channel signal.
H03G 3/32 - Automatic control in amplifiers having semiconductor devices the control being dependent upon ambient noise level or sound level
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A headset may comprise at least one ear cup and an ear cup shaper configurable into at least two configurations. When the ear cup shaper is configured in a first of the configurations, the ear cup is shaped to contact the temple of a wearer of the headset. When the adjustable ear cup shaper is configured in a second of the configurations, the ear cup is shaped to accommodate the temple piece of a pair of eyeglasses of a wearer of the headset. The ear cup may comprise a filler material such as foam, and the adjustable ear cup shaper when configured in the second of the configurations may create a depression in the foam. The adjustable ear cup shaper may comprise a strap and/or a plunger.
A method and system for a headset with major and minor adjustments, where the headset comprises a headband, a headband endcap at each end of the headband, a headband slide coupled to each headband endcap, and ear cups operatively coupled to the headband slides. A major adjustment of the headset may include actuating a headband slide in a vertical direction. The ear cups may be operatively coupled to the headband slides utilizing ball detents that may hold the position of the ear cups with respect to the headband slides. The ball detents may comprise a portion of a ball on the headband slide and holes in the ear cup or may comprise a portion of a ball in the ear cup and holes in the headband slide. Each headband slide may be coupled to a headband endcap via a headband pivot.
A method and system for daisy chaining tournament audio controllers, where the method comprises, in a headset coupled to a first audio controller, the first audio controller being in a daisy chain of audio controllers: receiving a chat signal from a second audio controller in the daisy chain of audio controllers, receiving a microphone signal from a microphone in the headset, summing the chat signal with the microphone signal, communicating the summed signal to a third audio controllers in the daisy chain, and communicating the chat signal to the headset. The microphone signal may be removed from the summed chat signal and microphone signal by adding a second microphone signal 180 degrees out of phase with the microphone signal. The chat signal may be summed with the microphone signal at an amplitude set by a user of the headset after the removal of the microphone signal.
G10K 11/178 - Methods or devices for protecting against, or for damping, noise or other acoustic waves in general using interference effectsMasking sound by electro-acoustically regenerating the original acoustic waves in anti-phase
A63F 13/25 - Output arrangements for video game devices
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
H04R 5/033 - Headphones for stereophonic communication
A wireless keyboard, comprising a body, several keys, a first detection unit, a second detection unit and a control unit. The several keys are disposed on the body. The first detection unit is disposed on one side of the body. The second detection unit is disposed on the other side of the body corresponding to the first detection unit. The first detection unit and the second detection unit jointly detect a feedback signal therebetween. When the feedback signal corresponds to an activation signal, the control unit activates the wireless keyboard. Accordingly, the wireless keyboard according to the present utility model can save power, and does not require users to switch on/off the power supply manually, thereby achieving the purpose of facilitating life.
G06F 3/02 - Input arrangements using manually operated switches, e.g. using keyboards or dials
G06F 3/023 - Arrangements for converting discrete items of information into a coded form, e.g. arrangements for interpreting keyboard generated codes as alphanumeric codes, operand codes or instruction codes
H01H 13/70 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard
85.
MOUSE DEVICE PROVIDED WITH MULTI-TOUCH REGION ON BUTTON
The present invention provides a mouse device provided with a multi-touch region on a button. The mouse device includes a touchpad, a press switch, a button cover and a control board. The touchpad triggers a corresponding touch signal when any one of a plurality of touch regions respectively corresponding to a plurality of input events is pressed. A switch signal is triggered when the press switch is pressed. The button cover is used to accept a pressing operation of pressing toward an inner side to press the touchpad, and to press the press switch through the touchpad. When receiving the touch signal and the switch signal, the control board triggers the input event of the pressed touch region. The present invention can improve user experience.
The present invention provides a mouse device having a detection function of non-human mouse events through encryption and a detection method thereof. A mouse retrieves variable characters, executes an encryption process on a plaintext mouse event to obtain a ciphertext mouse event based on the variable characters and fixed characters. A computer device executes a decryption process on the ciphertext mouse event to obtain the plaintext mouse event when receiving the ciphertext mouse event, executes the plaintext mouse event, and executes an interfering process when the mouse event is different or cannot be decrypted.
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
87.
MOUSE DEVICE WITH DETECTION FUNCTION OF NON-HUMAN MOUSE EVENTS AND DETECTION METHOD THEREOF
The present invention provides a mouse device with a detection function of non-human mouse events and a detection method thereof. A driver receives a plurality of movement mouse events through a computer device from a mouse device, executes a non-human movement detection on the movement mouse events to determine each movement mouse event as a suspicious event or a human-made event, executes an interference process when the suspicious events meet a non-human critical condition, and executes the plurality of movement mouse events when the suspicious events do not meet the non-human critical condition. The present invention can effectively detect non-human movement mouse events, and execute interference on the non-human movement mouse events to deter non-human operations.
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
88.
