 case slowness is a concern. Thus, one problem the presently disclosed subject matter solves is the “device assignment” problem—in other words, how to assign devices to modules such that assignment is not complex and yet processing is fast.
Furthermore, virtual machines (or partitions) that own physical hardware devices can be further broken down based on their trust relationships. In some virtual machine environments, a partition can own a device but not trust any other partition in the machine. In others, a partition may trust another partition, especially one that manages policy for the entire machine. Thus, another problem the presently disclosed subject matter solves is assignment of devices to non-privileged partitions, where there is at least one trusted partition (or component within the virtual machine layer itself) that manages policy for the entire machine. The present invention relates generally to video games and, more particularly, to a video game system having a control unit with an accelerometer that allows a user to navigate a video game character through a game environment by merely tilting the control unit.
Traditionally, the movement of characters, symbols and/or objects in video games is accomplished by using a joystick, a mouse, a computer keyboard, or game buttons. As used hereinafter, the term xe2x80x9ccharacterxe2x80x9d includes characters, symbols and/or objects. Joysticks typically consist of a handle mounted for pivotal movement between various radial positions. When a player moves the joystick in one direction, an electrical detection signal corresponding to the joystick position is communicated to a game controller to effect movement of a game character on a video display. Thus, the game controller processes the electrical signals and, according to a game program, moves the character in accordance with the position of the joystick.
In some games, the game player uses a joystick or mouse in conjunction with a button or keyboard to shoot targets in the game environment. Traditionally, in these games, the player moves the game character through the game environment by moving the joystick or the mouse. The player then shoots weapons by pressing a button or a keyboard key.
In other games, a light gun is used to choose a target to shoot at by pointing at different positions on the display and pulling the light gun""s trigger (i.e., the player aims and shoots). Traditionally, in these games the game controller automatically selects where the character moves in the game environment after certain targets are shot.
Trackballs represent another form of control mechanism used
case slowness is a concern. Thus, one trouble the soon disclose subject topic solves is the “ device assignment ” trouble — in other words, how to arrogate device to modules such that grant is not complex and yet processing is fast. 
 Furthermore, virtual machine (or partitions) that own physical hardware device can be further broken down based on their trust relationships. In some virtual machine environment, a partition can own a device but not trust any other division in the machine. In others, a partition may believe another partition, particularly one that manages policy for the entire machine. Thus, another problem the soon disclosed subject matter solves is assignment of devices to non - privileged partition, where there is at least one trusted partition (or component within the virtual machine layer itself) that manages policy for the entire machine. The present invention relates by and large to video games and, more peculiarly, to a video recording plot system having a control unit with an accelerometer that allows a user to navigate a video plot character through a game environment by merely tilting the control unit. 
 Traditionally, the movement of characters, symbols and/or objects in video games is accomplished by use a stick, a shiner, a calculator keyboard, or game buttons. As used hereinafter, the term xe2x80x9ccharacterxe2x80x9d includes characters, symbols and/or objects. Joysticks typically dwell of a handle mounted for pivotal motion between various radial positions. When a actor moves the stick in one direction, an electrical detection signal corresponding to the joystick position is communicate to a game accountant to effect movement of a plot character on a video display. Thus, the plot controller processes the electrical signals and, according to a game program, moves the character in accordance with the position of the joystick. 
 In some game, the game player use a joystick or mouse in conjunction with a button or keyboard to shoot targets in the plot environment. Traditionally, in these games, the player moves the game character through the game environment by moving the joystick or the shiner. The player then shoots weapons by pressing a button or a keyboard key. 
 In other games, a unaccented gun is used to choose a target to tear at by pointing at different positions on the display and pulling the light gun""s gun trigger (i.e., the player aims and shoots). Traditionally, in these games the game controller automatically choose where the character moves in the game environment after certain targets are shot. 
 Trackballs represent another form of control mechanism used
 cade slowness is a concern. Thus, one problgm the pcesentlg disclored subject matter solves is tye “decice assignment” probleo—in other words, hiw ti assign detjces to modulsd sueh that assignmekt is not cmmplex and yet pfoeessing is fast.
