U.S. Pat. No. 8,562,437

KEYBOARD EQUIPPED WITH FUNCTIONS OF OPERATION BUTTONS AND AN ANALOG STICK PROVIDED IN A GAME CONTROLLER

AssigneeSony Corporation; Sony Computer Entertainment Inc.

Issue DateMay 2, 2012

Illustrative Figure

Abstract

A keyboard includes allotment keys to which the functions of operation buttons of a game controller are assigned, a pointing stick, and an Fn key. When the pointing stick is operated with the Fn key being operated, the keyboard outputs an operation signal of an analog stick of the game controller. When an allotment key is operated with the Fn key being operated, the keyboard outputs an operation signal of an operation button of the game controller.

Description

DETAILED DESCRIPTION OF THE INVENTION The invention will now be described by reference to the preferred embodiments. This does not intend to limit the scope of the present invention, but to exemplify the invention. A keyboard according to the present exemplary embodiment, which is provided with character keys arranged in a predetermined order, is used as a character inputting device and also used as an operational input device for a game device. More specifically, the keyboard according to the present exemplary embodiment has operation members where the functions of operation buttons and an analog stick of a game controller are assigned. In this keyboard, when a user operates the operation members with a predetermined modifier key (e.g., Fn key) being operated, the keyboard outputs an operation signal of the game controller. In the following description, a description will be given of the operation buttons and the analog sticks in the game controller before a description of the keyboard according to the present exemplary embodiment. FIG. 1shows an external structure of an upper side of a conventionally used game controller. Provided on a top surface30of a casing of a game controller20are an arrow key21, a right-side analog stick27a, a left-side analog stick27b, and operation keys26. These operation members are used by the user to operate characters or objects of a game. The arrow key21is comprised of four operation buttons to indicate the up-down and left-right directions and four tilted directions, whereas the operation keys26are four kinds of operation buttons22to25, respectively, to which the respective different functions are assigned depending on a game. The four kinds of buttons22to25are distinguished from one another by the marking of different symbols of different colors. For example, the “o” (circle) button22is marked with a red circle, the “x” (cross) button23with a blue cross, the “□” (square) ...

DETAILED DESCRIPTION OF THE INVENTION

The invention will now be described by reference to the preferred embodiments. This does not intend to limit the scope of the present invention, but to exemplify the invention.

A keyboard according to the present exemplary embodiment, which is provided with character keys arranged in a predetermined order, is used as a character inputting device and also used as an operational input device for a game device. More specifically, the keyboard according to the present exemplary embodiment has operation members where the functions of operation buttons and an analog stick of a game controller are assigned. In this keyboard, when a user operates the operation members with a predetermined modifier key (e.g., Fn key) being operated, the keyboard outputs an operation signal of the game controller. In the following description, a description will be given of the operation buttons and the analog sticks in the game controller before a description of the keyboard according to the present exemplary embodiment.

FIG. 1shows an external structure of an upper side of a conventionally used game controller. Provided on a top surface30of a casing of a game controller20are an arrow key21, a right-side analog stick27a, a left-side analog stick27b, and operation keys26. These operation members are used by the user to operate characters or objects of a game.

The arrow key21is comprised of four operation buttons to indicate the up-down and left-right directions and four tilted directions, whereas the operation keys26are four kinds of operation buttons22to25, respectively, to which the respective different functions are assigned depending on a game. The four kinds of buttons22to25are distinguished from one another by the marking of different symbols of different colors. For example, the “o” (circle) button22is marked with a red circle, the “x” (cross) button23with a blue cross, the “□” (square) button24with a purple square, and the “Δ” (triangle) button25with a green triangle. Of these four kinds of operation buttons22to25, the circle button22and the cross button23are also called “decision buttons” and used when the user enters a decision instruction in many applications (games). In many cases, the decision keys are used when selecting the presented options. More specifically, the decision keys are used when the user selects Yes or No, and when the user select whether the user will proceed to the next step or not, for instance.

Also provided on the top surface30of the casing of the game controller20are a menu button31, a START button32, and a SELECT button33used when the user operates the game device. For example, the menu button31is a button with which to have a menu screen displayed on a display.

FIG. 2is an external structure of a back side of the conventionally used game controller. LEDs used as indicators to indicate a controller number is provided in a casing back29. Provided in the middle part of the casing back29is a USB connector46.

On the casing back29side, an upper operation button (hereinafter referred to as “R1 button”)34a, an upper operation button (hereinafter referred to as “L1 button”)34b, a lower operation button (hereinafter referred to as “R2 button”)35a, and a lower operation button (hereinafter referred to as “L2 button”)35bare provided in their respective right-left (longitudinal) symmetrical positions of the casing back29. The R1 button34aand the L1 button34bare positioned such that they can be operated with the tips of the forefingers or the middle fingers of the left and right hands respectively of the user holding a right-hand grip28aand a left-hand grip28band operating operation buttons and analog sticks27on the top surface30with thumbs. And the R2 button35aand the L2 button35bare positioned such that they can be operated with the tips of the middle or fourth fingers of the user's left and right hands, respectively.

In the game controller20, the analog sticks27aand27bare operation members used to perform an input operation according to a tilt amount and a tilted direction when the analog sticks27aand27bare tilted from the upright positions. Also, another different input operations can be performed if the analog sticks27aand27bare pressed down relative to the top surface30of the casing. That is, when the analog stick27ais pressed in, the analog stick27aoperates as another operation button (hereinafter referred to as “R3 button”), whereas when the analog stick27bis pressed down, the analog stick27boperates as another operation button (hereinafter referred to as “L3 button”).

As described above, the game controller20is provided with the arrow key21comprised of four operation buttons, the operation keys26which are four operation buttons, the menu button31, the START button32, the SELECT button33, the right and left analog sticks27aand27B (and the R3 button and L3 button) which are all arranged on the top surface30of the casing. Also, the game controller is provided with the R1 button34a, the L1 button34b, the R2 button35a, and the L2 button35bwhich are all arranged on the casing back29. The R1 button34a, the R2 button35a, and the R3 button are operated with the finger of the right hand of the user holding the right-hand grip28aand the left-hand grip28b. The L1 button34b, the L2 button35b, and the L3 button are operated with the finger of the left hand of the user holding the right-hand grip28aand the left-hand grip28b. The R1, R2 and R3 buttons and the L1, L2 and L3 buttons are provided in positions symmetrical to each other with respect to the central line of the game controller20.

The keyboard according to the present embodiment is configured by including the functions of the operation buttons and the analog stick that the game controller20as shown inFIG. 1andFIG. 2has.FIG. 3is a top-side perspective view of the keyboard according to an embodiment of the present invention. A keyboard100includes a plurality of operation members and an output unit for outputting signals according to the operations of the operation members. The operation members of the keyboard100includes at least a plurality of keys, such as character keys and function keys, modifier keys, such as those used to change the input characters and functions, and a pointing stick.

The keyboard100is configured by including a normal key arrangement (keyboard layout). The detail of the keyboard100is illustrated inFIG. 5. InFIG. 3, to explain the assignment of each operation button of the game controller20, marks to identify the assigned operation buttons of the game controller20are shown on the keytop.

As shown inFIG. 3, the keyboard100is equipped with a plurality of keys including allotment keys (assignment keys) to which the functions of the operation buttons of the game controller20are assigned. Though the detail will be described inFIG. 5andFIG. 6, the allotment keys shown inFIG. 3are keys where the marks corresponding to the operation buttons of the game controller20are given. The marks may be engraved marks or printed marks.

The keyboard100is also equipped with a pointing stick110. The pointing stick110is a pointing device that the user can move a pointer on a screen. The pointing stick110is arranged such that the pointing stick110can be tilted in a space between a plurality of keys in approximately center of the keyboard. The user conveys input instructions to the pointing stick110by using the finger tip so as to move a mouse pointer or the like on the screen. In the keyboard100according to the present exemplary embodiment, the function of the left-side analog stick27bis assigned to the pointing stick110.

The keyboard100has a key112which is called a modifier key used to change the input characters or functions of other keys. In the keyboard100according to the present exemplary embodiment, when the pointing stick110is operated with the key112being operated, the operation signals of the analog stick27bof the game controller are outputted. Also, when the allotment keys are operated with the key112being operated, the operation signals of the operation buttons of the game controller are outputted. Note that when the key112is not operated, the keyboard100acts as an character inputting device which is the same as the normal keyboard. Note also that in the keyboard100, the operation of the pointing stick110means that the force in a certain direction is applied to the pointing stick110and the operation of keys means that keys are pressed down.

FIG. 4is a bottom-side perspective view of the keyboard according to an exemplary embodiment of the present invention. A protuberant leg portion40is formed on the bottom side of the keyboard near the back edge so that when the keyboard100is placed on a desk, the back side of keyboard is higher than the front side and therefore a posture can be formed where the user can easily operate the keys. The leg portion40is provided with a battery box42that houses batteries, and the battery box is covered with a lid44.

A slit45extending in a longitudinal direction is formed in the lid44. And the lid44has elasticity in a lateral direction. When batteries are to be replaced, the user inserts his/her finger into an open/close claw48and presses the lid44in the lateral direction, the engagement of the lid44with the battery box42is released so that the lid44can be removed from the battery box42.

FIG. 5illustrates a layout of the keyboard. The keyboard100is configured by a layout of “109 Japanese keyboard” but may have other layouts. The keyboard100has standard type keys120including character keys and numeric keys, function keys130arranged on the top of the keyboard, cursor keys140for moving a cursor, and various other keys such as an Fn key112, an Alt key113, a Ctrl key114, an Esc key115, and a Delete key116. In the keyboard100, the Fn key112, the Alt key113, the Ctrl key114, the Shift key and the like are called modifier keys (or special keys). When another key is pressed while a modifier key being pressed, the keyboard100outputs a code according to the combination of the modifier key and another key.

As explained in conjunction withFIG. 3, a mark to identify an allotted operation button is given on the keytop of a key (allotment key) to which a function of an operation button of the game controller20has been allotted.

FIG. 6shows an assignment table of key names and functions of the game controller20. Referring also toFIG. 1andFIG. 2, among the function keys130, the triangle button25is assigned to an F1 key201, the square button24to an F2 key202, the SELECT button33to an F3 key203, the START button32to an F4 key204, the L3 button to an F5 key205, the L2 button35bto an F6 key206, the L1 button34bto an F7 key207, the R1 button34ato an F8 key208, the R2 button35ato an F9 key209, the R3 button to an F10 key210, the cross button23to an F11 key211, and the circle button22to an F12 key212, respectively.

Also, the arrow key21is assigned to the cursor key140, and a PAIRING button is assigned to an Insert key213. The PARING button is used to have the game device recognize the keyboard100. In the exemplary embodiment, the keys shown in the left column ofFIG. 6are called the “allotment keys” to which the operation buttons of the game controller20are assigned.

FIG. 7illustrates functional blocks of the keyboard100. The keyboard100includes an input receiving unit80, a processing unit82, a storage unit84, and an output unit90. The input receiving unit80receives an input operation of a key and/or the pointing stick110by the user. For example, a pair of fixed contact points is provided below each key, and the pair of fixed contact points electrically conducts when the key is pressed. The input receiving unit80identifies the depressed key by detecting the conduction of the pair of fixed contact points, and transmits the information with which to identify the depressed key (input key information) to the processing unit82. When the pointing stick110is tilted, the input receiving unit80transmits the information with which to identify the tilted direction and the tilt amount (tilt information) to the processing unit82. For convenience of explanation, the input key information and the tilt information will be hereinafter generically referred to as “input information”.

The storage unit84has a key code storage86and an operation code storage88. The key code storage86stores key codes assigned to the respective keys in the 109 Japanese keyboard. The key code storage86also stores key codes assigned to the combination (combination keys) of the modifier key (e.g., Shift key) and the character key.

The operation code storage88stores operation codes when the pointing stick110or an allotment key is operated while the Fn key112is being pressed. The operation codes are the same as those assigned to the analog sticks and the operation buttons of the game controller20.

Upon receipt of the input information from the input receiving unit80, the processing unit82reads out the corresponding code from the storage unit84and supplies the code to the output unit90. At this time, if the input information is not the information with which to identify the Fn key112, the processing unit82will read out the corresponding key code by referencing the key code storage86and then supply the key code to the output unit90. Upon receipt of the tilt information on the pointing stick110from the input receiving unit80, the processing unit82supplies a shift signal of the pointer displayed on the screen to the output unit90. If, on the other hand, the input information is the information with which to identify the Fn key112and the input information is received from the input receiving unit80while the Fn key112is being pressed, the processing unit82will read out the corresponding operation code by referencing the operation code storage88and supply the operation code to the output unit90.

The output unit90outputs to the game device a signal corresponding to an operation performed by an operation member of the keyboard100, using for example the Bluetooth (registered trademark) protocol. More specifically, upon receipt of the key code from the processing unit82, the output unit90transmits a key output signal to the game device. Upon receipt of the key output signal, the game device displays the corresponding text on the screen. As the output unit90receives a shift signal of the pointer from the processing unit82, the output unit90transmits the shift signal thereof to the game device. As the game device receives the shift signal thereof, the game device moves the pointer on the screen according to the shift signal received.

As the output unit90receives an operation code of the game controller20from the processing unit82, the output unit90transmits the operation signal of the game controller20to the game device. As the pointing stick110is operated with the Fn key112being operated while the user uses the keyboard100, the output unit90outputs the operation signal of the analog stick27bof the game controller20. As an allotment key is operated with the Fn key112being operated, the output unit90outputs the operation signal of an operation button of the game controller20. Upon receipt of the operation signal of the game controller20, the game device reflects the thus received operation signal in the game progress.

The pointing stick110performs the same input operation, with a tilt amount and in a tilted direction, as that performed by the analog stick27b. By assigning the function of the analog stick27bof the game controller20to the pointing stick110, the user can apply the tilt operation by the pointing stick110to the input of an analog amount to the game device with the same operation and touch feeling as that gained by the analog stick27b.

Also, the distance between the Fn key112and the pointing stick110in order to operate the keyboard100as the game controller20is preferably set to such a value that the user can operate the Fn key112and the pointing stick110with one hand. More specifically, the distance between the Fn key112and the pointing stick is set to a value of 10 cm or less. Thereby, while the user presses the Fn key112and the pointing stick110simultaneously with one hand, user can operate an allotment key with the other hand. Thus, the output unit90can output the operation signals of the operation buttons which are functionally linked to the analog sticks27of the game controller20.

In the keyboard100, the Fn key112is provided near a corner of the keyboard100and more specifically the Fn key112is provided near the lower left corner thereof. Placing the Fn key112near the corner of the keyboard100facilitates the operation of the Fn key112by the user as compared with the case where the Fn key112is placed near the center. Thus, the frequency of erroneous operations can be reduced by this arrangement. Also, the arrangement of the Fn key112near the left corner of the keyboard100makes it easy for the user to operate the Fn key112and the pointing stick110with the left hand and simultaneously operate an allotment key in the function keys130with the right hand.

In the operation keys26of game controller20, the circle button22and the cross button23are used as the decision keys to enter the user's instructions and are used more frequently than the square button24and the triangle button25. Accordingly, the keys to which the circle button22and the cross button23are assigned are preferably designed as follows. That is, they are designed such that when the keyboard100is divided by a vertical central line, they are arranged on a side opposite to the side where the Fn key112is placed and therefore the hand operating circle button22or the cross button23is different from the hand operating the Fn key112. For example, the cross button23and the circle button22are assigned to the F11 key211and the F12 key212, respectively, and therefore the user can operate the F11 key211or the F12 key212with the right hand while he/she is operating the Fn key112with the left hand.

In the keyboard100, it is desirable that the function of an operation button placed at the right side or the left side of the game controller20is assigned to a key positioned at the right side or the left side of the pointing stick110. In the game controller20, the R1 button34a, the R2 button35a, and the R3 button are the operation buttons position at the right side. Referring now toFIG. 5, among the function keys130, the function of the R1 button34ais assigned to the F8 key, the function of the R2 button35ato the F9 key209, and the function of the R3 button to the F10 key210, which are all positioned at the right side of the pointing stick110. Note also that the aforementioned circle button22and the cross button23are placed at the right side of the game controller20. Thus the functions of the cross button23and the circle button22are assigned respectively to the F11 key211and the F12 key212positioned at the right side of the pointing stick110. With this arrangement, in the keyboard100, the user can operate the R1 button34a, the R2 button35a, the R3 button, the cross button23, and the circle button22with the right hand similarly to the game controller20.

This will be explained, as follows, with reference to the position of the Fn key112. That is, where in the keyboard100the Fn key112is positioned at the left side or at the right side of the pointing stick110, the function of an operation button is assigned to a key positioned at the opposite side of the Fn key112in the keyboard100, where the operation button is arranged in the game controller20at the same side as the assigned key. Shown in this example is a case where the Fn key112is positioned at the left side of the pointing stick110, and the function of an operation button arranged at the opposite side (i.e., the right side) in the game controller20is assigned to a key (F8 key208to F12 key212) positioned at the opposite side of the Fn key112(i.e., the right side of the pointing stick110). As a result, while the Fn key112and the pointing stick110are simultaneously operated with the left hand, it is easy for the user to operate with the right hand a key to which the function of an operation button positioned at the right side of the game controller20is assigned. Thus, the operation and touch feeling in the game controller20can be obtained in the keyboard100.

In the game controller20, the R1 button34a, the R2 button35a, the R3 button, the L1 button34b, the L2 button35b, and the L3 button are provided in symmetrical positions such that the R1 button34a, the R2 button35aand the R3 button are positioned symmetrically to the L1 button34b, the L2 button35band the L3 button, respectively, with respect to the central line of the game controller20.

These positional relations are adopted in the keyboard100as well. That is, with a boundary between the F7 key207and the F8 key208as a reference line, the L1 button34b, the L2 button35band L3 button are assigned in this order on the left of the reference line, whereas the R1 button34a, the R2 button35aand the R3 button are assigned in this order on the right of the reference line.

For example, it is also possible to assign the R1 button34a, the L1 button34b, the R2 button35a, the L2 button35b, the R3 button, and L3 button to the F5 key205to the F10 key210(staring from the left), respectively. In this case, however, the symmetrical relation between the R buttons and the L buttons cannot be maintained and therefore it is not so easy for the user to intuitively figure out the assignment arrangement.

As described above, in the game controller20, the L1 button34band the L2 button35bare operated by the combination of the forefinger and the middle finger of the left hand (or the combination of the middle finger and the fourth finger). Also, the R1 button34aand the R2 button35aare operated by the combination of the forefinger and the middle finger of the right hand (or the combination of the middle finger and the fourth finger). In other words, the L1 button34band the L2 button35bare operated by two adjacent fingers of the left hand, whereas the R1 button34aand the R2 button35aare operated by two adjacent fingers of the right hand. Thus, if the L1 button34band the L2 button35bare assigned to the F7 key207and F6 key206on the left of the reference line in this order, the user can operate the F7 key207and the F6 key206with the two adjacent fingers of the left hand, respectively, while the user operates the Fn key112with the right hand. Also, if the R1 button34aand the R2 button35aare assigned to the F8 key208and F9 key209on the right of the reference line in this order, the user can operate the F8 key208and the F9 key209with the two adjacent fingers of the right hand, respectively, while the user operates the Fn key112with the left hand.

In this manner, the boundary between the F7 key207and the F8 key208is used as the reference line. Then, the L1 button34b, the L2 button35b, and the L3 button are assigned on the left of the reference line, whereas the R1 button34a, the R2 button35a, and the R3 button are assigned on the right of the reference line. Thus, the user can operate them intuitively, thereby realizing the key arrangement having excellent operability. Note that the central line of the keyboard100is substantially the line passing through the pointing stick110. The operability of the R buttons and the L buttons can be improved by bringing this central line and the boundary line between the F7 key207and the F8 key208closer to each other (i.e., by a distance shorter than width of key in the exemplary embodiment).

The present invention has been described based upon illustrative exemplary embodiments. These exemplary embodiments are intended to be illustrative only and it will be obvious to those skilled in the art that various modifications to the combination of constituting elements and processes could be developed and that such modifications are also within the scope of the present invention. In the exemplary embodiment, the single pointing stick110is provided but two pointing sticks110may be provided instead and the functions of the analog sticks27aand27bof the game controller20may be assigned to these two pointing sticks110, respectively. In this case, the pointing sticks110may be provided in positions away from the pointing stick110shown inFIG. 5by a predetermined distance to the right and left thereof. For example, one pointing stick may be provided in a space surrounded by the alphabets D, F, and C and the other pointing stick may be provided in a space surrounded by the alphabets J, K, and M.

The lid44of the battery box42in which the slit45is formed is shown inFIG. 4. Suppose that the width of the slit45is made larger. Then, the lid44will be more flexible in the lateral direction. In this case, however, the batteries contained in the battery box42is visible through the slit45. This may present a disadvantage of the keyboard100from an esthetic point of view which is preferably corrected some way or other to make the batteries inside the battery box42much less conspicuous as seen through the slit45.

FIG. 8Ais a top view of the lid44. The lid44has three claws51,52, and53on one side thereof and has a claw50on the opposite side thereof. The slit45extending in the longitudinal direction is formed in the lid44so that the lid44is elastic near the claw50. When the lid44is to be fit in, the claws51,52, and53are first inserted into their respective claw engaging holes. As the lid44is then pressed in against the back side of the keyboard100, the slit45is deformed in a collapsing direction, then the claw50is inserted into a claw engaging hole of the battery box42and the lid44is fit in the battery box42. Also, when the lid44is to be removed, the user inserts his/her finger into the open/close claw48and presses the lid44in the lateral direction. Then the slit45is deformed in a collapsing direction due to the elasticity of the slit45, then the engagement of the claw50with the claw of the battery box42is released and thereby the lid44is removed from the battery box42.

InFIG. 8A, an overhang55provided on the bottom side of the lid44is seen from the slit45. The overhang55plays a role of so-called blindfold which blocks the view of a part of the batteries housed in the battery box42from the slit45.

FIG. 8Bis a bottom view of the lid44. The overhang55is provided in an upright portion formed on the back side of the lid44, and the overhang55so projects as to cover at least a part of the slit45. Note that the overhang55may be formed such that the overhang55covers the entire slit45. A thin wall part56in which the thickness of the lid44is made smaller is formed in a direction where the overhang55projects. In this configuration, the overhang55does not come in contact with the wall of the slit45when a force in the lateral direction is applied to the lid44and thereby the width of the slit45become narrow.

FIG. 9is a cross-sectional view taken along the line A-A ofFIG. 8A. As shown inFIG. 9, the overhang55is provided in an upright portion57on the back side of the lid44, and the overhang55so projects under the slit45as to cover at least a part of the slit45. This configuration makes the batteries, housed on the back side of the lid44, less visible from outside, thereby enhancing a pleasant appearance of the keyboard100and the beauty in its entirety. Also, as described above, the thin wall part56positioned in the direction where the overhang55projects is formed such that the thickness of the lid44in a region adjacent to a slit wall part58is made smaller. Hence, the configuration is such that the slit wall part58of the slit45and the tip of the overhang55do not hit each other when the lid44contracts in the lateral direction.

Claims

  1. A keyboard equipped with functions of operation buttons and an analog stick provided in a game controller, the keyboard comprising: an operation member;and an output unit configured to output a signal according to an operation by the operation member, the operation member including: a plurality of keys having allotment keys to which respective functions of the operation buttons of the game controller are assigned;a pointing stick placed in the keyboard;and a modifier key, wherein, when the pointing stick is operated, independently of the allotment keys, with the modifier key being operated, the output unit outputs an operation signal of the analog stick of the game controller independently of any operation signals of the allotment keys, and when the pointing stick is operated with the modifier key not being operated, the output unit outputs a shift signal of a pointer displayed on a screen, wherein, when one or more of the allotment keys is operated, independently of the pointing stick, with the modifier key being operated, the output unit outputs one or more operation signals of the respective one or more operation buttons of the game controller independently of the operation signal of the pointing stick, and when the one or more allotment keys are operated with the modifier key not being operated, the output unit does not output one or more operation signals of the respective one or more operation buttons of the game controller, and wherein, when the pointing stick and one or more of the allotment keys are operated simultaneously, along with the modifier key being operated, the output unit simultaneously outputs the one or more operation signals of the respective one or more operation buttons of the game controller and the operation signal of the analog stick of the game controller.
  1. A keyboard according to claim 1 , wherein the pointing stick is arranged at approximately a center of the keyboard.
  2. A keyboard according to claim 1 , wherein the modifier key is provided near a corner of the keyboard.
  3. A keyboard according to claim 1 , wherein a distance between the modifier key and the pointing stick is set to a value equal to or less than 10 cm so that a user may operate the modifier key and the pointing stick with one hand.
  4. A keyboard according to claim 1 , wherein the function of an operation button placed at a right side or a left side of the game controller is assigned to a key placed at a right side or a left side of the pointing stick.
  5. A keyboard according to claim 1 , wherein the modifier key is placed at one of a left and a right side of the pointing stick, the function of the operation button of the game controller is assigned to the key positioned at the other of the left and right side of the pointing stick as the modifier key, and the operation button is arranged in the game controller at an opposite side to the modifier key.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.