JP2010253277A - ビデオゲームにおいてオブジェクトの動きを制御する方法およびシステム - Google Patents
ビデオゲームにおいてオブジェクトの動きを制御する方法およびシステム Download PDFInfo
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Abstract
【解決手段】少なくとも一人のプレイヤがビデオゲームをプレイする場所に少なくとも1つのビデオカメラが使用され、ビデオカメラがプレイヤの様々な動きを捉える。専用の装置(例えば、ゲームコンソールまたはコンピュータ)は、ビデオデータからプレイヤの動きを得るためのビデオデータを生成し、オブジェクトをプレイヤの動きに反応させるように構成されている。専用装置が2つ以上の場所からビデオデータを受け取る場合、それぞれの場所にいるプレイヤは、場所の現実の世界空間のいくつかまたは全てを表示する共有空間に基づいて構築され得るネットワークビデオゲームをプレイすることができる。ビデオゲームにはオブジェクトが組み込まれており、オブジェクトのいくつかはプレイヤの動きに反応し、ビデオゲームのルールに従って、他のオブジェクトと対話する。
【選択図】図1A
Description
Claims (15)
- 互いに離れている少なくとも2人のプレイヤによってプレイされているネットワークビデオゲーム用の共有ゲーム空間において2つ以上のオブジェクトの動きを制御する方法であって、
第1の場所にいる少なくとも第1のプレイヤの動きを捉える第1の場所に関連付けられた少なくとも第1のカメラから少なくとも第1のビデオストリームを受け取り、かつ第2の場所にいる少なくとも第2のプレイヤの動きを捉える第2の場所に関連付けられた少なくとも第2のカメラから第2のビデオストリームを受け取るステップと、
前記第1および第2のビデオデータストリームからそれぞれ前記第1および第2のプレイヤの前記動きを得るステップと、
前記共有ゲーム空間における少なくとも第1のオブジェクトを前記第1のプレイヤの前記得られた動きに反応させ、前記共有ゲーム空間における少なくとも第2のオブジェクトを前記第2のプレイヤの前記得られた動きに反応させるステップであって、前記第1および第2の場所は必ずしも同一の場所に位置していないステップと、
前記第1および第2の場所それぞれの少なくとも1つの表示上に前記共有空間の描写を表示するステップと、
を含む方法。 - 前記第1および第2のプレイヤのうちの少なくとも1人が1つまたは複数の慣性センサを含むコントローラとしての装置を握持し、前記センサからのセンサデータが前記第1および第2のプレイヤの前記ぞれぞれの動きを得るために前記第1および第2のビデオストリームのうちの一つと組み合わせられる、請求項1に記載の方法。
- 前記第1および第2の場所がそれぞれ、そこにいる前記第1または第2のプレイヤの動きが少なくとも1つのカメラによって捉えられ、前記共有ゲーム空間において対応するオブジェクトを制御するために使用される有効なプレイエリアを含み、前記有効なプレイエリアが前記第1および第2のカメラの視野を超えている場合には、前記カメラの前記視野を超える前記有効なプレイエリアの一部に含まれる前記第1および第2のプレイヤのうちのどちらか一方の前記動きが前記慣性センサによって追跡される、請求項1または2に記載の方法。
- 前記ビデオゲームに、前記第1および第2のオブジェクト間ならびに前記第1および第2のオブジェクトおよび仮想オブジェクト間での様々な対話を可能にするためにゲームルールを組み込むステップと、
前記ビデオゲームにおいて予め定められたルールに従って、前記第1および第2のプレイヤの前記動きを前記第1および第2のオブジェクトにマップするステップと、
をさらに含む、請求項1に記載の方法。 - 前記動きをマップする前記ステップが、前記共有ゲーム空間における2つの対応するオブジェクトが相補的に移動するように前記第1のプレイヤおよび第2のプレイヤの前記動きをマップする、請求項4に記載の方法。
- 前記動きをマップする前記ステップが、対応するオブジェクトが、特定の方向に移動するか予め定められた仮想オブジェクトを避けて表示されるように、前記第1のプレイヤおよび第2のプレイヤのうちのいずれか一方がカメラに向かう前記動きをマップする、請求項4に記載の方法。
- 前記動きをマップする前記ステップが、三次元の人間のような形状が前記第1のプレイヤおよび第2のプレイヤのいずれか一方に実質的に類似して移動するように、前記第1のプレイヤおよび第2のプレイヤのいずれか一方の前記動きをマップする、請求項4に記載の方法。
- ビデオゲームにおいてオブジェクトの動きを制御する方法であって、
前記ビデオゲームをプレイしているプレイヤの様々な動きを捉えるビデオカメラから少なくとも1つのビデオストリームを受け取るステップと、
前記ビデオデータから前記プレイヤの前記動きを得るステップと、
前記オブジェクトを前記プレイヤの前記動きに反応させるステップと、
を含む方法。 - 前記ビデオゲームにおいて予め定められたルールに従って、前記プレイヤの前記動きを前記オブジェクトの動作にマップするステップをさらに含む、請求項8に記載の方法。
- 前記動作が、前記プレイヤの現実の世界空間における小さい平行移動が前記ビデオゲームのゲーム空間における大きな平行移動に対応するか、その逆であるように拡大縮小される、請求項9に記載の方法。
- 前記動作が、前記プレイヤの小さな動きはほぼ忠実にマップされるが、前記プレイヤの大きな動きは減衰されるように非線形に拡大縮小される、請求項9に記載の方法。
- 前記オブジェクトと他の仮想オブジェクト間での様々な対話を可能にするために、ゲームルールを前記ビデオゲームに組み込むステップをさらに含み、前記対話のそれぞれが、前記プレイヤが慣性センサを含む少なくとも1つのコントローラを操作するように生じる、請求項8に記載の方法。
- 互いに遠く離れている少なくとも2人のプレイヤによってプレイされているネットワークビデオゲーム用の共有ゲーム空間において2つ以上のオブジェクトの動きを制御するシステムであって、
第1の場所および第2の場所にそれぞれある少なくとも第1のカメラおよび第2のカメラであって、前記第1のカメラは、前記第1の場所にいる少なくとも第1のプレイヤの動きを捉えた第1のビデオストリームを生成し、前記第2のカメラは、前記第2の場所にいる少なくとも第2のプレイヤの動きを捉えた第2のビデオストリームを生成するカメラと、
前記第1および第2のビデオデータストリームからそれぞれ前記第1および第2のプレイヤの前記動きを得、前記共有ゲーム空間における少なくとも第1のオブジェクトを前記第1のプレイヤの前記得られた動きに反応させ、前記共有ゲーム空間における少なくとも第2のオブジェクトを前記第2のプレイヤの前記得られた動きに反応させるように構成された専用の計算装置であって、前記第1および第2の場所が必ずしも同一の場所に位置していない計算装置と、
前記共有空間を含む前記ネットワークビデオゲームをそれぞれ表示する第1および第2のディスプレイと、
を含むシステム。 - 前記共有空間が前記第1および第2の場所の現実の世界空間の三次元表示に基づいて構築される、請求項13に記載のシステム。
- 前記第1および第2のプレイヤの少なくとも1人が1つまたは複数の慣性センサを含む装置を握持し、前記センサからのセンサデータが前記第1および第2のビデオストリームのうちの1つと組み合わせられて前記第1または第2のプレイヤの前記それぞれの動きが得られる、請求項14に記載のシステム。
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CN102008823A (zh) | 2011-04-13 |
US8419545B2 (en) | 2013-04-16 |
CN102008823B (zh) | 2014-12-10 |
US20090221374A1 (en) | 2009-09-03 |
EP2243526A2 (en) | 2010-10-27 |
EP2243526A3 (en) | 2011-01-26 |
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