MOUSE DEVICE THAT DETECTS NON-HUMAN MOUSE EVENTS THROUGH ENCRYPTION AND METHOD THEREOF
The present invention provides a mouse device having a detection function of non-human mouse events through encryption and a detection method thereof. A mouse retrieves variable characters, executes an encryption process on a plaintext mouse event to obtain a ciphertext mouse event based on the variable characters and fixed characters. A computer device executes a decryption process on the ciphertext mouse event to obtain the plaintext mouse event when receiving the ciphertext mouse event, executes the plaintext mouse event, and executes an interfering process when the mouse event is different or cannot be decrypted.
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A wireless keyboard, comprising a body, several keys, a first detection unit, a second detection unit and a control unit. The several keys are disposed on the body. The first detection unit is disposed on one side of the body. The second detection unit is disposed on the other side of the body corresponding to the first detection unit. The first detection unit and the second detection unit jointly detect a feedback signal therebetween. When the feedback signal corresponds to an activation signal, the control unit activates the wireless keyboard. Accordingly, the wireless keyboard according to the present utility model can save power, and does not require users to switch on/off the power supply manually, thereby achieving the purpose of facilitating life.
G06F 3/02 - Input arrangements using manually operated switches, e.g. using keyboards or dials
G06F 3/023 - Arrangements for converting discrete items of information into a coded form, e.g. arrangements for interpreting keyboard generated codes as alphanumeric codes, operand codes or instruction codes
H01H 13/70 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard
90.
MOUSE DEVICE HAVING BUTTON WITH PLURALITY OF TOUCH ZONES
The present utility model provides a mouse device which is provided with a plurality of touch areas on a button(s). The mouse device includes a touch panel, a press switch, a button cover and a control panel. The touch panel triggers a corresponding touch signal when any one of the plurality of touch areas respectively corresponding to a plurality of input events is pressed. A switch signal is triggered when the press switch is pressed. The button cover is used to receive a pressing operation of pressing, toward inside, the touch panel, and press the press switch via the touch panel. When receiving the touch signal and the switch signal, the control panel triggers the input event of the pressed touch area. The present utility model can improve user experience.
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
91.
MOUSE DEVICE WITH DETECTION FUNCTION OF NON-HUMAN MOUSE EVENTS AND DETECTION METHOD THEREOF
The present invention provides a mouse device with a detection function of non-human mouse events and a detection method thereof. A driver receives a plurality of movement mouse events through a computer device from a mouse device, executes a non-human movement detection on the movement mouse events to determine each movement mouse event as a suspicious event or a human-made event, executes an interference process when the suspicious events meet a non-human critical condition, and executes the plurality of movement mouse events when the suspicious events do not meet the non-human critical condition. The present invention can effectively detect non-human movement mouse events, and execute interference on the non-human movement mouse events to deter non-human operations.
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
92.
MOUSE DEVICE PROVIDED WITH MULTI-TOUCH REGION ON BUTTON
The present invention provides a mouse device provided with a multi-touch region on a button. The mouse device includes a touchpad, a press switch, a button cover and a control board. The touchpad triggers a corresponding touch signal when any one of a plurality of touch regions respectively corresponding to a plurality of input events is pressed. A switch signal is triggered when the press switch is pressed. The button cover is used to accept a pressing operation of pressing toward an inner side to press the touchpad, and to press the press switch through the touchpad. When receiving the touch signal and the switch signal, the control board triggers the input event of the pressed touch region. The present invention can improve user experience.
The present utility model provides a mouse device which is provided with a plurality of touch areas on a button(s). The mouse device includes a touch panel, a press switch, a button cover and a control panel. The touch panel triggers a corresponding touch signal when any one of the plurality of touch areas respectively corresponding to a plurality of input events is pressed. A switch signal is triggered when the press switch is pressed. The button cover is used to receive a pressing operation of pressing, toward inside, the touch panel, and press the press switch via the touch panel. When receiving the touch signal and the switch signal, the control panel triggers the input event of the pressed touch area. The present utility model can improve user experience.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
A keyboard has a top plate with a socket and a key structure that comprises a lower housing having a base, an upper housing, a pressing shaft and a spring. An annular stopper protrudes above the base. Two engaging elastic arms disposed below opposite sides of the annular stopper protrude below the base. The lower housing engages the socket by means of compressing the two engaging elastic arms. The top plate is sandwiched between the annular stopper and the two engaging elastic arms. The upper housing is assembled above the lower housing, and includes a penetrating opening. The pressing shaft is movably sandwiched between the lower housing and the upper housing. A top end of the pressing shaft penetrates through the penetrating opening. The spring is sandwiched and elastically supported between the lower housing and the pressing shaft. Thereby, the aesthetic appearance of the key structure is improved.
