# US 10,307,670 B2 · Motorcycle simulation controller

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- Number: US 10,307,670 B2
- Document ID: US10307670B2
- Status: Granted
- Kind: B2
- Application number: 15/620,775
- Filed: 2017-06-12
- Published: 2018-12-13
- Granted: 2019-06-04
- Earliest claimed: 2017-06-12
- Applicants: Ju-Yup Lee
- Inventors: Ju-Yup Lee
- Web page: https://patentgrep.com/patent/US10307670B2

## CPC

- A63F 13/245: specially adapted to a particular type of game, e.g. steering wheels
- A63F 13/211: using inertial sensors, e.g. accelerometers or gyroscopes
- A63F 13/212: using sensors worn by the player, e.g. for measuring heart beat or leg activity
- A63F 13/428: involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
- A63F 13/803: Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

The subject matter of the disclosure relates generally to motorcycle simulation video game controllers. A motorcycle simulation controller is disclosed. The controller can be utilized for determining the center of gravity of a player character. A motorcycle simulation controller is disclosed. The controller can be utilized for determining the center of gravity of a player character.

## Claims

### Claim 1

A motorcycle video game controller comprising:
a hand-held controller that measures an input steering angle; and
a helmet controller that measures a positional location wherein the positional location is the relative location of the head tracker to the hand-held controller,
wherein the simulation utilizes the positional location of the helmet controller to determine an effective center of gravity and utilizes said center of gravity to determine a level of traction on at least one of the wheels of the motorcycle.

### Claim 2 (depends on 1)

The game controller of claim 1, the hand-held controller further comprising:
a first housing resembling handlebars comprising:
a throttle,
a first brake actuator, and
a rotational sensor that detects a rotation of the handlebars; and
a second housing comprising:
a gear selector, and
a second brake actuator.

### Claim 3 (depends on 2)

The game controller of claim 2 wherein at least one of the throttle and first brake actuators are rotational sensors, and at least one of the gear selector and second brake actuator are pedal sensors.

### Claim 4 (depends on 3)

The game controller of claim 3 wherein the first housing and the second housing are two or more sections of a single arcade video game simulation unit.

### Claim 5 (depends on 1)

The game controller of claim 1, wherein the helmet controller further comprises a commercially available motion controller, the motion controller comprising:
a gyroscope and an accelerometer, or
an inertial measurement unit.

### Claim 6 (depends on 1)

The game controller of claim 1, wherein the positional location is perpendicular to the track of the motorcycle.

### Claim 7 (depends on 2)

The game controller of claim 2, wherein the pedal sensors further comprise rotational sensors, pressure sensors, or binary sensors.

### Claim 8 (depends on 1)

The game controller of claim 1, wherein the helmet controller further comprises a first reflective material or a regular pattern for facilitating detection by an optical sensor said reflective material or regular pattern corresponding to a plurality of points of interest readable by the optical sensor.

### Claim 9 (depends on 1)

The game controller of claim 1 wherein the helmet controller further comprises a head attachment strap.

### Claim 10

A method of controlling a motorcycle video game simulation comprising:
turning a hand-held controller opposite the direction to a desired turn,
providing a first center of gravity related to the center of gravity of a motorcycle,
determining a first position of a helmet controller,
translating the helmet controller in the direction of the desired turn,
determining a second position of the helmet controller,
determining a second center of gravity based on a delta between the first position and the second position,
combining the second center of gravity with the first center of gravity,
utilizing the combined first and second centers of gravity to determine a level of traction on one of the wheels of the motorcycle.

### Claim 11 (depends on 10)

The method of controlling a video game simulation of claim 10 further comprising the step of:
combining the center of gravity input with the center of gravity of a reference vehicle produce a combined center of gravity.

### Claim 12 (depends on 11)

The method of controlling a video game simulation of claim 11 further comprising the step of:
combining the combined center of gravity with a physics model of the motorcycle in motion to determine a traction on a front or rear wheel of the motorcycle.

### Claim 13 (depends on 12)

The method of controlling a video game simulation of claim 12 wherein the physics model utilizes the formula:
λ=∫∫f(Nf)+∫∫g(σ)+∫∫h(λ)+∫g(σ).

### Claim 14 (depends on 13)

The method of controlling a video game simulation of claim 13 further comprising the step of:
repeating the entire method in order to dynamically change the lean angle of the motorcycle.

### Claim 15 (depends on 1)

The game controller of claim 1, wherein the simulation further utilizes said center of gravity to determine a first level of traction on the front wheel of the motorcycle, a second level of traction on the rear wheel of the motorcycle, and each of the first level and the second level of traction is different.

### Claim 16 (depends on 6)

The game controller of claim 6, wherein the simulation further utilizes said center of gravity to determine a gradient of traction on at least one of the wheels, said gradient varying in a perpendicular direction to the track of the motorcycle.

### Claim 17 (depends on 1)

The game controller of claim 1, wherein the simulation further utilizes said center of gravity to determine a gradient of traction on at least one of the wheels, said gradient varying in a parallel direction to the track of the motorcycle.

### Claim 18 (depends on 10)

The method of controlling a video game simulation of claim 10, further comprising the step of utilizing the combined first and second centers of gravity to determine a first level of traction on the front wheel of the motorcycle, a second level of traction on the rear wheel of the motorcycle, and each of the first level and the second level of traction is different.

### Claim 19 (depends on 10)

The method of controlling a video game simulation of claim 10, wherein the level of traction is a gradient of traction that varies in a perpendicular direction to the track of the motorcycle in at least one of the wheels.

### Claim 20 (depends on 10)

The method of controlling a video game simulation of claim 10, wherein the level of traction is a gradient of traction that varies in a normal direction to the track of the motorcycle in at least one of the wheels.
