User-customized flat computer simulation controller

US12533580B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-12533580-B2
Application numberUS-202218060550-A
CountryUS
Kind codeB2
Filing dateNov 30, 2022
Priority dateNov 30, 2022
Publication dateJan 27, 2026
Grant dateJan 27, 2026

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A parallelepiped-shaped body has a flat top surface on which a user draws computer simulation controller buttons with a layout and spacing best fitting the user's physical needs. The user connects wires in the body to random GPIOs and maps the drawn buttons to desired game controller functions using an off-the-shelf controller connected to an MCU by pressing drawn buttons on the body along with corresponding buttons on the off-the-shelf controller, establishing which drawn button has which game controller function.

First claim

Opening claim text (preview).

What is claimed is: 1 . A computer-implemented method comprising: providing a prompt for a player to interact with a controller for a video game system, wherein the prompt instructs the player to press and hold a button; receiving data representing interactions of the player with the controller in response to the prompt, wherein the interactions of the player with the controller include the player pressing and holding the button; determining, using the received data, a characterization of a dexterity of the player, the characterization of the dexterity of the player including a presence or absence of a tremor, wherein presence of the tremor is determined based on receiving a series of rapid signals from the controller while the player is pressing and holding the button; providing a representation of the characterization of the dexterity of the player to a generative model that is trained to generate designs for custom controllers for players based on ground truth data that includes (i) different designs for custom controllers and (i) one or more respective labels for each different design that indicates one or more characterizations of dexterity; receiving a particular design for a custom controller from the generative model; and associating the particular design with the player. 2 . The method of claim 1 , wherein the ground truth data associates different button sizes with different characterizations of dexterity. 3 . The method of claim 1 , comprising training the generative model using the ground truth data. 4 . The method of claim 1 , wherein the ground truth data associates different button spacings with different characterizations of dexterity. 5 . The method of claim 1 , wherein the ground truth data associates different controller layouts with different characterizations of dexterity. 6 . A non-transitory computer-readable medium storing instructions which, when executed, cause a computer processor to perform operations comprising: providing a prompt for a player to interact with a controller for a video game system, wherein the prompt instructs the player to press and hold a button; receiving data representing interactions of the player with the controller in response to the prompt, wherein the interactions of the player with the controller include the player pressing and holding the button; determining, using the received data, a characterization of a dexterity of the player, the characterization of the dexterity of the player including a presence or absence of a tremor, wherein presence of the tremor is determined based on receiving a series of rapid signals from the controller while the player is pressing and holding the button; providing a representation of the characterization of the dexterity of the player to a generative model that is trained to generate designs for custom controllers for players based on ground truth data that includes (i) different designs for custom controllers and (i) one or more respective labels for each different design that indicates one or more characterizations of dexterity; receiving a particular design for a custom controller from the generative model; and associating the particular design with the player. 7 . The medium of claim 6 , wherein the ground truth data associates different button sizes with different characterizations of dexterity. 8 . The medium of claim 6 , wherein the operations comprise training the generative model using the ground truth data. 9 . The medium of claim 6 , wherein the ground truth data associates different button spacings with different characterizations of dexterity. 10 . The medium of claim 6 , wherein the ground truth data associates different controller layouts with different characterizations of dexterity. 11 . A system comprising: a computer processor; and a non-transitory computer-readable medium storing instructions which, when executed, cause a computer processor to perform operations comprising: providing a prompt for a player to interact with a controller for a video game system, wherein the prompt instructs the player to press and hold a button; receiving data representing interactions of the player with the controller in response to the prompt, wherein the interactions of the player with the controller include the player pressing and holding the button; determining, using the received data, a characterization of a dexterity of the player, the characterization of the dexterity of the player including a presence or absence of a tremor, wherein presence of the tremor is determined based on receiving a series of rapid signals from the controller while the player is pressing and holding the button; providing a representation of the characterization of the dexterity of the player to a generative model that is trained to generate designs for custom controllers for players based on ground truth data that includes (i) different designs for custom controllers and (i) one or more respective labels for each different design that indicates one or more characterizations of dexterity; receiving a particular design for a custom controller from the generative model; and associating the particular design with the player. 12 . The system of claim 11 , wherein the ground truth data associates different button sizes with different characterizations of dexterity. 13 . The system of claim 11 , wherein the operations comprise training the generative model using the ground truth data. 14 . The system of claim 11 , wherein the ground truth data associates different button spacings with different characterizations of dexterity.

Assignees

Inventors

Classifications

  • Constructional details thereof, e.g. game controllers with detachable joystick handles · CPC title

  • A63F13/22Primary

    Setup operations, e.g. calibration, key configuration or button assignment · CPC title

  • A63F13/42Primary

    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 · CPC title

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Frequently asked questions

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What does patent US12533580B2 cover?
A parallelepiped-shaped body has a flat top surface on which a user draws computer simulation controller buttons with a layout and spacing best fitting the user's physical needs. The user connects wires in the body to random GPIOs and maps the drawn buttons to desired game controller functions using an off-the-shelf controller connected to an MCU by pressing drawn buttons on the body along with…
Who is the assignee on this patent?
Sony Interactive Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/22. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jan 27 2026 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 3 related publications on this page (citations in our corpus or others sharing the same primary CPC).