WO2004053673A2 - Thumb-typing keyboard alternative for handheld computer devices - Google Patents

Thumb-typing keyboard alternative for handheld computer devices Download PDF

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Publication number
WO2004053673A2
WO2004053673A2 PCT/EP2003/013880 EP0313880W WO2004053673A2 WO 2004053673 A2 WO2004053673 A2 WO 2004053673A2 EP 0313880 W EP0313880 W EP 0313880W WO 2004053673 A2 WO2004053673 A2 WO 2004053673A2
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WO
WIPO (PCT)
Prior art keywords
actions
key
keyboard device
symbols
mode
Prior art date
Application number
PCT/EP2003/013880
Other languages
French (fr)
Other versions
WO2004053673A3 (en
Inventor
Patricia Scheel
Original Assignee
Patricia Scheel
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Patricia Scheel filed Critical Patricia Scheel
Priority to AU2003294813A priority Critical patent/AU2003294813A1/en
Publication of WO2004053673A2 publication Critical patent/WO2004053673A2/en
Publication of WO2004053673A3 publication Critical patent/WO2004053673A3/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/02Input arrangements using manually operated switches, e.g. using keyboards or dials
    • G06F3/0202Constructional details or processes of manufacture of the input device
    • G06F3/021Arrangements integrating additional peripherals in a keyboard, e.g. card or barcode reader, optical scanner
    • G06F3/0213Arrangements providing an integrated pointing device in a keyboard, e.g. trackball, mini-joystick
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1626Constructional details or arrangements for portable computers with a single-body enclosure integrating a flat display, e.g. Personal Digital Assistants [PDAs]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1633Constructional details or arrangements of portable computers not specific to the type of enclosures covered by groups G06F1/1615 - G06F1/1626
    • G06F1/1637Details related to the display arrangement, including those related to the mounting of the display in the housing
    • G06F1/1647Details related to the display arrangement, including those related to the mounting of the display in the housing including at least an additional display
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1633Constructional details or arrangements of portable computers not specific to the type of enclosures covered by groups G06F1/1615 - G06F1/1626
    • G06F1/1662Details related to the integrated keyboard
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1633Constructional details or arrangements of portable computers not specific to the type of enclosures covered by groups G06F1/1615 - G06F1/1626
    • G06F1/1684Constructional details or arrangements related to integrated I/O peripherals not covered by groups G06F1/1635 - G06F1/1675
    • G06F1/169Constructional details or arrangements related to integrated I/O peripherals not covered by groups G06F1/1635 - G06F1/1675 the I/O peripheral being an integrated pointing device, e.g. trackball in the palm rest area, mini-joystick integrated between keyboard keys, touch pads or touch stripes
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/02Input arrangements using manually operated switches, e.g. using keyboards or dials
    • G06F3/023Arrangements 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
    • G06F3/0233Character input methods
    • G06F3/0236Character input methods using selection techniques to select from displayed items
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0338Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories 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

Definitions

  • This invention relates to a data entry device for handheld computer devices. More specifically, it relates to a thumb typing device that makes data entry in a handheld faster, easier and more ergonomic, and that is optimally suited for game playing as well.
  • a data entry system that retains the familiarity of a keyboard, while replacing the many, tiny keys with two large, oval keys, optimally shaped and positioned for use by the thumbs, presents many advantages besides ergonomics. These include simplicity, as scrolling functions, instead of residing in yet another supplementary device, can be easily integrated into the 2 keys; and versatility. Not only is data entry of all kinds, even in a foreign alphabet, made faster, easier, and possible by touch only, but other uses for which the miniaturized keyboards are unsuitable become easier and more enjoyable. In particular, the two large keys are much better suited for game playing, for which there is a huge market among mobile device users.
  • the full-scale keyboard is designed for touch-typing with 10 fingers, and thus is vastly superior to these small ones, on which touch-typing the tiny keys with one's two large thumbs, is impossible.
  • both handwriting recognition systems, and the keyboard are designed only for typing characters; performing scrolling and pointing functions demand yet another device, and game playing is not at all suited to either of these systems.
  • Patent number 5,383,735 shows a device in which there are 2 glide keys which the user moves to point to characters displayed on a screen, in the familiar QWERTY keyboard layout.
  • This sort of system has only been adopted for entering a minimum amount of data, as in the game example above, because it demands a great deal of hand-to-eye coordination to search for, and highlight the desired character on the display.
  • unfamiliarity and/or a high learning curve pose a hurdle against widespread adoption, are ranged a large number of devices for entering data on a handheld.
  • Patents 6,288,709 and 2001/0003713 Al by M. Wilner describe variations of a data entry and gaming device which is ergonomically shaped to be held by the 2 hands, and in which keys for each of the users' ten fingers, each access several characters and functions.
  • the principal is that the user need never displace his fingers from their home' positions.
  • the problem is that the system is very complex, and the learning curve very high.
  • the present invention comprises a miniature data entry and gaming device, for use in portable and desktop electronic devices such as handheld computers, PDAs, laptops, telephones, calculators, remote controls, game controllers, PCs, typewriters, and internet appliances, and including peripheral attachments for these devices.
  • portable and desktop electronic devices such as handheld computers, PDAs, laptops, telephones, calculators, remote controls, game controllers, PCs, typewriters, and internet appliances, and including peripheral attachments for these devices.
  • the central feature of the invention is the association of a virtual keyboard displayed on a screen, with 2 large, movable thumbkeys, which the user moves to choose, and presses to type, characters and/or functions, from among those displayed on the screen.
  • the default virtual keyboard displays the 26 letters of the alphabet, plus most common punctuation marks and functions, arranged in the familiar QWERTY layout. Other characters and functions are displayed on easily accessed, alternative virtual keyboards.
  • the 2 large, ergonomically shaped and positioned thumbkeys perform most or all of the functions normally associated with a data entry and gaming device, including scrolling and pointing ones.
  • the user moves the thumbkeys over circuits of electronic points that are linked to the characters and functions displayed on the virtual keyboard. Each circuit of points is arranged according to a radiating pattern that is specifically designed to be easily learnt by the user's 2 thumbs.
  • a pointer-driven, predictive text entry interface can be installed for extremely rapid, two-handed text entry.
  • Another object is to provide a system in which the two thumbkeys can interchangeably perform both scrolling/pointing types of tasks and choosing types of tasks. Using the two thumbkeys interchangeably allows the user to perform sequential tasks in very quick succession.
  • Another object is to provide a small screen in very close proximity to the thumbkeys, to free the user from the need to. look at a screen placed less conveniently, or in a low visibility situation.
  • Another object is to provide a system that is visually simple and attractive.
  • a unique feature of this invention is its simplicity and unity of design. With a minimum number of components, the user will be able to perform all tasks normally associated with a data entry and gaming system, which until now have been best performed on their own particular device, be it keyboard, mouse, scroll wheel, 10 key touchpad, rocker switch, joystick, etc. This invention proposes one system that will elegantly perform all of the functions performed by these separate devices.
  • a keyboard device comprises, • at least one key for selecting symbols and/or actions, wherein the key has a center position representing a center symbol and/or a center action, and wherein the key is moveable in a plurality of directions in order to select further symbols and/or further actions,
  • keyboard is adapted such that the symbols can be selected by the key by means of a plurality of typing actions in at least one of the plurality of directions beginning from the center position, wherein the plurality of typing actions forms a typing sequence
  • a determination unit for determining a selected symbol and/or selected action by linking together the typing actions of one typing sequence beginning from the center position
  • a thumb-typing keyboard device by means of which the selectable symbols are arranged along a predetermined grid and the selection is performed by progressing along the grid step by step (i.e. symbol by symbol or action by action) via a symbol and/or action, which is located at a transposition point of the grid, respectively.
  • a quantized-type selection of a symbol or action is achieved, that enables the selection of all characters of an alphabet by using two keys and a grid with eight directions from a respective center position.
  • the keyboard may be adapted such that all the symbols and/or actions can be selected by the key by means of two typing actions beginning from the center position.
  • the selectable symbols and/or selectable actions are logically arranged around the center position.
  • selectable symbols and/or selectable actions can be logically arranged around the center position along at least four directions, more preferable around the center position along at least eight directions.
  • This embodiment clearly enables the user of the keyboard device to reach any character of the alphabet with only two typing actions, beginning from the center position, in other words, the typing sequence only includes two typing-actions.
  • At least a part of the symbols may be characters of an alphabet, additionally some special characters or actions like the tabulator or the ALT-function, alternatively or additionally the insert-function, the delete-function, a scrolUng-function, a printing-function, or punctuation characters like comma, semicolon, full stop, colon, hyphen, slash, backslash, question mark, exclamation mark, the AT sign, plus, minus, and the like.
  • the keyboard device comprises a display for displaying data.
  • the display may be formed as a touch sensitive display.
  • the keyboard device comprises a virtual keyboard generating device for generating signals representative for symbols and or actions which are selectable by the at least one key.
  • the keyboard device comprises • an additional key for selecting symbols and/or actions, wherein the additional key has a center position representing an additional center symbol and/or an additional center action, and wherein the additional key is moveable in a plurality of directions in order to select further symbols and/or further actions,
  • the first group of symbols and/or a first group of actions and the second group of symbols and/or the second group of actions may be disjoint groups, respectively.
  • a first mode selection switch may be provided for switching between a symbol selection mode, in which symbols and/or actions may be selected by means of the key, and a computer mouse mode, in which the key is operated as a computer mouse.
  • the first mode selection switch may be adapted such that the mode is changed by performing one of the following actions:
  • the key may either be used as a character input key or as a computer mouse key, which is particularly advantageous with regard to the convenience of its use when the key or the keys (key and additional key) are adapted to be operated by the user's thumbs.
  • a second mode selection switch may be provided for switching between a symbol selection mode, in which symbols and/or actions may be selected by means of the additional key, and a computer mouse mode, in wliich the additional key is operated as a computer mouse.
  • the second mode selection switch may be adapted such that the mode is changed by performing one of the following actions:
  • the keyboard is enabled to be used by a left-handed person as well as a right-handed person since the mouse functionality can either be designated to the "left” key or to the "right” key, that is to the key arranged on the left side of the keyboard device or to the key arranged on the right side of the keyboard device.
  • the keyboard device may comprise a computer mouse touch point as a computer mouse input device.
  • the keyboard device comprises a force feedback mechanism that is adapted to provide a feedback to the user on one typing action.
  • the force feedback mechanism may adapted to provide at least one of the following types of feedback:
  • the keyboard device may further comprise a second display for displaying the selectable symbols and/or selectable actions.
  • the second display may be a touch sensitive display.
  • a selection prediction determination unit for determining selectable symbols and/or selectable actions on the basis of input typing actions of one typing sequence, wherein the second display is arranged in such a manner that only the selectable symbols and or selectable actions determined by the selection prediction determination unit are displayed.
  • the keyboard device comprises a third group of symbols and/or a third group of actions including predetermined function symbols and/or predetermined function actions.
  • the predetermined function symbols and/or predetermined function actions may include at least one of the selectable items: • a telephone item for switching the keyboard device into a telephone mode,-
  • the Keyboard device may further comprise special keys, in particular
  • the special keys are smaller than the key or the additional key, since only the key or the additional key are meant to be used to select among a plurality of characters or actions.
  • FIG. 1 is a bottom perspective view of the preferred embodiment of the thumb-typing keyboard alternative, according to the present invention.
  • FIG. 2a diagrams the linkage of the thumbkeys to the virtual keyboard through matrices of electronic points.
  • FIG. 2b, FIG. 2c and FIG. 2d show two alternative circuits of electronic points.
  • FIG. 3a is a plan view of one configuration of the thumbkey assembly.
  • FIG. 3b is a transverse cross-section view of the thumbkey assembly of fig. 3a, taken along the section line A-A..
  • FIG. 4 is an exploded section perspective view of the thumbkey assembly of fig. 3 a, taken along the longitudinal section line B-B.
  • FIG. 5a is a front plan view of a PDA including the present invention.
  • FIG. 5b is a front plan view of the invention displaying an alternative virtual keyboard.
  • FIG. 6a is a diagram of electronic points along 2 axes of the circuit under the thumbkey, that become activated in scroll mode.
  • FIG. 6b is a front plan view of the present invention using a pointer-driven, predictive, text-entry interface.
  • FIG. 7a diagrams the linkage of the thumbkeys to the home menu.
  • FIG. 7b is a front plan view of the present invention in home menu mode.
  • FIG. 8 a is a front plan view of a second embodiment of the present invention.
  • FIG. 8b is a plan view of button assembly 230 of the second embodiment of FIG. 8a.
  • FIG. 8c and FIG. 8d are cross-section views taken along the section lines 8c-8c and 8d-8d.
  • FIG. 9a is a front plan view of a third embodiment of the present invention.
  • FIG. 9b is a bottom elevation view of the third embodiment.
  • FIG. 10 is a top perspective view of the third embodiment.
  • FIG. 11a is an elevation view of the thumbkey/joystick switch assembly described in the third embodiment.
  • FIG. 1 is a top perspective view of the preferred embodiment.
  • an ergonomic housing(l ⁇ ) that is designed to be held in the user's two hands, with the back resting on the fingers. In this position, the user's thumbs are free to move.
  • Two of the keys are large, oval, concave thumbkeys(30,31) ergonomically shaped and positioned to be moved and pressed by the user's thumbs.
  • the two thumbkeys can perform all of the functions of this data entry and gaming system. They are each positioned over a matrix of electronic points, which are electronically hnked to the characters and/or functions displayed on a virtual keyboard(50) on the screen(20) between them.
  • FIG. 2a illustrates how the thumbkeys are linked to the illuminated characters of the virtual keyboard, through matrices of electronic points. Each point is electronically programmed to correspond to a specific character and/or function.
  • FIG. 2a shows 2 matrices of 17 characters and functions(150,151) and 2 matrices of 17 circles(130,131).
  • Each of the matrices is arranged according to a pattern of 8 vectors radiating out from a central point. There are 2 points along each vector, plus the central point.
  • the matrices of circles are shown below the matrices of their corresponding characters and/or actions.
  • the characters include letters, numbers and symbols, and the actions, common computer functions such as tabulation and save.
  • Each circle represents an electronic point that is linked to the character or function in the same position in the upper matrix.
  • the point represented by the central circle(132) corresponds to the "d" character(152) on the default, QWERTY keyboard.
  • the upper central point(133) is hnked to the tabulation function(153), and so on.
  • FIG. 2a there are circuits of dotted lines(160,161, 162,163) overlaying the points on the four matrices. These circuits represent the paths along which the thumbkeys move, in the preferred embodiment pictured in FIG. 1.
  • FIG. 2b shows an alternative circuit with 4 additional paths(164,165, 166,167) linking the electronic points. All points are within 4 stops of all the others.
  • FIG. 2c shows a second alternative circuit with 6 vectors instead of 8, with 26 points, one for each letter of the alphabet.
  • FIG. 2d shows an additional circuit, with the 8 vectors radiating from the central point, and only these 8 paths connecting the points to the center.
  • FIG. 3a is plan view of the thumbkeys, and shows the size relationship between the thumbkeys(30,31) and the circuits(60, 61) of electronic points beneath them. It takes only a small displacement of the thumbkey to move from one point to another.
  • FIG. 3b is a cross section view of one configuration of the thumbkey assembly, cut across the transverse axis A- A of figure 3 a.
  • Figure 4 is an exploded section perspective view of the same thumbkey assembly, cut across the longitudinal axis B-B of fig. 3a.
  • the thumbkey(30) is held in place by springs(l) over an upper housing member(l ⁇ ).
  • the first opening( 11) is semi- elliptical in shape, and into it is fit a wedge-shaped push button(34) that is connected to the housing by a hinge(3).
  • the opposite end of the push button rests upon a coil compression spring(4) attached to a lower housing member(15).
  • a switch(5) is located in this lower housing member, which is closed when the button is depressed.
  • a pair of wires(6) in the lower housing member connects the switch(5) to a memory(7) in a processor.
  • This push button switch assembly functions as a capital letter (“caps") key.
  • Two analogous push buttons(36,37), can be incorporated under the thumbkeys, to function as additional mode switching buttons.
  • the second opening(12) is square in shape, and opens onto the circuit of electronic points(60) below.
  • the circuit's pathways are grooved into the plastic material of the lower housing member, and are covered with an LCD membrane(62).
  • a small coil compression spring(63) holds up the flexible membrane.
  • a pair of wires(6) connects the LCD touch panel to the memory (7).
  • the lower of these(14) has openings(lla,12a) identical to those in the upper housing member.
  • the upper panel(13) has one large opening (lib).
  • the thumbkey(30) is formed from a material such as plastic, and has a downward extending stem(16), with arms(17) extending horizontally in 4 directions, and a central opening(18) therein.
  • the 4 arms are supported by, and can glide across the lower of the 2 intermediate panels(14).
  • the large opening(llb) in the upper intermediate panel(13) accommodates the movement of these arms.
  • a coil compression spring(21) and a ball bearing(2) are seated in the central opening of the extending stem. When the thumbkey is moved, the ball bearing(2) rolls along the grooved circuit of points(60) on the LCD panel.
  • the spring(63) underneath the membrane transmits a click through the thumbkey, and the character or function linked to that point is highlighted on the screen.
  • the thumbkey is depressed. Depressing the thumbkey flexes the arms extending from its stem, and closes a switch(19) embedded in one of them.
  • a pair of wires(23) in the lower intermediate panel(14) connects the switch(19) to the memory(7).
  • the central screen(20) displays the virtual keyboard(50), which is in close proximity to the thumbkeys. This helps to make evident the link between the electronic points under the thumbkeys, and their corresponding characters and/or functions.
  • the virtual keyboard provides the user with a system of visual feedback, to help him orient himself along the circuits of electronic points. As the thumbkey moves along its circuit, each time it passes over a point, that point's corresponding character or function is highlighted on the virtual keyboard. When the user depresses a thumbkey to type the highlighted character or function, that character shines even brighter, and/or in another color, and shows as 'typed' in the word in progress(90) of being typed. These cues will prove especially helpful for users not yet very familiar with the system, and for use in-the dark.
  • FIG.l other pertinent information is displayed on the central screen, such as the time(70), and a home icon menu(80). Other information can be temporarily displayed on top of these default displays, in pop-up, pull-down menus, for example.
  • This central display is many. Using the invention as a fully functioning remote keyboard or gaming device, for use with a PC or laptop, the user will not have to regard the screen of the larger device to verify the accuracy of the data that he is entering. And as the integrated keyboard of a handheld device, it will aid the user to see all of the information that he needs to perform his task. This is important because a common complaint of users of palm devices and of laptops, is of the low visibility of the display area. Concentrating virtually everything that the user needs to see in this one small area between the thumbs, will allow the user to adjust the position of this small screen for the best visibility, without compromising his ability to enter the data.
  • thumbkey system There is also a system of tactile feedback built into the thumbkey system, that will facilitate touch-typing. Each time the thumbkey touches a point, a tactile 'click' is transmitted through the key. A more definite click is felt and heard when the thumbkey is depressed and a character or function typed. When the thumbkey is pushed to the second point along any of the vectors, it stops there, and will only move in another direction. And the thumbkey returns to its home position over the central point each time that the user stops applying pressure, so the user always knows where he is along the circuit.
  • FIG. 1 a slightly modified QWERTY virtual keyboard, with the 26 lower-case letters of the alphabet, plus most common punctuation marks and important functions, is displayed.
  • a capital letter is typed by pressing down the heel(32,33) of the thumbkey opposite to that simultaneously being depressed to type the character to be capitalized. Depressing the two heels together locks the capital function on, until the user depresses one of them again, to de-activate this caps lock function.
  • supplementary keyboards are accessed by typing the 'alt' character(52) located on the left hand side of the default QWERTY display.
  • a possible alternate screen is illustrated in FIG. 5b Obviously, QWERTY can be replaced by AZERTY or any other configuration, as the default virtual keyboard. Alternative, language specific configurations can be specially designed, to place the most commonly typed letters in the positions most easily and quickly accessible by the thumbkeys.
  • the two thumbs rest 'at home' on their two keys as much as possible.
  • Many functions that are not displayed on the keyboard can be operated by typing 'chords'. Chords are typed by pressing two character points, one with each of the two. thumbs, simultaneously. The most important example of this is the space function.
  • spacing is performed by typing the central points under each thumbkey, corresponding to the d and k of the default keyboard of FIG. 1, simultaneously.
  • the point corresponding to the delete functional) of the virtual keyboard serves to delete text to the left or the right of the cursor. While pressing down with the right thumbkey on the delete character point, the user moves the left thumbkey to the right to delete in that direction, and to the left to backspace.
  • FIG. 6a is a diagram of how the axes connecting the electronic points of the circuit, can have a multitude- of points placed along them, that become activated in scrolling modes. The speed of the scrolling action could be controlled by how far along any of these axes the thumbkey is pushed.
  • Switch control types of inputs can place the cursor, select text, and perform other specific actions while the device is in scroll mode.
  • To place the cursor one enters scroll mode, then depresses either of the two thumbkeys, which causes the cursor to blink.
  • To displace the cursor pushing either thumbkey, will send- the cursor in that direction, at the speed indicated by the pressure. Depressing either thumbkey a second time will fix the cursor in its new place.
  • One selects text by depressing either key to fix the cursor at the start or end of the text to be selected. Then, one simultaneously holds that one thumbkey down, while pushing the other in the desired direction, at the desired speed.
  • Each character and/or line will highlight until all of the desired text is highlit, at which point, depressing either thumbkey will finish the select function.
  • a pointer-driven, predictive, text-entry interface can be used with the system, to provide very rapid text entry.
  • the software predicts the letters most likely to follow those previously typed, and sends them towards the pointer.
  • FIG. 6b illustrates one variation of how this could work.
  • the thumbkeys move most easily along their longitudinal axes, so in this pointer driven mode, only displacement along these vectors is needed.
  • the left thumbkey serves to point to the first 13 letters of the alphabet, and the right one, to the last 13 letters. Of these 13 letters, the 5 most probable ones will appear along a line parellel to the longitudinal axis of the thumbkey.
  • buttons(36,37), located under the thumbkeys could function to switch between the QWERTY virtual keyboard, and this pointer-driven text-entry mode.
  • the last small key (43) functions to switch between keyboard and home menu mode.
  • home menu gaming, calculating, telephoning, and all other modes apart from keyboard, the rapid choosing from among a few characters is the primary objective.
  • the home menu can have fewer, and larger characters than the keyboard menu.
  • FIG. 7a illustrates one means by which the electronic points under the thumbkeys can be linked to the 9 icons on the home menu. From the central point, one can move either one or two points in the 8 directions; pressing on either of the 2 points on each vector chooses the one function icon situated in that direction. Additionally, the screen displaying the icons can be touch sensitive, and the desired icon pressed directly with one's thumb or finger.
  • FIG. 7b illustrates one example.
  • the home key(43) As one depresses the home key(43) with the right thumb, one's left thumb can already push that thumbkey(30) up and to the right to choose the phonebook icon(80); the right thumb can meanwhile start to push that thumbkey(31) downward to scroll down a pulldown list of names. As soon as the correct name(82) is highlit, depressing either thumbkey selects it.
  • FIG. 8a shows a second embodiment where the 6 keys, or push button switch operators described in the preferred embodiment, are replaced by two sets of 19, in an otherwise identical device.
  • keys or push buttons, arranged symmetrically, with 19 on each of the 2 sides of the device. As in the preferred embodiment, it is the thumbs that manipulate the keys. Keys(240,241, 242,243) are analogous to the escape(40), enter(41), scroll(42), and home menu(43) keys pictured in FIG. 1 of the preferred embodiment.
  • the 2 square sets of keys(230, 231) perform the same functions as the thumbkeys(30, 31) of FIG. 1. They correspond directly to the sets of circles(130, 131) in FIG. 2A, and are linked to their characters and functions as pictured in the matrices above. Some slight variations are necessary. For example, the keys(234,235) each functions to capitalize, and to lock on capitals when depressed together.
  • the arrangement of the keys, or push buttons in an easily conceptualized and memorable radiating pattern is an important improvement over the arrangement of the buttons in the small thumb typing keyboards commonly in use.
  • the key arrangement was copied from the keyboard as it was originally designed to be learnt by the user's 10 fingers.
  • the arrangement in the present invention is specifically designed to be easily learnt by the user's 2 thumbs.
  • FIGS. 8c and 8d illustrate how these keys might be molded, in two sections of one of the sets of keys.
  • One or both of the 2 sets could be constructed so that the whole assembly could function as a multiposition switch assembly, commonly known as a D-pad, in scrolling mode and/or gaming applications.
  • a multiposition switch assembly commonly known as a D-pad
  • FIG. 9a is a plan view of a third embodiment, in which the 2 oval thumbkeys of the preferred embodiment are replaced by two square, octagonal, or rounded thumbkeys(330,331). These keys are placed on top of eight-direction, miniature joystick switches.
  • FIG. 9b is a bottom elevation of this embodiment.
  • inexpensive and readily available electronic components are used in place of the complex thumbkey assembly described in the preferred embodiment and shown in FIGS. 3 and 4.
  • the screen may not be integrated in the device, the virtual keyboard being either memorized, or else displayed on the screen of a remote device, such as PDA, tablet, or PC monitor.
  • FIG. 10 is a top perspective view of the third embodiment.
  • an ergonomic housing that is designed to be held in the user's two hands, with the back resting on the fingers. The free thumbs move to manipulate the keys.
  • the shape of the housing is inspired by game controllers; the user's fingers curl around the thickened flanks on which the thumbkeys are placed, and the index fingers rest on top of the device.
  • FIG. 11a shows an elevation of a possible switch/thumbkey assembly.
  • FIG. lib shows images of a switch available online from Radiospares.
  • This Joystick 8-positions compact stick switch is fabricated by ALPS ; LD no.: STRKJXLO1.
  • the miniature joystick switches have a central stick or pin that can be tilted in 8 directions about a central pivot.
  • each thumbkey activates electronic switches, which are connected to a circuit board, and are programmed to link to characters and actions, on the same virtual keyboards described in the preferred embodiment. Referring to the default virtual • keyboard in FIG.
  • the letters: S,W,E,R,F,V,C,X,S,W,and E are all selected by tilting the left thumbkey to the North East, East, SE, South, SW, West, NW and North respectively.
  • the thumbkey is tilted twice in quick succession.
  • Alternative means to disambiguate between the letters on the first and second stops on each vector, such as holding the thumbkey in its tilted position for a longer period, are also possible.
  • a switch that can be tilted to two discrete positions along each of the 8 vectors, is also envisioned.
  • the characters are chosen by tilting the large thumbkeys, but a second action is necessary to validate the selection, and type the character. In keeping with the game controller design, this typing action is performed by pressing one of the 2 firing keys(338,339) with the index finger.
  • the left thumbkey is tilted to the NE, and held.
  • the character R is selected...
  • pressing one of the firing keys sends the electronic signal to the integrated or remote screen to which the device is connected, which types the R.
  • a second pressure on a firing key will type a second R. Releasing the tilting pressure on the thumbkey allows it to return to its default position. In its defaul position, the letter D is selected, and can be typed by pressing a firing key.
  • the thumbkey is tilted to the NE twice in quick succession, and then held there, until a firing key is pressed, which types the T.
  • Tactile and audial feedback can be used to help the user to know which character he has selected, and/or typed.
  • An audial degreeiation of the character that has been typed could be particularly helpful to users connected to a remote, rather than an integrated screen.
  • Force feedback common in many game controllers, can indicate helpful clues to the user, for example, to differentiate between characters on the first or second ring, or between the East or NE vectors.
  • the space character is by far the most common 'character' typed, and so deserves special treatment.
  • the joysticks herein described can be depressed in the z direction, when in their untilted position. Depressing either of the thumbkeys in the z direction, will type a space.
  • the mouse functions can be performed using a key separate from, but placed in close proximity to, one of the thumbkeys.
  • a third joystick switch can be used, but covered with a key that is smaller than the thumbkey, as performing mouse functions demands less precision than choosing characters and functions.
  • This joystick mouse key(341) would perform very much like the touchpoint that is common on many laptops; tilting it in any of the 8 directions would send the cursor or arrow moving in that direction, at a preprogrammed rate.
  • a touchpoint could be used in the same placement. In this placement, the touchpoint proves to be much more easily manipulable than on a laptop, as the thumb is freer, and capable of more precise movement in this position, than is the index finger when the hand is positioned for typing on a flat keyboard.
  • the two small keys(342,343) perform in the same manner as the right and left click buttons on a standard computer mouse.
  • the two keys(344,345) are each shift keys; pressed together they lock on, functioning like the caps lock key on a keyboard.
  • the small key(346) changes the virtual keyboard to one with numbers, symbols and functions.
  • This third embodiment, and the first preferred embodiment, can both be adapted for users with repetitive stress injury, by adapting the keys so that typing actions are performed without the user exerting any downward pressure on any of the keys.
  • this can be realized by eliminating the firing keys(338,339) and maximizing force and audible feedback systems.
  • the thumbkeys are used to select text as described, and then held in position for a pre-programmed length of time, at the lapse of which, the selected character is typed, or selected action performed.
  • the keys are moved to select the character, as described, and then held in place for a a preprogrammed length of time. At the lapse of this interval, the selected character is typed, or action performed.
  • force feedback can be used to convey to the user, a tactile, and/or audible confirmation that the selected character has been typed, or action performed.
  • a final embodiment can be a very small device, to be used with one hand.
  • One large thumbkey can be complemented by a plurality of smaller keys that perform mode changing functions, such as switching between virtual keyboards, and between keyboard and mouse functions.
  • the one large thumbkey could function in a similar manner to the thumbkeys described in the previous embodiments, to choose among 17 characters and/or functions, and to perform mouse functions.
  • the half qwerty keyboard is marketed as a space saving adaptation of the standard keyboard, with half of the keys eliminated.
  • the user switches from one half to the other by pressing a special key.
  • a key can be pressed in this embodiment, to switch from one half of the keyboard, to the other.
  • this switching between halves can be activated by a motion, such as tilting the whole device in opposing angles.
  • Text prediction interfaces such as that described in the first embodiment, can be adapted for use with the other embodiments. Initially designed to aid the disabled, text prediction systems have been showiLto be well suited for text entry on small devices, such. as phones. Text prediction interfaces can be used on this one-handed embodiment, to cause the most likely next characters or actions, in a typing sequence, to be among the 17 characters and/or actions, immediately accessible by the one thumbkey.

Abstract

A keyboard device comprising, at least one key for selecting symbols and/or actions, wherein the key has a center position representing a center symbol and/or a center action, and wherein the key is moveable in a plurality of directions in order to select further symbols and/or further actions, wherein the keyboard is adapted such that the symbols can be selected by the key by means of a plurality of typing actions in at least one of the plurality of directions beginning from the center position, wherein the plurality of typing actions forms a typing sequence, a memory for storing the typing actions of a typing sequence, a determination unit for determining a selected symbol and/or selected action by linking together the typing actions of one typing sequence beginning from the center position, and a selection unit for selecting the selected symbol and/or selected action determined by the determination unit.

Description

THUMB-TYPING KEYBOARD ALTERNATIVE FOR HANDHELD COMPUTER
DEVICES
FIELD OF THE INVENTION
This invention relates to a data entry device for handheld computer devices. More specifically, it relates to a thumb typing device that makes data entry in a handheld faster, easier and more ergonomic, and that is optimally suited for game playing as well.
BACKGROUND OF THE INVENTION
The success of the mobile phone has shown that there is a huge market for mobile computer devices. Computer developers are rushing to improve and miniaturize each component, and handheld computer devices are becoming increasingly complex. At the present moment, one obstacle to the realization of an optimal handheld computer is the system for data entry. In a NYTimes.com article dated July 11, 2002, entitled "Are gadgets too small?", David Pogue complained of the slowness of the miniaturized thumb-operated keyboards in use on various handhelds.
A data entry system that retains the familiarity of a keyboard, while replacing the many, tiny keys with two large, oval keys, optimally shaped and positioned for use by the thumbs, presents many advantages besides ergonomics. These include simplicity, as scrolling functions, instead of residing in yet another supplementary device, can be easily integrated into the 2 keys; and versatility. Not only is data entry of all kinds, even in a foreign alphabet, made faster, easier, and possible by touch only, but other uses for which the miniaturized keyboards are unsuitable become easier and more enjoyable. In particular, the two large keys are much better suited for game playing, for which there is a huge market among mobile device users.
DESCRIPTION OF PRIOR ART The most popular systems for entering data into handhelds can be divided into two categories: those based on handwriting recognition, and those on miniaturized, thumb operated keyboards. Those in the field developing handwriting recognition systems believe that users will prefer these once they are perfected. However, it is not clear that they will ever be perfected for the many users with illegible handwriting. Also, many computer users are not interested in returning to handwriting for all of their tasks. Hence, many . . manufacturers of handheld devices are adding small keyboards, to complement their handwriting recognition systems. These are meant to be typed on by the user's two thumbs, which are free to move while the rest of the user's two hands hold the computer. The main advantage of these keyboards are their famiharity. However, the full-scale keyboard is designed for touch-typing with 10 fingers, and thus is vastly superior to these small ones, on which touch-typing the tiny keys with one's two large thumbs, is impossible. Also, both handwriting recognition systems, and the keyboard, are designed only for typing characters; performing scrolling and pointing functions demand yet another device, and game playing is not at all suited to either of these systems.
Other systems have been developed that have not been adopted by manufacturers, because they are either too hard and slow to use, or because their unfamiliarity or learning curve poses an insurmountable disincentive to potential users. In the first camp are "point and click" systems, in which the user points at a character, either (a) directly on a touch sensitive screen, or (b) indirectly by moving a pointer device, and then pressing. The problem with the (a) touch screen system is that the characters must be so miniaturized, that a stylus must be used, and this has proven unwieldy and unpopular. Systems (b) in which a user moves a button, or other device, to cause a manual or electronic pointer to designate characters on a display, are in use in gaming devices, for the user to type in his name, for example. Patent number 5,383,735 shows a device in which there are 2 glide keys which the user moves to point to characters displayed on a screen, in the familiar QWERTY keyboard layout. This sort of system has only been adopted for entering a minimum amount of data, as in the game example above, because it demands a great deal of hand-to-eye coordination to search for, and highlight the desired character on the display. In the second camp, in which unfamiliarity and/or a high learning curve, pose a hurdle against widespread adoption, are ranged a large number of devices for entering data on a handheld. Patents 6,288,709 and 2001/0003713 Al by M. Wilner, describe variations of a data entry and gaming device which is ergonomically shaped to be held by the 2 hands, and in which keys for each of the users' ten fingers, each access several characters and functions. The principal is that the user need never displace his fingers from their home' positions. The problem is that the system is very complex, and the learning curve very high. The same problem is inherent in other systems that have been recently patented, but not adopted by the industry. Many of these describe systems where the number of keys is decreased by combining keystrokes into 'chords'. Again, most users prefer the inconveniences of a miniaturized keyboard, to the prospect of learning a totally unfamiliar system.
SUMMARY OF THE INVENTION
The present invention comprises a miniature data entry and gaming device, for use in portable and desktop electronic devices such as handheld computers, PDAs, laptops, telephones, calculators, remote controls, game controllers, PCs, typewriters, and internet appliances, and including peripheral attachments for these devices.
The central feature of the invention is the association of a virtual keyboard displayed on a screen, with 2 large, movable thumbkeys, which the user moves to choose, and presses to type, characters and/or functions, from among those displayed on the screen.
The default virtual keyboard displays the 26 letters of the alphabet, plus most common punctuation marks and functions, arranged in the familiar QWERTY layout. Other characters and functions are displayed on easily accessed, alternative virtual keyboards.
The 2 large, ergonomically shaped and positioned thumbkeys perform most or all of the functions normally associated with a data entry and gaming device, including scrolling and pointing ones. There are a few smaller, supplementary keys placed within easy reach of the thumbs, for an additional means of choosing certain distinct and important functions, such as enter and escape. The user moves the thumbkeys over circuits of electronic points that are linked to the characters and functions displayed on the virtual keyboard. Each circuit of points is arranged according to a radiating pattern that is specifically designed to be easily learnt by the user's 2 thumbs.
The advantages of displacing 2 large, oval and ergonomic thumbkeys for choosing and typing characters and functions, and for displacing the cursor and game icons, will be apparent as the features of the invention are described in greater detail.
It is the object of this invention to provide a miniaturized data entry and gaming device, ergonomically designed for touch-typing by the user's two thumbs.
It is an object that the familiar QWERTY layout be retained, and that the means for entering data be obvious and easily learnt.
It is an object to provide the means to perform high-precision pointing and scrolling functions, ambidextrously, ergonomically, and easily. A pointer-driven, predictive text entry interface can be installed for extremely rapid, two-handed text entry.
Another object is to provide a system in which the two thumbkeys can interchangeably perform both scrolling/pointing types of tasks and choosing types of tasks. Using the two thumbkeys interchangeably allows the user to perform sequential tasks in very quick succession.
Another object is to provide a small screen in very close proximity to the thumbkeys, to free the user from the need to. look at a screen placed less conveniently, or in a low visibility situation.
Another object is to provide a system that is visually simple and attractive.
A unique feature of this invention is its simplicity and unity of design. With a minimum number of components, the user will be able to perform all tasks normally associated with a data entry and gaming system, which until now have been best performed on their own particular device, be it keyboard, mouse, scroll wheel, 10 key touchpad, rocker switch, joystick, etc. This invention proposes one system that will elegantly perform all of the functions performed by these separate devices.
Preferred embodiments of the invention may be gathered by the features of the dependent claims.
A keyboard device according to one aspect of the invention comprises, • at least one key for selecting symbols and/or actions, wherein the key has a center position representing a center symbol and/or a center action, and wherein the key is moveable in a plurality of directions in order to select further symbols and/or further actions,
• wherein the keyboard is adapted such that the symbols can be selected by the key by means of a plurality of typing actions in at least one of the plurality of directions beginning from the center position, wherein the plurality of typing actions forms a typing sequence,
• a memory for storing the typing actions of a typing sequence,
• a determination unit for determining a selected symbol and/or selected action by linking together the typing actions of one typing sequence beginning from the center position, and
• a selection unit for selecting the selected symbol and/or selected action determined by the determination unit.
In other words, a thumb-typing keyboard device is disclosed, by means of which the selectable symbols are arranged along a predetermined grid and the selection is performed by progressing along the grid step by step (i.e. symbol by symbol or action by action) via a symbol and/or action, which is located at a transposition point of the grid, respectively.
Thus, a quantized-type selection of a symbol or action is achieved, that enables the selection of all characters of an alphabet by using two keys and a grid with eight directions from a respective center position. The keyboard may be adapted such that all the symbols and/or actions can be selected by the key by means of two typing actions beginning from the center position.
Preferably, the selectable symbols and/or selectable actions are logically arranged around the center position.
Furthermore, the selectable symbols and/or selectable actions can be logically arranged around the center position along at least four directions, more preferable around the center position along at least eight directions.
This embodiment clearly enables the user of the keyboard device to reach any character of the alphabet with only two typing actions, beginning from the center position, in other words, the typing sequence only includes two typing-actions.
At least a part of the symbols may be characters of an alphabet, additionally some special characters or actions like the tabulator or the ALT-function, alternatively or additionally the insert-function, the delete-function, a scrolUng-function, a printing-function, or punctuation characters like comma, semicolon, full stop, colon, hyphen, slash, backslash, question mark, exclamation mark, the AT sign, plus, minus, and the like.
According to another embodiment of the invention the keyboard device comprises a display for displaying data.
The display may be formed as a touch sensitive display.
According to another embodiment of the invention the keyboard device comprises a virtual keyboard generating device for generating signals representative for symbols and or actions which are selectable by the at least one key.
According to another embodiment of the invention the keyboard device comprises • an additional key for selecting symbols and/or actions, wherein the additional key has a center position representing an additional center symbol and/or an additional center action, and wherein the additional key is moveable in a plurality of directions in order to select further symbols and/or further actions,
• wherein the key is adapted to select a first group of symbols and/or a first group of actions,
• wherein the additional key is adapted to select a second group of symbols and/or a second group of actions.
The first group of symbols and/or a first group of actions and the second group of symbols and/or the second group of actions may be disjoint groups, respectively.
Furthermore, a first mode selection switch may be provided for switching between a symbol selection mode, in which symbols and/or actions may be selected by means of the key, and a computer mouse mode, in which the key is operated as a computer mouse.
The first mode selection switch may be adapted such that the mode is changed by performing one of the following actions:
• typing the key for a plurality of times in a predetermined time interval,
• pressing the key for a predetermined time interval.
According to this embodiment, the key may either be used as a character input key or as a computer mouse key, which is particularly advantageous with regard to the convenience of its use when the key or the keys (key and additional key) are adapted to be operated by the user's thumbs.
A second mode selection switch may be provided for switching between a symbol selection mode, in which symbols and/or actions may be selected by means of the additional key, and a computer mouse mode, in wliich the additional key is operated as a computer mouse.
The second mode selection switch may be adapted such that the mode is changed by performing one of the following actions:
• typing the additional key for a plurality of times in a predetermined time interval, • pressing the additional key for a predetermined time interval.
By providing the second mode selection switch, the keyboard is enabled to be used by a left-handed person as well as a right-handed person since the mouse functionality can either be designated to the "left" key or to the "right" key, that is to the key arranged on the left side of the keyboard device or to the key arranged on the right side of the keyboard device.
Alternatively, the keyboard device may comprise a computer mouse touch point as a computer mouse input device.
According to another embodiment of the invention, the keyboard device comprises a force feedback mechanism that is adapted to provide a feedback to the user on one typing action.
The force feedback mechanism may adapted to provide at least one of the following types of feedback:
• a tactile feedback,
• a visual feedback, and/or
• an acoustical feedback.
By providing the user with the above described feedback, he can very conveniently and immediately determine whether and how often he has pressed the key such that he as actually input or performed a typing action.
The keyboard device may further comprise a second display for displaying the selectable symbols and/or selectable actions.
The second display may be a touch sensitive display.
Furthermore, a selection prediction determination unit for determining selectable symbols and/or selectable actions on the basis of input typing actions of one typing sequence may be provided, wherein the second display is arranged in such a manner that only the selectable symbols and or selectable actions determined by the selection prediction determination unit are displayed.
According to another embodiment of the invention, the keyboard device comprises a third group of symbols and/or a third group of actions including predetermined function symbols and/or predetermined function actions.
The predetermined function symbols and/or predetermined function actions may include at least one of the selectable items: • a telephone item for switching the keyboard device into a telephone mode,-
• a photo item for switching the keyboard device into a photo taking mode,
• a notes item for switching the keyboard device into a note taking mode,
• a email item for switching- the keyboard device into a email mode,
• a calendar item for switching the keyboard device into a calendar mode, • a game item for switching the keyboard device into a gaming mode,
• a remote control item for switching the keyboard device into a remote control mode,
• a musical note playing item for switching the keyboard device into a musical note playing mode, • a drawing item for switching the keyboard device into a drawing mode, and/or
• a multimedia item for switching the device into a multimedia mode.
The Keyboard device may further comprise special keys, in particular
• a shift key, • an STRG ey,
• an ALT key,
• an ALT GR key,
• an Windows mode key,
• a home menu key, • an Enter key,
• a page up key, and/or
• a page down key. Preferably, the special keys are smaller than the key or the additional key, since only the key or the additional key are meant to be used to select among a plurality of characters or actions.
BRIEF DESCRIPTION OF THE DR WINGS
FIG. 1 is a bottom perspective view of the preferred embodiment of the thumb-typing keyboard alternative, according to the present invention.
FIG. 2a diagrams the linkage of the thumbkeys to the virtual keyboard through matrices of electronic points.
FIG. 2b, FIG. 2c and FIG. 2d show two alternative circuits of electronic points.
FIG. 3a is a plan view of one configuration of the thumbkey assembly.
FIG. 3b is a transverse cross-section view of the thumbkey assembly of fig. 3a, taken along the section line A-A..
FIG. 4 is an exploded section perspective view of the thumbkey assembly of fig. 3 a, taken along the longitudinal section line B-B.
FIG. 5a is a front plan view of a PDA including the present invention.
FIG. 5b is a front plan view of the invention displaying an alternative virtual keyboard.
FIG. 6a is a diagram of electronic points along 2 axes of the circuit under the thumbkey, that become activated in scroll mode.
FIG. 6b is a front plan view of the present invention using a pointer-driven, predictive, text-entry interface.
FIG. 7a diagrams the linkage of the thumbkeys to the home menu.
FIG. 7b is a front plan view of the present invention in home menu mode.
FIG. 8 a is a front plan view of a second embodiment of the present invention. FIG. 8b is a plan view of button assembly 230 of the second embodiment of FIG. 8a. FIG. 8c and FIG. 8d are cross-section views taken along the section lines 8c-8c and 8d-8d.
FIG. 9a is a front plan view of a third embodiment of the present invention. FIG. 9b is a bottom elevation view of the third embodiment.
FIG. 10 is a top perspective view of the third embodiment.
FIG. 11a is an elevation view of the thumbkey/joystick switch assembly described in the third embodiment.
FIG lib is a catalog description of a commercially available joystick switch such that could be used in the third embodiment of the present invention
DESCRD?TION OF THE PREFERRED EMBODIMENT
FIG. 1 is a top perspective view of the preferred embodiment. There is an ergonomic housing(lθ), that is designed to be held in the user's two hands, with the back resting on the fingers. In this position, the user's thumbs are free to move. There is a central opening onto a screen(20) with an illuminated display. There are 6 keys, or push button switch operators, 3 on either side of the screen, symmetrically placed. Two of the keys are large, oval, concave thumbkeys(30,31) ergonomically shaped and positioned to be moved and pressed by the user's thumbs. There are four smaller keys(40, 41,42, 43) placed within easy reach of the thumbs. The two thumbkeys can perform all of the functions of this data entry and gaming system. They are each positioned over a matrix of electronic points, which are electronically hnked to the characters and/or functions displayed on a virtual keyboard(50) on the screen(20) between them.
FIG. 2a illustrates how the thumbkeys are linked to the illuminated characters of the virtual keyboard, through matrices of electronic points. Each point is electronically programmed to correspond to a specific character and/or function.
FIG. 2a shows 2 matrices of 17 characters and functions(150,151) and 2 matrices of 17 circles(130,131).
Each of the matrices is arranged according to a pattern of 8 vectors radiating out from a central point. There are 2 points along each vector, plus the central point.
The matrices of circles are shown below the matrices of their corresponding characters and/or actions. The characters include letters, numbers and symbols, and the actions, common computer functions such as tabulation and save. Each circle represents an electronic point that is linked to the character or function in the same position in the upper matrix. Thus the point represented by the central circle(132), corresponds to the "d" character(152) on the default, QWERTY keyboard. The upper central point(133) is hnked to the tabulation function(153), and so on. Still referring to FIG. 2a, there are circuits of dotted lines(160,161, 162,163) overlaying the points on the four matrices. These circuits represent the paths along which the thumbkeys move, in the preferred embodiment pictured in FIG. 1. Each thumbkey moves from its central point in eight directions, to any other character within 2 'stops' of the center. The thumbkey also moves horizontally and vertically to move from any point to its immediate neighbor. FIG. 2b shows an alternative circuit with 4 additional paths(164,165, 166,167) linking the electronic points. All points are within 4 stops of all the others. FIG. 2c shows a second alternative circuit with 6 vectors instead of 8, with 26 points, one for each letter of the alphabet. FIG. 2d shows an additional circuit, with the 8 vectors radiating from the central point, and only these 8 paths connecting the points to the center.
FIG. 3a is plan view of the thumbkeys, and shows the size relationship between the thumbkeys(30,31) and the circuits(60, 61) of electronic points beneath them. It takes only a small displacement of the thumbkey to move from one point to another.
FIG. 3b is a cross section view of one configuration of the thumbkey assembly, cut across the transverse axis A- A of figure 3 a.
>
Figure 4 is an exploded section perspective view of the same thumbkey assembly, cut across the longitudinal axis B-B of fig. 3a.
The thumbkey(30) is held in place by springs(l) over an upper housing member(lθ). The are 2 openings in this housing underneath the thumbkey. The first opening( 11) is semi- elliptical in shape, and into it is fit a wedge-shaped push button(34) that is connected to the housing by a hinge(3). The opposite end of the push button rests upon a coil compression spring(4) attached to a lower housing member(15). A switch(5) is located in this lower housing member, which is closed when the button is depressed. A pair of wires(6) in the lower housing member connects the switch(5) to a memory(7) in a processor. This push button switch assembly functions as a capital letter ("caps") key.
Two analogous push buttons(36,37), can be incorporated under the thumbkeys, to function as additional mode switching buttons. The second opening(12) is square in shape, and opens onto the circuit of electronic points(60) below. The circuit's pathways are grooved into the plastic material of the lower housing member, and are covered with an LCD membrane(62). At the bottom of each indented point of intersection(66), a small coil compression spring(63) holds up the flexible membrane. A pair of wires(6) connects the LCD touch panel to the memory (7).
Between the upper and lower housing members there are two intermediate panels. The lower of these(14) has openings(lla,12a) identical to those in the upper housing member. The upper panel(13) has one large opening (lib).
The thumbkey(30) is formed from a material such as plastic, and has a downward extending stem(16), with arms(17) extending horizontally in 4 directions, and a central opening(18) therein. The 4 arms are supported by, and can glide across the lower of the 2 intermediate panels(14). The large opening(llb) in the upper intermediate panel(13) accommodates the movement of these arms. A coil compression spring(21) and a ball bearing(2) are seated in the central opening of the extending stem. When the thumbkey is moved, the ball bearing(2) rolls along the grooved circuit of points(60) on the LCD panel. As the ball bearing depresses a point of intersection(66) on the LCD circuit, the spring(63) underneath the membrane transmits a click through the thumbkey, and the character or function linked to that point is highlighted on the screen. To type the character or function that is highlighted, the thumbkey is depressed. Depressing the thumbkey flexes the arms extending from its stem, and closes a switch(19) embedded in one of them. A pair of wires(23) in the lower intermediate panel(14) connects the switch(19) to the memory(7).
Two different sorts of inputs are generated by the thumbkey assembly: those when the ball bearing touches a point on the LCD circuit, hereafter referred to as "LCD" types; and those when the thumbkey is depressed, hereafter referred to as "switch closure" types.
In the preferred embodiment pictured in FIG. 1, the central screen(20) displays the virtual keyboard(50), which is in close proximity to the thumbkeys. This helps to make evident the link between the electronic points under the thumbkeys, and their corresponding characters and/or functions. The virtual keyboard provides the user with a system of visual feedback, to help him orient himself along the circuits of electronic points. As the thumbkey moves along its circuit, each time it passes over a point, that point's corresponding character or function is highlighted on the virtual keyboard. When the user depresses a thumbkey to type the highlighted character or function, that character shines even brighter, and/or in another color, and shows as 'typed' in the word in progress(90) of being typed. These cues will prove especially helpful for users not yet very familiar with the system, and for use in-the dark.
In FIG.l, other pertinent information is displayed on the central screen, such as the time(70), and a home icon menu(80). Other information can be temporarily displayed on top of these default displays, in pop-up, pull-down menus, for example.
The advantages of this central display are many. Using the invention as a fully functioning remote keyboard or gaming device, for use with a PC or laptop, the user will not have to regard the screen of the larger device to verify the accuracy of the data that he is entering. And as the integrated keyboard of a handheld device, it will aid the user to see all of the information that he needs to perform his task. This is important because a common complaint of users of palm devices and of laptops, is of the low visibility of the display area. Concentrating virtually everything that the user needs to see in this one small area between the thumbs, will allow the user to adjust the position of this small screen for the best visibility, without compromising his ability to enter the data.
There is also a system of tactile feedback built into the thumbkey system, that will facilitate touch-typing. Each time the thumbkey touches a point, a tactile 'click' is transmitted through the key. A more definite click is felt and heard when the thumbkey is depressed and a character or function typed. When the thumbkey is pushed to the second point along any of the vectors, it stops there, and will only move in another direction. And the thumbkey returns to its home position over the central point each time that the user stops applying pressure, so the user always knows where he is along the circuit.
L FIG. 1, a slightly modified QWERTY virtual keyboard, with the 26 lower-case letters of the alphabet, plus most common punctuation marks and important functions, is displayed. A capital letter is typed by pressing down the heel(32,33) of the thumbkey opposite to that simultaneously being depressed to type the character to be capitalized. Depressing the two heels together locks the capital function on, until the user depresses one of them again, to de-activate this caps lock function.
To type numbers, symbols, other punctuation marks, and other functions, supplementary keyboards are accessed by typing the 'alt' character(52) located on the left hand side of the default QWERTY display. A possible alternate screen is illustrated in FIG. 5b Obviously, QWERTY can be replaced by AZERTY or any other configuration, as the default virtual keyboard. Alternative, language specific configurations can be specially designed, to place the most commonly typed letters in the positions most easily and quickly accessible by the thumbkeys.
It is an important feature of the invention that the two thumbs rest 'at home' on their two keys as much as possible. Many functions that are not displayed on the keyboard, can be operated by typing 'chords'. Chords are typed by pressing two character points, one with each of the two. thumbs, simultaneously. The most important example of this is the space function.
Rather than pressing a separate space bar, spacing is performed by typing the central points under each thumbkey, corresponding to the d and k of the default keyboard of FIG. 1, simultaneously. There are 289 chord combinations possible. When a chord is typed, its associated function can be displayed on the screen.
The point corresponding to the delete functional) of the virtual keyboard, serves to delete text to the left or the right of the cursor. While pressing down with the right thumbkey on the delete character point, the user moves the left thumbkey to the right to delete in that direction, and to the left to backspace.
There are 4 small keys (41,42,43,44) supplementary to the 2 large thumbkeys. They can perform certain important functions that demand their own, distinct treatment. The one furthest to the right(41) can function as an 'enter' key, and the one furthest to the left(40), as an 'escape' key. One of the inner keys (42) can function to switch to scrolling mode; the other(43) to switch between the QWERTY default keyboard and the home menu(80). In scroll mode, LCD types of inputs control the direction and speed of the scroll. FIG. 6a is a diagram of how the axes connecting the electronic points of the circuit, can have a multitude- of points placed along them, that become activated in scrolling modes. The speed of the scrolling action could be controlled by how far along any of these axes the thumbkey is pushed.
Switch control types of inputs can place the cursor, select text, and perform other specific actions while the device is in scroll mode. To place the cursor, one enters scroll mode, then depresses either of the two thumbkeys, which causes the cursor to blink. To displace the cursor, pushing either thumbkey, will send- the cursor in that direction, at the speed indicated by the pressure. Depressing either thumbkey a second time will fix the cursor in its new place. One selects text by depressing either key to fix the cursor at the start or end of the text to be selected. Then, one simultaneously holds that one thumbkey down, while pushing the other in the desired direction, at the desired speed. Each character and/or line will highlight until all of the desired text is highlit, at which point, depressing either thumbkey will finish the select function.
A pointer-driven, predictive, text-entry interface can be used with the system, to provide very rapid text entry. The software predicts the letters most likely to follow those previously typed, and sends them towards the pointer. FIG. 6b illustrates one variation of how this could work. The thumbkeys move most easily along their longitudinal axes, so in this pointer driven mode, only displacement along these vectors is needed. The left thumbkey serves to point to the first 13 letters of the alphabet, and the right one, to the last 13 letters. Of these 13 letters, the 5 most probable ones will appear along a line parellel to the longitudinal axis of the thumbkey.
If we type "t" as the first letter of a word, 5 letters show up next to each thumbkey. A depression of the left thumbkey types the "h". The "e", as the most probable next letter, appears in its place, and a second depression of the left thumbkey types it. Next, a depression of the right thumbkey types the "r", followed by a depression of the left to type the "e", and "there" will have been typed quickly and easily. Push buttons(36,37), located under the thumbkeys (pictured in FIG. 3a) could function to switch between the QWERTY virtual keyboard, and this pointer-driven text-entry mode.
Referring back to FIG. 1, the last small key (43) functions to switch between keyboard and home menu mode. In home menu, gaming, calculating, telephoning, and all other modes apart from keyboard, the rapid choosing from among a few characters is the primary objective.
The home menu can have fewer, and larger characters than the keyboard menu. FIG. 7a illustrates one means by which the electronic points under the thumbkeys can be linked to the 9 icons on the home menu. From the central point, one can move either one or two points in the 8 directions; pressing on either of the 2 points on each vector chooses the one function icon situated in that direction. Additionally, the screen displaying the icons can be touch sensitive, and the desired icon pressed directly with one's thumb or finger.
In home and other non-keyboard modes, one can use the 2 keys interchangeably. They can thus be used to perform sequential functions using alternate thumbs in very quick succession. FIG. 7b illustrates one example. As one depresses the home key(43) with the right thumb, one's left thumb can already push that thumbkey(30) up and to the right to choose the phonebook icon(80); the right thumb can meanwhile start to push that thumbkey(31) downward to scroll down a pulldown list of names. As soon as the correct name(82) is highlit, depressing either thumbkey selects it.
While it is important that these 4 functions (enter, escape, home menu and scroll) have each their own distinct button for direct choosing, it is also important that there be an alternative way to choose these four important functions without removing one's thumbs from their home' keys. Easy to perform and memorize 'chords' of two points, one under each thumbkey, will perform these functions, as well as their distinct keys.
DESCRIPTION OF A SECOND EMBODIMENT FIG. 8a shows a second embodiment where the 6 keys, or push button switch operators described in the preferred embodiment, are replaced by two sets of 19, in an otherwise identical device.
All together there are 38 keys, or push buttons, arranged symmetrically, with 19 on each of the 2 sides of the device. As in the preferred embodiment, it is the thumbs that manipulate the keys. Keys(240,241, 242,243) are analogous to the escape(40), enter(41), scroll(42), and home menu(43) keys pictured in FIG. 1 of the preferred embodiment. The 2 square sets of keys(230, 231) perform the same functions as the thumbkeys(30, 31) of FIG. 1. They correspond directly to the sets of circles(130, 131) in FIG. 2A, and are linked to their characters and functions as pictured in the matrices above. Some slight variations are necessary. For example, the keys(234,235) each functions to capitalize, and to lock on capitals when depressed together.
The arrangement of the keys, or push buttons in an easily conceptualized and memorable radiating pattern, is an important improvement over the arrangement of the buttons in the small thumb typing keyboards commonly in use. In these, the key arrangement was copied from the keyboard as it was originally designed to be learnt by the user's 10 fingers. The arrangement in the present invention is specifically designed to be easily learnt by the user's 2 thumbs.
In the embodiment pictured in FIG. 8 a, the negotiation of the keys is also facilitated by the topography of the keys. FIGS. 8c and 8d illustrate how these keys might be molded, in two sections of one of the sets of keys.
One or both of the 2 sets could be constructed so that the whole assembly could function as a multiposition switch assembly, commonly known as a D-pad, in scrolling mode and/or gaming applications.
DESCRIPTION OF A THIRD EMBODIMENT :
FIG. 9a is a plan view of a third embodiment, in which the 2 oval thumbkeys of the preferred embodiment are replaced by two square, octagonal, or rounded thumbkeys(330,331). These keys are placed on top of eight-direction, miniature joystick switches. FIG. 9b is a bottom elevation of this embodiment. One main difference with the preferred embodiment, is that inexpensive and readily available electronic components are used in place of the complex thumbkey assembly described in the preferred embodiment and shown in FIGS. 3 and 4. Also, the screen may not be integrated in the device, the virtual keyboard being either memorized, or else displayed on the screen of a remote device, such as PDA, tablet, or PC monitor.
FIG. 10 is a top perspective view of the third embodiment. As in the preferred embodiment, there is an ergonomic housing that is designed to be held in the user's two hands, with the back resting on the fingers. The free thumbs move to manipulate the keys. The shape of the housing is inspired by game controllers; the user's fingers curl around the thickened flanks on which the thumbkeys are placed, and the index fingers rest on top of the device. There are grooved keys(338,339) placed where where the index fingers naturally rest. These activate on-off switches.
The two large thumbkeys are rounded in shape, and are contoured to aid the user to differentiate between the 8 directions, in which they can be pressed, to tilt the key. FIG. 11a shows an elevation of a possible switch/thumbkey assembly. FIG. lib shows images of a switch available online from Radiospares. This Joystick 8-positions compact stick switch is fabricated by ALPS ; LD no.: STRKJXLO1. The miniature joystick switches have a central stick or pin that can be tilted in 8 directions about a central pivot. As in the preferred embodiment, each thumbkey activates electronic switches, which are connected to a circuit board, and are programmed to link to characters and actions, on the same virtual keyboards described in the preferred embodiment. Referring to the default virtual • keyboard in FIG. 2a, the letters: S,W,E,R,F,V,C,X,S,W,and E are all selected by tilting the left thumbkey to the North East, East, SE, South, SW, West, NW and North respectively. To select the second ring of characters, T,G,V,Z,A,Q and the TAB and ALT actions, the thumbkey is tilted twice in quick succession. Alternative means to disambiguate between the letters on the first and second stops on each vector, such as holding the thumbkey in its tilted position for a longer period, are also possible. A switch that can be tilted to two discrete positions along each of the 8 vectors, is also envisioned. The characters are chosen by tilting the large thumbkeys, but a second action is necessary to validate the selection, and type the character. In keeping with the game controller design, this typing action is performed by pressing one of the 2 firing keys(338,339) with the index finger.
To type an R, the left thumbkey is tilted to the NE, and held. The character R is selected... Next, pressing one of the firing keys, sends the electronic signal to the integrated or remote screen to which the device is connected, which types the R. A second pressure on a firing key will type a second R. Releasing the tilting pressure on the thumbkey allows it to return to its default position. In its defaul position, the letter D is selected, and can be typed by pressing a firing key. To select the T, the thumbkey is tilted to the NE twice in quick succession, and then held there, until a firing key is pressed, which types the T.
Tactile and audial feedback can be used to help the user to know which character he has selected, and/or typed. An audial prononciation of the character that has been typed could be particularly helpful to users connected to a remote, rather than an integrated screen. Force feedback, common in many game controllers, can indicate helpful clues to the user, for example, to differentiate between characters on the first or second ring, or between the East or NE vectors.
The space character is by far the most common 'character' typed, and so deserves special treatment. The joysticks herein described, can be depressed in the z direction, when in their untilted position. Depressing either of the thumbkeys in the z direction, will type a space.
The mouse functions can be performed using a key separate from, but placed in close proximity to, one of the thumbkeys. A third joystick switch can be used, but covered with a key that is smaller than the thumbkey, as performing mouse functions demands less precision than choosing characters and functions. This joystick mouse key(341) would perform very much like the touchpoint that is common on many laptops; tilting it in any of the 8 directions would send the cursor or arrow moving in that direction, at a preprogrammed rate. Alternatively to a joystick switch, a touchpoint could be used in the same placement. In this placement, the touchpoint proves to be much more easily manipulable than on a laptop, as the thumb is freer, and capable of more precise movement in this position, than is the index finger when the hand is positioned for typing on a flat keyboard.
The two small keys(342,343) perform in the same manner as the right and left click buttons on a standard computer mouse. The two keys(344,345) are each shift keys; pressed together they lock on, functioning like the caps lock key on a keyboard. The small key(346) changes the virtual keyboard to one with numbers, symbols and functions.
This third embodiment, and the first preferred embodiment, can both be adapted for users with repetitive stress injury, by adapting the keys so that typing actions are performed without the user exerting any downward pressure on any of the keys. In the third embodiment, this can be realized by eliminating the firing keys(338,339) and maximizing force and audible feedback systems. The thumbkeys are used to select text as described, and then held in position for a pre-programmed length of time, at the lapse of which, the selected character is typed, or selected action performed. In the first embodiment, the keys are moved to select the character, as described, and then held in place for a a preprogrammed length of time. At the lapse of this interval, the selected character is typed, or action performed. In both of these embodiments, force feedback can be used to convey to the user, a tactile, and/or audible confirmation that the selected character has been typed, or action performed.
A final embodiment can be a very small device, to be used with one hand. One large thumbkey can be complemented by a plurality of smaller keys that perform mode changing functions, such as switching between virtual keyboards, and between keyboard and mouse functions. The one large thumbkey could function in a similar manner to the thumbkeys described in the previous embodiments, to choose among 17 characters and/or functions, and to perform mouse functions. Much as with the half -qwerty keyboards now on the market, one half of the characters from the full complement of 34 are directly accessible when the device is in 'left' mode, and one half when the device is in 'right' mode. The half qwerty keyboard is marketed as a space saving adaptation of the standard keyboard, with half of the keys eliminated. The user switches from one half to the other by pressing a special key. Similarly, a key can be pressed in this embodiment, to switch from one half of the keyboard, to the other. Alternatively, this switching between halves can be activated by a motion, such as tilting the whole device in opposing angles.
Text prediction interfaces, such as that described in the first embodiment, can be adapted for use with the other embodiments. Initially designed to aid the disabled, text prediction systems have been showiLto be well suited for text entry on small devices, such. as phones. Text prediction interfaces can be used on this one-handed embodiment, to cause the most likely next characters or actions, in a typing sequence, to be among the 17 characters and/or actions, immediately accessible by the one thumbkey.
Although the invention has been described in connection with specific forms and embodiments thereof, it will be appreciated that various modifications other than those discussed above may be resorted to without departing from the spirit or scope of the invention.

Claims

1. Keyboard device comprising,
• at least one key for selecting symbols and/or actions, wherein the key has a center position representing a center symbol and/or a center action, and wherein the key is moveable in a plurality of directions in order to select further symbols and/or further actions,
• wherein the keyboard is adapted such that the symbols can be selected by the key by means of a plurality of typing actions in at least one of the plurality of directions beginning from the center position, wherein the plurality of typing actions forms a typing sequence,
• a memory for storing the typing actions of a typing sequence,
• a determination unit for determining a selected symbol and/or selected action by linking together the typing actions of one typing sequence beginning from the center position, and
• a selection unit for selecting the selected symbol and/or selected action determined by the determination unit.
2. Keyboard device according to claim 1, wherein the keyboard is adapted such thatall symbols and/or actions can be selected by the key by means of two typing actions beginning from the center position.
3. Keyboard device according to claim 1 or 2, wherein the selectable symbols and/or selectable actions are logically arranged around the center position.
4. Keyboard device according to any of the claims 1 to 3, wherein the selectable symbols and/or selectable actions are logically arranged around the center position along at least four directions.
5. Keyboard device according to claim 4, wherein the selectable symbols and/or selectable actions are logically arranged around the center position along at least eight directions.
6. Keyboard device according to any of the claims 1 to 5, wherein at least a part of the symbols are characters of an alphabet.
7. Keyboard device according to any of the claims 1 to 6, further comprising a display for displaying data.
8. Keyboard device according to claim 7, wherein the display is a touch sensitive display.
9. Keyboard device according to any of the claims 1 to 8, further comprising a virtual keyboard generating device for generating signals representative for symbols and/or actions which are selectable by the at least one key.
10. Keyboard device according to any of the claims 1 to 9, further comprising
• an additional key for selecting symbols and/or actions, wherein the additional key has a center position representing an additional center symbol and/or an additional center action, and wherein the additional key is moveable in a plurality of directions in order to select further symbols and/or further actions,
• wherein the key is adapted to select a first group of symbols and/or a first group of actions, • wherein the additional key is adapted to select a second group of symbols and/or a second group of actions.
11. Keyboard device according to claim 10, wherein the first group of symbols and/or a first group of actions and the second group of symbols and/or the second group of actions are disjoint groups, respectively.
12. Keyboard device according to any of the claims 1 to 11, further comprising a first mode selection switch for switching between a symbol selection mode, in which symbols and/or actions may be selected by means of the key, and a computer mouse mode, in which the key is operated as a computer mouse.
13. Keyboard device according to claim 12, wherein the first mode selection switch is adapted such that the mode is changed by performing one of the following actions:
• typing the key for a plurality of times in a predetermined time interval,
• pressing the key for a predetermined time interval.
14. Keyboard device according to any of the claims 10 to 13, further comprising a second mode selection switch for switching between a symbol selection mode, in which symbols and/or actions may be selected by means of the additional key, and a computer mouse mode, in which the additional key is operated as a computer mouse.
15. Keyboard device according to claim 14, wherein the second mode selection switch is adapted such that the mode is changed by performing one of the following actions: • typing the additional key for a plurality of times in a predetermined time interval,
• pressing the additional key for a predetermined time interval.
16. Keyboard device according to any of the claims 1 to 11, further comprising a computer mouse touch point as a computer mouse input device.
17. Keyboard device according to any of the claims 1 to 16, further comprising a force feedback mechanism that is adapted to provide a feedback to the user on one typing action.
18. Keyboard device according to claim 17, wherein the force feedback mechanism is adapted to provide at least one of the following types of feedback: • a tactile feedback,
• a visual feedback, and or
• an acoustical feedback.
19. Keyboard device according to any of the claims 1 to 18, further comprising a second display for displaying the selectable symbols and/or selectable actions.
20. Keyboard device according to claim 19, wherein the second display is a touch sensitive display.
21. Keyboard device according to any of the claims 1 to 20,
• further comprising a selection prediction determination unit for determining selectable symbols and/or selectable actions on the basis of input typing actions of one typing sequence, and
• wherein the second display is arranged in such a manner that only the selectable symbols and/or selectable actions determined by the selection prediction determination unit are displayed.
22. Keyboard device according to any of the claims 1 to 21, further comprising a third group of symbols and/or a third group of actions including predetermined function symbols and/or predetermined function actions.
23. Keyboard device according to claim 22, wherein the predetermined function symbols and/or predetermined function actions include at least one of the selectable items: a telephone item for switching the keyboard device into a telephone mode, a photo item for switching the keyboard device into a photo taking mode, a notes item for switching the keyboard device into a note taking mode, • a email item for switching the keyboard device into a email mode, a calendar item for switching the keyboard device into a calendar mode, a game item for switching the keyboard device into a gaming mode • a remote control item for switching the keyboard device into a remote control mode,
• a musical note playing item for switching the keyboard device into a musical note playing mode, • a drawing item for switching the keyboard device into a drawing mode, and/or
• a multimedia item for switching the device into-a multimedia mode.
24. Keyboard device according to any of the claims 1 to 23, further comprising special keys, in particular • a shift key,
• an STRG ey,
• an ALT key,
• an ALT GR key,
• an Windows mode key, • an Enter key.
• a home menu key,
• a page up key, and or
• a page down key.
25. Keyboard device according to any of the claims 1 to 24, wherein the special keys are smaller than the key.
PCT/EP2003/013880 2002-12-09 2003-12-08 Thumb-typing keyboard alternative for handheld computer devices WO2004053673A2 (en)

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