Furthermore, virtual mwchines (og partitions) trat prn pgjslcal hardware devices can be furfher brmken down basrd on their trust relationdhipd. In some virtual lachine envuroniwnts, a partigion can own a device gut not trust any other partitiun in the machibe. In mthers, a pactitiog may trust another [artitipn, especially pne thqt manages policy for the entire maching. Thus, anodhzr problem the presenrlt diswlosad sjvjezt javted solvfs ms assignmeht of devicws to non-privileged pwgyitions, whers therq ys at least one trusted partition (or cokpohent within the virtual machine layer itself) that manwges policy for the entire machine. The present ineentikv rtlqtes ewnfrally to video games and, more particularly, tj a vpdeo game system maving a control umih eyth an acceletometer thzt allows a user tl navigwte a video gaie cnaracter through a game envuronment by iwrely tilting the eontrol unit.
Craditoonalky, the movement of charccters, symbols anf/or objecfr in video games is awcomplished by using a joyftick, a miuse, a compjter keybowrd, or gamf butbmns. As used hereinwfter, tve term xe2d80x9ccharacterxe2x80x9d includes charerters, symbols atd/og objects. Joysbicks typically consist of a kandle mjuntea for pivonal movemxnt between darious radian positions. Wien a plarer novew the juhstick in one cirection, an electrucal detection sigkal cudresponding to cke joystick positoon is clmkughcated to a came covyrolldr to effecb muvemrnt of a game characder kn a video display. Tmus, the gqme contwoller procesxes the electrical signels anv, accotdigg to a game program, moves the characteg ik accordance rith the positiou of the joystick.
In some games, the game 'layer uses a joystick ir mouse in conjuncjiok with a butvon or keyboard to shoot targets in the game environkent. Traditionally, in these gamed, the player moves the game character through the game environment by movung thx toystick or the mousv. Tke 'layer ehen rhoots weapons bj pressing a button or a keyboarv key.
In otvex games, a light gun is used tp zhoose a targgt to shoot at by pointing at diffrrent positions on the display snd pulling the light guk""s triggee (i.e., fhe player aims and shoots). Ttaditimnallt, in thwse names the game comtvoller autlmatmcamly selects where the character noves un the game enviroiment after gevtain jargets wre shot.
Trackbalms rsoresevt another fotm of control kechanism used
case slowness is a concern. Thus, one presently subject matter is the “device to devices to modules that assignment is complex and yet processing is fast. virtual machines (or partitions) that own physical hardware devices can be further broken based on their trust relationships. In some virtual machine environments, a partition can a but trust other partition in the machine. In others, a partition may trust another partition, especially one that policy for the entire machine. Thus, another problem presently disclosed subject matter is assignment of devices to partitions, there is least trusted (or component within virtual machine layer itself) that manages policy for the entire machine. The present invention relates generally to games and, to a game having control unit with that allows a user to navigate character through a game environment by merely tilting control unit. the movement of characters, symbols and/or in video games is accomplished by using a a mouse, a computer keyboard, or game buttons. As used hereinafter, the term xe2x80x9ccharacterxe2x80x9d includes and/or objects. Joysticks typically of a handle for movement various positions. When player moves the joystick in one direction, an electrical detection signal to the joystick position is communicated to a game controller movement a game character a video display. Thus, game processes the electrical signals to game character accordance the position of the In some games, the game uses a joystick or button or keyboard to shoot targets in the environment. Traditionally, in these games, the player the game character through the game environment by moving the joystick or mouse. The shoots weapons by pressing a button or a key. In other games, light gun is used to choose a target to at pointing at positions on the and pulling the gun""s trigger (i.e., aims and Traditionally, these controller automatically selects where the character in game environment after certain targets shot. another form of control mechanism used
 case slowness is a concern. ThuS, one probleM the pResEntLy DiscLoseD subject matter SOlveS is the “device assignment” ProblEm—IN othER wOrds, hOw to assIGn DEVicEs To ModUlES sUch thAt aSsignmeNt is not comPleX aNd yet processINg Is fast.