H01H 13/705 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard with contacts carried by or formed from layers in a multilayer structure, e.g. membrane switches characterised by construction, mounting or arrangement of operating parts, e.g. push-buttons or keys
A mouse structure includes a shell, a control circuit, a button and an elastic member. The shell includes a base and an upper cover. A boss extends from the upper cover towards the base. The control circuit includes a circuit board and a switch arranged thereon. The button has a hollow cylindrical body penetrating the upper cover and having a pressing surface and a stop surface opposite each other. The elastic member has an embedded section snapped to the boss, a pressing part and an elastic part. The elastic part being connected between the embedded section and the pressing part and penetrating into the hollow cylindrical body. The pressing part is elastically pressed against the stop surface to pull down the hollow cylindrical body, so that the pressing surface is attached to a surface of the switch.
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
H01H 13/85 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard characterised by ergonomic functions, e.g. for miniature keyboardsSwitches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard characterised by operational sensory functions, e.g. sound feedback characterised by tactile feedback features
An improved key structure for a keyboard may be installed on a keyboard iron plate and comprises lower housing and upper housings. The lower housing has a lower peripheral wall which has a lower bulge portion thereon, both side surfaces of the lower peripheral wall have a pair of elastic arms thereon that have a latching portion and a pulling portion thereon. The upper housing is assembled on the lower housing, and has an upper bulge portion. The elastic arms extend from the bottom of the lower housing, the tops of the elastic arms are aligned with an upper surface of the lower bulge portion, and two sides of the elastic arms abut against the lower peripheral wall, so that the insertion force of the key structure is small, and the key structure is firmly buckled on the keyboard iron plate with a large buckling force.
H01H 13/00 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch
H01H 13/02 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch Details
A keyboard has a top plate with a socket and a key structure that comprises a lower housing having a base, an upper housing, a pressing shaft and a spring. An annular stopper protrudes above the base. Two engaging elastic arms disposed below opposite sides of the annular stopper protrude below the base. The lower housing engages the socket by means of compressing the two engaging elastic arms. The top plate is sandwiched between the annular stopper and the two engaging elastic arms. The upper housing is assembled above the lower housing, and includes a penetrating opening. The pressing shaft is movably sandwiched between the lower housing and the upper housing. A top end of the pressing shaft penetrates through the penetrating opening. The spring is sandwiched and elastically supported between the lower housing and the pressing shaft. Thereby, the aesthetic appearance of the key structure is improved.
H01H 13/705 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard with contacts carried by or formed from layers in a multilayer structure, e.g. membrane switches characterised by construction, mounting or arrangement of operating parts, e.g. push-buttons or keys
An improved key structure for a keyboard may be installed on a keyboard iron plate and comprises lower housing and upper housings. The lower housing has a lower peripheral wall which has a lower bulge portion thereon, both side surfaces of the lower peripheral wall have a pair of elastic arms thereon that have a latching portion and a pulling portion thereon. The upper housing is assembled on the lower housing, and has an upper bulge portion. The elastic arms extend from the bottom of the lower housing, the tops of the elastic arms are aligned with an upper surface of the lower bulge portion, and two sides of the elastic arms abut against the lower peripheral wall, so that the insertion force of the key structure is small, and the key structure is firmly buckled on the keyboard iron plate with a large buckling force.
H01H 13/00 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch
G06F 3/02 - Input arrangements using manually operated switches, e.g. using keyboards or dials
H01H 13/02 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch Details
A mouse structure includes a shell, a control circuit, a button and an elastic member. The shell includes a base and an upper cover. A boss extends from the upper cover towards the base. The control circuit includes a circuit board and a switch arranged thereon. The button has a hollow cylindrical body penetrating the upper cover and having a pressing surface and a stop surface opposite each other. The elastic member has an embedded section snapped to the boss, a pressing part and an elastic part. The elastic part being connected between the embedded section and the pressing part and penetrating into the hollow cylindrical body. The pressing part is elastically pressed against the stop surface to pull down the hollow cylindrical body, so that the pressing surface is attached to a surface of the switch.
G06F 3/0354 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/033 - Pointing devices displaced or positioned by the userAccessories therefor
H01H 13/85 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard characterised by ergonomic functions, e.g. for miniature keyboardsSwitches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch having a plurality of operating members associated with different sets of contacts, e.g. keyboard characterised by operational sensory functions, e.g. sound feedback characterised by tactile feedback features
100.
Dynamic adjustment of game controller sensitivity based on audio analysis
An electronic device may receive audio during play of a game on a game console over a network. The electronic device may detect one or more sounds during the monitoring of the audio. The electronic device may control, based on the detected one or more sounds, operation of a game controller that interacts with the game during play. The controlling of the operation of the game controller may comprise adjusting sensitivity of the game controller. The electronic device may determine directionality of the detected one or more sounds and adjust the sensitivity of the game controller based on the determined directionality of the detected one or more sounds. The electronic device may increase and/or decrease the sensitivity of the game controller in response to changes in the determined directionality of the detected one or more sounds.
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
A63F 13/25 - Output arrangements for video game devices
A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/424 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
G06F 3/0338 - Pointing devices displaced or positioned by the userAccessories 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
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance