throbber
(19) United States
`(12) Patent Application Publication (10) Pub. No.: US 2004/0139254 A1
`(43) Pub. Date:
`Jul. 15, 2004
`Tu et al.
`
`US 20040139254A1
`
`(54) ALPHANUMERIC KEYBOARD INPUT
`SYSTEM USING A GAME CONTROLLER
`
`(22) Filed:
`
`Jan. 9, 2003
`
`(75) Inventors: Edgar Allan Tu, Castro Valley, CA
`(US); Michael Reitmeyer, PottstoWn,
`PA (US); Noam Rimon, Redwood City,
`CA (US)
`
`Correspondence Address:
`MARTINE & PENILLA, LLP
`710 LAKEWAY DRIVE
`SUITE 170
`SUNNYVALE, CA 94085 (US)
`
`Entertainment
`Computer
`(73) Assignee: Sony
`America Inc., Foster City, CA
`
`(21) Appl. No.:
`
`10/340,440
`
`Publication Classi?cation
`
`(51) Im. c1? .......................... ..G06F 13/12; G06F 13/38
`(52) Us. 01.
`.............................. ..710/73
`
`(57)
`
`ABSTRACT
`
`An invention is provided for an alphanumeric keyboard
`input system using a controller, such as a game controller. A
`plurality of cells is provided, Where each cell includes a
`plurality of characters. A user is alloWed to select any
`character using only tWo commands. In particular, a ?rst
`command is used to select a particular cell of the plurality of
`cells, and a second command is used to select a particular
`character of the plurality of characters Within the selected
`cell.
`
`304a
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`408
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`410
`
`412
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`404d
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`402
`
`406
`
`4040
`
`SCEA Ex. 1005 Page 1
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`Patent Application Publication
`
`Jul. 15, 2004 Sheet 1 0f 8
`
`US 2004/0139254 A1
`
`:2 8F: F .QE
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`SCEA Ex. 1005 Page 2
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`

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`Patent Application Publication Jul. 15, 2004 Sheet 2 0f 8
`
`US 2004/0139254 A1
`
`202
`
`f 200
`
`ABC DEF \ 204
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`GHF
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`JKL MNO ‘
`
`206
`
`PQRS' TUV WXYZ’
`
`208
`
`210
`
`FIG. 2
`(Prior Art)
`
`SCEA Ex. 1005 Page 3
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`

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`Patent Application Publication Jul. 15, 2004 Sheet 3 0f 8
`
`US 2004/0139254 A1
`
`302
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`
`SCEA Ex. 1005 Page 4
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`

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`Patent Application Publication Jul. 15, 2004 Sheet 4 0f 8
`
`US 2004/0139254 A1
`
`302'
`
`304a
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`v
`S
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`3040
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`f 400
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`408
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`410
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`412
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`404d
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`402
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`406
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`4040
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`FIG. 4
`
`SCEA Ex. 1005 Page 5
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`

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`Patent Application Publication Jul. 15, 2004 Sheet 5 0f 8
`
`US 2004/0139254 A1
`
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`FIG. 5
`
`SCEA Ex. 1005 Page 6
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`

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`Patent Application Publication Jul. 15, 2004 Sheet 6 0f 8
`
`US 2004/0139254 A1
`
`600
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`
`SCEA Ex. 1005 Page 7
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`

`

`Patent Application Publication Jul. 15, 2004 Sheet 7 0f 8
`
`US 2004/0139254 A1
`
`wow
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`
`SCEA Ex. 1005 Page 8
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`

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`Patent Application Publication Jul. 15, 2004 Sheet 8 0f 8
`
`US 2004/0139254 A1
`
`800
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`802
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`A
`Edit: could
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`K
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`
`SCEA Ex. 1005 Page 9
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`

`

`US 2004/0139254 A1
`
`Jul. 15, 2004
`
`ALPHANUMERIC KEYBOARD INPUT SYSTEM
`USING A GAME CONTROLLER
`
`BACKGROUND OF THE INVENTION
`
`[0001] 1. Field of the Invention
`[0002] This invention relates generally to computer data
`entry, and more particularly to ef?cient alphanumeric char
`acter entry using an input device, such as a game controller.
`
`[0003] 2. Description of the Related Art
`
`[0004] Since the advent of the home video game, the game
`controller has become a ?xture in homes WorldWide. In its
`typical form, the video game controller constitutes a hand
`held base With a joystick or keypad for directional control
`and a keypad of buttons that perform a variety of functions,
`such as ?re, run, and jump. Games and game consoles have
`evolved to provide additional utility and interaction. For
`example, games and game consoles currently alloW users to
`input alphanumeric data to enhance the user experience,
`such as alloWing Web broWsing email access, and/or to alloW
`the user to personaliZe games.
`[0005] Initially, manufacturers provided this functionality
`by shipping separate keyboard units to users to alloW entry
`of alphanumeric data. These electronic keyboards use a
`standard QWERTY key arrangement for data entry. The
`QWERTY key arrangement is used in standard keyboards
`that contain the letters Q-W-E-R-T-Y beginning at the upper
`left end of the second roW from the top.
`
`[0006] FIG. 1 shoWs a prior art keyboard having a stan
`dard QWERTY key arrangement. The layout of the key
`board is divided into four sections: text entry section 10,
`navigation section 20, numeric keypad section 30, and
`function key section 40. The text entry section 10 comprises
`?ve roWs of keys, Wherein the ?rst roW is composed mainly
`of numeric keys and punctuation keys, the second through
`fourth roWs are comprised mainly of alphabetical and punc
`tuation keys, and the ?fth roW is comprised mainly of the
`space bar. Tab, Caps Lock, Shift, Control, Alt, and Enter
`keys are generally disposed on the left and right extremities
`of roWs tWo through ?ve. As mentioned above, the alpha
`betical keys are arranged in the QWERTY pattern.
`
`[0007] The navigation section 20 includes an upper por
`tion comprised of tWo roWs of three navigation and editing
`keys. These include the Insert, Delete, Home, End, Page Up,
`and Page DoWn keys. A loWer portion includes arroW keys
`for controlling the motion of the cursor. Typically, the Up
`ArroW is disposed singly in a ?rst roW and the Left, DoWn
`and Right ArroWs are disposed together in a second roW. The
`numeric keypad section 30 includes ?ve roWs of numeric
`and mathematical symbol keys With a calculator like
`arrangement for easy number entry.
`[0008] Disposed above text entry section 10, navigation
`section 20, and numeric keypad section 30 is the function
`key section 40, Which comprises a roW of function keys. The
`function key section 40 may also include indicators 45 for
`displaying Whether Num Lock, Caps Lock or Scroll Lock
`are activated.
`[0009] Unfortunately, shipping an additional keyboard
`With a game console increases costs to the manufacturer.
`Although, the manufacturer could pass the costs on to the
`customer, the increased game console costs can reduce sales
`
`and price the console out of range of many potential cus
`tomers. In response, manufactures began utiliZing an “on
`screen” keyboard. An on-screen keyboard is a depiction on
`a screen of a QWERTY keyboard, Which the user can utiliZe
`to select various alphanumeric characters. HoWever, on
`screen keyboards are sloW because the user must select
`particular keys using a pointing device.
`[0010] In particular, to generate a single character entry, a
`user’s mind must go through several steps generally not
`needed using conventional keyboards. First, unlike touch
`typing on a conventional keyboard, an on-screen keyboard
`requires the user to mentally determine Where the particular
`character is on the screen. That is, the user does not have the
`facilities of touch-typing afforded by a conventional key
`board. Second, the user must determine Where they are
`coming from, that is, Which key is currently selected. Third,
`the user must use the game controller to traverse the keys of
`the on-screen keyboard to move from the currently selected
`to key to the desired key on the on-screen keyboard, and
`fourth, the user must actually select the desired key. That is,
`the user generally must traverse to the “enter” key on the
`on-screen keyboard, or use an enter key on the game
`controller. Hence, this entire process takes much longer to
`accomplish than required using a conventional keyboard.
`For example, a sentence that may take a user three seconds
`to type using a conventional keyboard may take three
`hundred seconds to Write using an on-screen keyboard.
`
`[0011] Another arrangement used for alphanumeric data
`entry is the tWelve-button touch-tone telephone keypad
`arrangement. FIG. 2 is a diagram shoWing a prior art
`tWelve-button touch-tone telephone keypad arrangement
`200. The tWelve-button touch-tone telephone keypad
`arrangement 200 includes tWelve keys 202 each having a
`particular number 204 arranged four high and three Wide. In
`addition, “*”208 and “#”210 keys are included next to the
`“0” key. TWenty-four letters of the alphabet, excluding the
`“Q” and “Z,” are arranged in groups 206 of three characters,
`located on the faces of the keys 202 numbered “2” through
`“9.”“Q” and “Z” vary in their location on the keypad. For
`example, the “Q” and “Z” can be located on the “0” key, or
`included on the “7” and “9” keys.
`
`[0012] To generate a particular character using the tWelve
`button touch-tone telephone keypad arrangement 200, the
`user must determine Which key 202 to press and then
`determine the number of times to press the key. Speci?cally,
`the user may be required to press a particular key 202
`numerous times until the proper character is displayed.
`Typically, the ?rst character of the set of three characters 206
`on a particular key 202 Will be displayed the ?rst time the
`key is pressed. Subsequent characters of the set Will then be
`displayed With each subsequent press of the same key 202.
`For example, to display a “C,” the user must press the
`number “2” key three times, ?rst displaying the letter “A,”
`then the letter “B,” folloWed by the desired character “C.”
`Unfortunately, this method of alphanumeric data entry also
`increases the time needed to enter data. For example, to enter
`the Word “BOY” using the above data entry method, the user
`must press the “2” key tWice to obtain the “B,” the “6” key
`three times to obtain the “0,” and the “9” key three times to
`obtain the “Y.” To increase the speed of data entry, one prior
`art telephony system utiliZes likely Words to “guess” the
`correct character to display on each key press. For example,
`When the users presses the “2” key, the system displays an
`
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`

`

`US 2004/0139254 A1
`
`Jul. 15, 2004
`
`“A.” Then, When the user presses the “6” key, the system
`displays an “M” because the most likely Word that having
`tWo letters that are available on the “2” and “6” keys is
`“AM.” Upon, pressing the “9” key, the entire Word changes
`to “BOY” because the most likely Word having three letters
`that are available on the “2,”“6,” and “9” keys is “BOY.” If
`this is not the desired Word, the user is then alloWed to
`correct the result by selecting other combinations.
`
`[0013] In vieW of the foregoing, there is a need for a
`method for data entry that does not require the extra costs
`associate With extra keyboards yet alloWs fast alphanumeric
`data entry. The method should alloW the user to enter
`alphanumeric data fast, Without having to traverse long
`tracks of screen objects and Without having to repeatedly
`press keys.
`
`SUMMARY OF THE INVENTION
`
`[0014] Broadly speaking, the present invention ?lls these
`needs by providing an alphanumeric keyboard input system
`using an input device, such as game controller. Broadly
`speaking, embodiments of the present invention alloW a user
`to select a particular character using at most tWo commands.
`As such, embodiments of the present invention alloW a user
`to enter data quickly and easily Without needing to visually
`examine an entire list of characters. In one embodiment, a
`method for character selection is disclosed. The method
`includes providing a plurality of cells, Where each cell
`includes a plurality of characters. As mentioned above, a
`user is alloWed to select any character using only tWo
`commands. In particular, a ?rst command is received to
`select a particular cell of the plurality of cells, and a second
`command is received to select a particular character of the
`plurality of characters Within the selected cell. In one aspect,
`the second command can be received from an input device
`that includes a plurality of buttons. In this case, a portion of
`the plurality of buttons can each correspond to a particular
`character of the plurality of characters Within a cell. To
`facilitate easy selection, a portion of the plurality of cells can
`be arranged in a three by three grid. In this aspect, a center
`cell of the three by three grid is selected prior to receiving
`the ?rst command. In this manner, the ?rst command indi
`cates a move to a cell at most one cell aWay from the center
`cell. To alloW for larger character sets, the plurality of cells
`can include at least one side cell that is outside the three by
`three grid. These side cells can be accessed using a button
`click as the ?rst command.
`
`[0015] A system for character selection is disclosed in an
`additional embodiment of the present invention. The system
`includes logic that provides a plurality of cells, Where each
`cell includes a plurality of characters. Further included in the
`system is an input device having a plurality of controls,
`Which include a plurality of control buttons. Each control
`button corresponds to a particular character of the plurality
`of characters Within a cell. In use, the input device can
`transmit a ?rst command to select a particular cell of the
`plurality of cells, and send a second command using a
`control button to select a corresponding character of the
`plurality of characters Within the selected cell. As above, a
`portion of the plurality of cells can be arranged in a three by
`three grid, With a center cell selected prior to receiving the
`?rst command. Thus, the ?rst command indicates a move to
`a cell at most one cell aWay from the center cell. As above,
`the plurality of cells can include at least one side cell outside
`
`the three by three grid, Which is accessed using a button.
`Optionally, logic can be included that inserts an estimation
`extension after each character entered. The estimation exten
`sion includes a plurality of characters that forms a Word
`When combined With the characters previously entered. In
`one aspect, the estimate extension can be generated by
`examining a sorted list having a plurality of Words sorted
`based on usage frequency. For example, the usage frequency
`can refer to Word occurrence frequency in selected articles.
`Typically, the selected articles can be related to a particular
`subject.
`[0016] In a further embodiment, a computer program
`embodied on a computer readable medium for character
`selection is disclosed. The computer program includes pro
`gram instructions that provide a plurality of cells, With a
`portion of the plurality of cells being arranged in a three by
`three grid. As above, each cell includes a plurality of
`characters. The computer program further includes program
`instructions that receive a ?rst command to select a particu
`lar cell of the plurality of cells, and program instructions that
`receive a second command to select a particular character of
`the plurality of characters Within the selected cell. In one
`aspect, the second command can be received from an input
`device that includes a plurality of control buttons, each
`control button corresponding to a particular character of the
`plurality of characters Within a cell. Program instructions
`can also be included for selecting a center cell of the three
`by three grid prior to receiving the ?rst command, thus the
`?rst command can indicate a move to a cell at most one cell
`aWay from the center cell. Similar to above, the plurality of
`cells can further include at least one side cell outside the
`three by three grid.
`[0017] Advantageously, embodiments of the present
`invention can utiliZe a central starting position cell, Which
`alloWs the user to alWays knoW exactly Where the selection
`cursor Will be When starting the data entry process for each
`character. As a result, the user advantageously can alWays
`begin the selection process at most one cell aWay from the
`desired cell. Further, because the buttons on the input device
`correspond to characters Within a cell, selection of a speci?c
`character is easy and intuitive, alloWing character selection
`Without visual analysis of the entire keypad con?guration.
`Other aspects and advantages of the invention Will become
`apparent from the folloWing detailed description, taken in
`conjunction With the accompanying draWings, illustrating by
`Way of example the principles of the invention.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`[0018] The invention, together With further advantages
`thereof, may best be understood by reference to the folloW
`ing description taken in conjunction With the accompanying
`draWings in Which:
`
`[0019] FIG. 1 shoWs a prior art keyboard having a stan
`dard QWERTY key arrangement;
`[0020] FIG. 2 is a diagram shoWing a prior art tWelve
`button touch-tone telephone keypad arrangement;
`[0021] FIG. 3 is a diagram shoWing an alphanumeric
`on-screen keypad arrangement, in accordance With an
`embodiment of the present invention;
`
`[0022] FIG. 4 is an illustration of an exemplary game
`controller;
`
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`
`Jul. 15, 2004
`
`[0023] FIG. 5 is a diagram showing an on-screen keypad
`arrangement for a Japanese hiragana character set, in accor
`dance With an embodiment of the present invention;
`
`[0024] FIG. 6A is an illustration shoWing a method for
`entering alphanumeric characters using a single cell, in
`accordance With an embodiment of the present invention;
`
`[0025] FIG. 6B is an illustration shoWing a further method
`for entering alphanumeric characters using a cell cursor, in
`accordance With an embodiment of the present invention;
`
`[0026] FIG. 7 is an illustration shoWing a method for
`using user speci?c data programming for Word completion,
`in accordance With an embodiment of the present invention;
`
`[0027] FIGS. 8A and 8B illustrate Word completion using
`user speci?c data programming, in accordance With an
`embodiment of the present invention.
`
`DETAILED DESCRIPTION OF THE
`PREFERRED EMBODIMENTS
`
`[0028] An invention is disclosed for an alphanumeric
`keyboard input system using an input device, such as a game
`controller. Broadly speaking, embodiments of the present
`invention alloW a user to select a particular character using
`at most tWo commands. As such, embodiments of the
`present invention alloW a user to enter data quickly and
`easily Without needing to visually examine an entire list of
`characters. In the folloWing description, numerous speci?c
`details are set forth in order to provide a thorough under
`standing of the present invention. It Will be apparent, hoW
`ever, to one skilled in the art that the present invention may
`be practiced Without some or all of these speci?c details. In
`other instances, Well knoWn process steps have not been
`described in detail in order not to unnecessarily obscure the
`present invention.
`
`[0029] FIGS. 1 and 2 Were described in terms of the prior
`art. FIG. 3 is a diagram shoWing an alphanumeric on-screen
`keypad arrangement 300, in accordance With an embodi
`ment of the present invention. As shoWn in FIG. 3, the
`alphanumeric on-screen keypad arrangement 300 resembles
`a telephone keypad, Which is a familiar sight to most people.
`In fact, more people are familiar With the layout and use of
`a telephone keypad than a QWERTY keyboard. The alpha
`numeric on-screen keypad arrangement 300 includes a plu
`rality of cells 302 con?gured in a three by three arrange
`ment. Each cell 302 includes a plurality of characters.
`Although the exemplary alphanumeric on-screen keypad
`arrangement 300 includes betWeen three to four characters
`per cell, it should be noted that the number of characters per
`cell 302 can vary depending on the application and character
`set used.
`
`[0030] Using a cell/character selection paradigm, embodi
`ments of the present invention address the problems of the
`prior art. That is, embodiments of the present invention
`address the problems of knoWing the starting position of the
`selection element, ?nding Where the desired key is located,
`traversing to the desired key, and requiring multiple “clicks”
`to obtain the desired character.
`
`[0031] One embodiment of the present invention
`addresses the starting position issue by locating the starting
`position in a central starting position cell 306. As can be
`appreciated, having the starting position in the central start
`
`ing position cell 306 alloWs the user to alWays knoW Where
`the selection cursor 308 is before selecting a neW character.
`In addition, as Will be described in greater detail beloW, the
`central starting position cell 306 is at most one “click” or
`movement aWay from the desired cell. HoWever, there may
`be occasions When it is useful to alloW the starting position
`to remain at the last selected cell. Hence, one embodiment
`of the present invention locates the starting position for the
`next character entry at the last selected cell.
`
`[0032] Selection of a particular character is performed
`using an input device, such as a game controller. FIG. 4 is
`an illustration of an exemplary game controller 400. The
`exemplary game controller 400 includes a joystick 402 and
`a plurality of selection buttons 404a-404a'. Also included on
`the exemplary game controller 400 is a second joystick 406,
`a plurality of directional control buttons 408, a “select”
`button 410, and a “start” button 412. Additional buttons also
`may be present on the game controller 400, such as an “L1”
`button 414 and an “R1” button 416. Further control is
`provided by alloWing the joysticks 402 and 406 to be
`depressed, thus functioning as “I3” and “R3” buttons
`respectively.
`[0033] Embodiments of the present invention utiliZe the
`joystick 402 and the selection buttons 402a-402d to select
`alphanumeric characters for data entry. It should be noted
`that other game controller con?gurations can be utiliZed
`With the embodiments of the present invention. In addition,
`the key usage described in the present description can be
`varied, yet still ?t Within the spirit and scope of the present
`invention. For example, the directional control buttons 408
`can be utiliZed in lieu of, or in addition to, the joystick 402.
`Moreover, embodiments of the present invention can be
`utiliZed With any kind of input device. For example, embodi
`ments of the present invention can be utiliZed With cell
`phones, personal digital assistants, car navigation systems,
`and audio/video players, such as CD players, MD players,
`and DVD players.
`
`[0034] Referring back to FIG. 3, the user selects a par
`ticular cell 302 by moving the joystick 402 in the direction
`of the desired cell 302. In one embodiment, When the
`joystick 402 is at rest, the selection cursor returns to the
`central starting position cell 306. Hence, because all the cells
`302 are at most one cell 302 aWay from the central starting
`position cell 306, the user advantageously begins the selec
`tion process at most one cell 302 aWay from the desired cell
`302. HoWever, in an additional embodiment, the selection
`cursor does not return to the central starting position cell 306
`When the joystick is at rest. In this manner, a user can operate
`the input device With one hand. That is, the user can ?rst
`select the desired cell, then release the joystick, and there
`after select the desired character Within the cell as described
`beloW. This con?guration can be advantageous for users
`unfamiliar With the input device, Wherein the users may have
`dif?culty performing tWo commands together.
`
`[0035] The characters in each cell are positioned to cor
`respond to the positions of the selection buttons on the game
`controller. For the exemplary game controller 400 illustrated
`in FIG. 4, the characters Within each cell 302 are positioned
`to match the locations of the selection buttons 404a-404a'.
`Referring to FIG. 3, for example, each cell 302 includes a
`top character position 304a corresponding to selection but
`ton 404a of FIG. 4 and a bottom character position 304c
`
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`
`corresponding to selection button 404c of FIG. 4. Similarly,
`each cell 302 includes a left character position 304b corre
`sponding to selection button 404b of FIG. 4 and a right
`character position 304d corresponding to selection button
`404d of FIG. 4.
`[0036] Hence, to select the character “r” the user ?rst
`positions the selection cursor over the loWer left cell 302‘,
`thereby indicating that the selection buttons 404a-404d of
`the game controller 400 Will correspond to the characters
`“p,”“q,”“r,” and “s.” In particular, When cell 302‘ is selected,
`selection button 404a Will correspond to the “s” character
`position 304a and selection button 404b Will correspond to
`the “p” character position 304b. In addition, selection button
`404c Will correspond to the “q” character position 304c and
`selection button 404d Will correspond to the “r” character
`position 304d. Continuing With the above example, once the
`cell 302‘ is selected, the user depresses selection button
`404d, Which corresponds to the “r” character position 304d,
`to select the “r” character. When a character position does
`not include a character, selecting the character position Will
`insert a “space” character. For example, in the cell 302
`having the characters “a,”“b,”“c,” selecting selection button
`404a Will select the top character position, Which in this case
`is a “space” character.
`[0037] As described above, conventional on-screen key
`boards required the user to physically see a depiction of the
`entire keyboard on the screen for the user to properly enter
`data. This is because the user is required to visually identify
`Where their starting position is on the on-screen keyboard.
`Advantageously, embodiments of the present invention uti
`liZe the central starting position cell 306, Which alloWs the
`user to alWays knoW exactly Where the selection cursor Will
`be When starting the data entry process for each character.
`[0038] In addition, the user must determine Which con
`troller moves are necessary to traverse to the desired key
`When using a conventional on-screen keyboard, Which fur
`ther requires visual analysis. Using the embodiments of the
`present invention, the user advantageously is alWays one
`“click” or move aWay from the desired cell. For example,
`using the exemplary on-screen keypad arrangement 300
`illustrated in FIG. 3, each cell 302 is at most one cell aWay
`from the starting position cell 306. Hence, embodiments of
`the present invention alloW the user to enter data by touch,
`Without physically vieWing the entire on-screen keypad
`arrangement 300 on the screen, as Will be described in
`greater detail beloW.
`[0039] In addition to the character set illustrated in FIG.
`3, embodiments of the present invention alloW other char
`acters to be accessed and utiliZed. For example, different
`character sets can be accessed by pressing a particular key
`on the game controller, such as the select key 410. With each
`key press of the select key 410, the speci?c characters
`available Within each cell 302 can be changed. In this
`manner, the user can, for example, use the select key 410 to
`change a loWer case character set to an upper case character
`set, or to a numerical character set. Although the above
`description is in terms of the select key 410, it should be
`noted that any means can be utiliZed to select different
`character sets. For example, other keys of the game con
`troller, and/or controls located on the game console can be
`used for character set selection.
`[0040] It should be further noted that the alphanumeric
`on-screen keypad arrangement of the embodiments of the
`
`present invention is not limited to a three by three grid as
`illustrated in FIG. 3. That is, additional cells can be added,
`for example, to facilitate character sets having more than
`tWenty-six characters. For example, FIG. 5 is a diagram
`shoWing an on-screen keypad arrangement 500 for a J apa
`nese hiragana character set, in accordance With an embodi
`ment of the present invention. Similar to above, the on
`screen keypad arrangement 500 includes a plurality of cells
`302 con?gured in a three by three arrangement. In addition,
`side cell 302“ is included to one side of the three by three
`grid arrangement. Each cell 302 includes a plurality of
`hiragana characters. Although the exemplary alphanumeric
`on-screen keypad arrangement 500 includes betWeen three
`to ?ve characters per cell, it should again be noted that the
`number of characters per cell 302 can vary depending on the
`application and character set used.
`
`[0041] Similar to FIG. 3, the starting position for the
`selection cursor is located in a central starting position cell
`306. As mentioned above, having the starting position in the
`central starting position cell 306 alloWs the user to alWays
`knoW Where the selection cursor is before selecting a neW
`character. In addition, the central starting position cell 306 is
`at most one “click” or movement aWay from the desired cell.
`
`[0042] The Japanese hiragana character set includes forty
`six characters. To fully accommodate the full character set,
`embodiments of the present invention utiliZe the side cell
`302“. Since the side cell 302“ is outside the three by three
`grid, a button press can be used to access the side cell 302“
`instead of joystick directional movement. For example, one
`embodiment utiliZes the “L3” button to access the side cell
`302“. As mentioned above, depressing joystick 402 on the
`game controller 400 actuates the “L3” button. As above, it
`should be noted that any mechanism can be utiliZed to access
`the side cell 302“. Preferably, the side cell 302“ is accessed
`using a button or other single movement. In this manner, the
`user does not have to visually examine the keypad arrange
`ment 500 to ?nd a particular cell.
`
`[0043] As above, selection of a particular character is
`performed using the game controller. The user selects a
`particular cell 302 by moving the joystick 402 in the
`direction of the desired cell 302. To select the side cell 302“,
`in the example of FIG. 5, the user presses the “L3” button
`on the game controller 400. When the joystick 402 is at rest,
`the selection cursor returns to the central starting position
`cell 306. Hence, because all the cells 302 are at most one cell
`302, or one “click” of the “L3” button, aWay from the central
`starting position cell 306, the user advantageously is alWays
`begins the selection process at most one cell 302, or one
`“click,” aWay from the desired cell 302.
`
`[0044] Also as above, the characters in each cell are
`positioned to correspond to the positions of the selection
`buttons on the game controller. In the example of FIG. 5, the
`characters Within each cell 302/302“ are positioned to match
`the locations of the selection buttons 404a-404a' and
`“R1”416 of the game controller 400. Referring to FIG. 5, for
`example, each cell 302/302“ includes a ?rst top character
`position 516 corresponding to the “R1” button, a second top
`character position 304a corresponding to selection button
`404a of FIG. 4, and a bottom character position 304c
`corresponding to selection button 404c of FIG. 4. Similarly,
`each cell 302/302“ includes a left character position 304b
`corresponding to selection button 404b of FIG. 4 and a right
`
`SCEA Ex. 1005 Page 13
`
`

`

`US 2004/0139254 A1
`
`Jul. 15, 2004
`
`character position 304d corresponding to selection button
`404d of FIG. 4. Although FIG. 5 illustrates using a single
`side cell 302“, it should be noted that any number of side
`cells can be utiliZed to accommodate characters With the
`embodiments of the present invention.
`[0045] As mentioned above, a user generally is not
`required to vieW the entire on-screen keypad arrangement on
`the screen to enter alphanumeric characters using the
`embodiments of the present invention. As a result, screen
`space can be saved and/or utiliZed to display other informa
`tion or graphics. For example, FIG. 6A is an illustration
`shoWing a method for entering alphanumeric characters
`using a single cell 302‘, in accordance With an embodiment
`of the present invention.
`[0046] In the example of FIG. 6A, a user is entering the
`Word “sports” into the computer system. Having a rudimen
`tary knoWledge of the keypad layout 300 of FIG. 3, the user
`can determine Which direction to move the joystick to obtain
`the appropriate cell having the desired next character. For
`example, referring back to FIG. 3, cell 302‘ includes the
`character “s.” Since cell 302‘ is located diagonally left and
`beloW of the central position cell 306, the user moves the
`joystick 402 of the game controller 402 diagonally left and
`beloW to select cell 302‘.
`[0047] With this in mind, referring back to FIG. 6A, the
`user can move t

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