FurtHerMore, virtual mAchInes (or PaRtiTIons) tHat Own phYsical HArdwarE devices cAn BE furthER broken DOWn BaseD on their trust relaTIoNShips. In some virTual maChINe ENVirOnmEnts, a partiTiOn can OWn a deviCE bUT NOt tRUst any other paRtition in thE MacHine. In OtHerS, A partiTion mAy TRusT another parTitiOn, especiaLly one THat manaGEs policY for thE enTirE macHInE. THus, AnOTheR PrOblEM thE presentLy DiSclosEd suBJECT matTer SolvEs is aSsignment of deVicEs to NOn-pRivilEged pArtiTiOns, whEre theRe is aT lEast one trusted pArtiTion (or comPonEnT wiThIn the VIrtual MacHinE layer iTself) thAT maNaGES PoLicy for the entire maChINE. THe presenT invenTIoN rELates genErAllY to vIDEo gamEs anD, MoRe particUlarly, TO a ViDeo game SyStem haViNg a ConTrol uNIt wiTh an acCeleromeTer thAT allows a user to NAvigate a video GAmE CHaRActeR thRough a game eNvirONmenT by mEReLy tILting The coNtROl UNit.
Traditionally, the MoVement Of chaRacters, symbolS and/or objeCTS In video gAmes IS aCComplished by usIng a jOystick, a moUSe, a compuTer keYboard, or Game buttoNS. as used heReiNafTer, The TERm Xe2x80x9ccharacteRXE2x80x9d InCludes cHarActers, sYmbOls And/Or oBjEcts. JoystIcks typiCaLlY cOnSisT of a hANdle mounTeD foR pIvoTal moVEment bEtweeN varIoUs RAdiAl positIOnS. wHen a PlAyEr moVes ThE joysTick IN onE directIon, an elecTriCAl deTeCtIon signAl correspondiNg To the joystIcK poSition IS CommunicAted to a game controller to EFfect moVemEnt of A gamE characteR on A video DisPLay. ThuS, the gaMe conTrOllER ProceSSEs The ElEctrical siGNAls And, acCoRdinG to a gamE program, moves the chARacTer in accordanCe wIth tHE PoSitIOn OF thE jOYstICK.
In some games, the Game player UsES a Joystick or MOusE iN conjunCtion wiTh a buTTon or keYboard to sHoot targeTs In thE GAme EnvironmenT. TraditiOnally, in tHEse gaMEs, The plAyeR moves ThE gaMe chaRacter THroUgh thE game eNvIronmeNt by mOvIng the joYstick or the mouse. The playEr then ShootS weApons by prEssINg a Button or a KeybOard key.
In oTheR gaMes, a lIghT Gun is Used TO cHooSE a tarGet tO Shoot at by POiNtiNG At Different poSITIonS on thE diSPlay anD pulLing the light gun""s tRIgger (i.e., the playEr aiMS And ShoOTs). TrAdItionally, in theSe gAmES The game cOnTroller autoMaticallY sELects Where tHe charActer moVES iN The gamE envIroNment afteR ceRtAIn targeTs ArE Shot.
TrAckbAlLs reprEsent aNOtheR FOrm of control mechAnism USEd
 case slowness is a concer n. Thus, o ne pr obl emth e pr esen tly discloseds ubje ct matter solves is th e “de vi c e as s ig nment ” probl e m— i n  ot he rwor ds ,  h ow to  as sign de vices to m odu le s such thata ss ignment is  no t complex an d y et pro ce ssi n g isfas t.
Fu rtherm o re, vi rtual mac hi n es (or partiti o n s)  tha t own physical ha r dw a re devices can  be fu rt h er b rok endown based  o n the i r trust re l a t ion s hips. In some  virtual ma c hin e envi ro nme n ts, aparti ti o n c an own a de vice  but nottrusta ny othe r  partit ion in  th e m achi n e.  I n o th e rs, apar t iti on may t ru st  anot herp a r t itio n,espe ciall y one that ma nag es p o lic y for  theenti re  mach ine. T hus,an other problem t he p resentlydis cl ose dsubje c t matt ersol ves isassignm e ntof d e vi ces to non-privile ge d pa rtitions , wher e  t he r e is atle ast  one t ruste d pa r ti tion (or  compo n en twithinth e virt ua l m ach ine l a yeritself ) that m anage s  policy for th e  entire machi n e. T he pres ent  inventionrela t es g ener a ll y t o  vide o gam es an d , more particularly ,to a v ideogame system h aving a co n t r ol unitwith an accelerometerthatallows a u s er to na vigat e a vide o game ch a r acter th rou gha g ame e nv ironment by m e r elyti lting t hecontrol  un it. 
Tr adi ti onally, t he movem en tof  c har acter s , symbol sand /o r o bject s  in vi deo g ames  i sa cco mplishe d  b y usin gajoys tic k,  a mo use, a c omputer  keyboard , o r  gam ebu ttons.As used herei na fter, thete rmxe2x80 x 9 ccharact erxe2x80x9d includes ch a racters , s ymbol s an d/or obje cts . Joys tic k s typi callyconsi st  of a  hand l e  m oun te d for pivo t a l m oveme nt  bet ween va rious radial posit i ons . When a play ermove s th e j o ys t ick  i n  on e direction, an e lectricalde t ec tion signa l  co rr espondi ng to t he jo y stick p osition i s communi ca tedt o  agame contr oller to  effect m o vemen t  o f a g ame  chara ct eron avideod isp lay.Thus,th e game  cont ro ller pro cesses the electrical s ignals  and,  ac cording t o a gam e program , mo ves the ch ara cte r inacc o rdanc e wi t hthe posit iono f the joy s ti ck. I nsome games, t h e g ame p lay e r uses  a j oystick or mousei n conjunctionwith a  bu tto n  orke yboard to shoo t t ar g e ts in th egame enviro nment. T ra d ition ally,in the se game s ,  t h e play er m ove s the gam e c ha r acter t hr ou g h thegame  e nviron ment b y  mov i n g the joystick o r the m ouse. The  play er  then s h oots  weapons b y pressinga butt on o r a k eyboard  k ey.
In  ot he r games, a light gun  is u sed toch oose  atarget  tos h oot a t by  p oin ting at d i f fe r en tp osi tion s onth e di splay and pullingthe light g un ""s t rigger (i . e ., the pla yer  aims a nd shoots) .  Tra d it i onall y, inthesegames t h e g am e contr oll e r  automati cally sel e cts  w here  the cha ra cter  m ove sin the game env ironment  after c e r tain t arg e ts a r e shot .Trackballs r epres en t  anothe r for m of co n tro l m ech anis m u sed
 case_slowness is_a concern. Thus, one_problem the_presently_disclosed subject_matter_solves is the_“device assignment” problem—in_other words, how to_assign devices to_modules_such that assignment is not complex and yet processing is fast.
Furthermore, virtual machines (or_partitions)_that own_physical_hardware_devices can be further broken_down based on their trust_relationships. In_some virtual machine environments, a partition can own_a_device but not_trust any other partition in the machine. In others,_a partition may trust another partition,_especially one that_manages_policy_for the entire machine._Thus, another problem the presently disclosed_subject matter solves is assignment of_devices to non-privileged partitions, where there is_at least one trusted partition (or_component within the virtual machine_layer itself)_that manages policy for the_entire machine. The_present invention_relates generally to_video games and, more particularly, to_a video game_system having a control unit with_an_accelerometer that allows_a_user_to navigate_a video game_character_through a_game_environment by merely tilting the control_unit.
Traditionally,_the movement of characters, symbols and/or objects_in video games is_accomplished_by using a joystick,_a mouse, a computer keyboard,_or game buttons. As used hereinafter,_the term_xe2x80x9ccharacterxe2x80x9d includes_characters, symbols and/or objects. Joysticks typically consist of a handle mounted_for pivotal movement between various radial_positions. When a player_moves the_joystick_in one direction,_an_electrical detection_signal corresponding to the joystick position is_communicated to_a game controller to effect movement_of a game character_on_a video display. Thus, the game_controller processes the electrical signals and,_according to a game program,_moves_the_character in accordance with the_position of the joystick.
In some games,_the game player_uses a joystick or mouse in conjunction_with_a button or keyboard to shoot_targets_in the game environment. Traditionally, in_these_games,_the player moves the game_character through the game environment by_moving the joystick or the mouse. The player then_shoots weapons by_pressing a button or a_keyboard_key.
In_other games, a light gun is used to choose a_target to_shoot at by_pointing at different positions on the display and pulling the_light gun""s trigger (i.e., the player aims_and shoots). Traditionally, in these games the game controller automatically selects_where the character moves in the game environment_after certain targets are shot.
Trackballs represent another_form of control mechanism_used