JP5826407B2 - ジェスチャーベースのゲームシステムの安全方式 - Google Patents
ジェスチャーベースのゲームシステムの安全方式 Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/306—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Description
Claims (22)
- 位置決定ユニットを備えるゲームシステムが、前記位置決定ユニットにより、プレーヤーによってプレーがされているゲームに関連するプレー空間内に障害物が存在するかどうかを決定し、前記プレー空間における前記プレーヤーの位置および前記障害物の位置を決定して、ジャスチェーベースのゲームを実行する方法であって、
前記プレーヤーの前記決定された位置および前記障害物の前記決定された位置に少なくとも部分的に基づいて、前記プレーヤーと前記障害物との間の距離を決定することと、
前記プレー空間に対して、前記プレーヤーに関連するアバターと前記障害物に関連するバリアとを設定することと、
前記プレーヤーと前記障害物との間の前記決定された距離に少なくとも部分的に基づいて、前記アバターと前記バリアとの間の仮想距離を決定することと、
前記決定された仮想距離を所定の距離限界と比較することと、
前記ゲームに関連するディスプレイ領域において、前記アバター画像を生成することと、
前記ディスプレイ領域において、前記バリア画像を生成することであって、当該バリア画像を前記生成することは、前記仮想距離が前記所定の距離限界より短い場合に実行され、そして、前記バリア画像が前記アバター画像から前記決定された仮想距離だけ離れるように配置されるよう実行されることと、
を備える前記方法。 - 前記仮想距離を前記決定することは、所定の安全マージンに少なくとも部分的に基づいて前記仮想距離を決定することを含む、請求項1に記載の方法。
- 前記ジェスチャーベースのゲームシステムで現在プレーされている前記ゲームに応じて、前記所定の安全マージンが変化する、請求項2に記載の方法。
- 前記仮想距離を前記決定することは、前記プレーヤーと前記障害物との間の前記距離に比例して前記仮想距離を決定することを含む、請求項1に記載の方法。
- 前記ジェスチャーベースのゲームシステムで現在プレーされている前記ゲームに応じて、前記決定された仮想距離と、前記プレーヤーと前記障害物との間の前記決定された距離との比率が変化する、請求項4に記載の方法。
- 前記バリア画像は、前記ゲームをプレーする間、動かないように構成される、請求項1に記載の方法。
- ディスプレイデバイスに前記バリア画像を表示することをさらに含む、請求項1に記載の方法。
- ジェスチャーベースのゲームシステムを用いるゲームをプレーする間、プレー空間におけるプレーヤーのプレーヤー位置情報および障害物の障害物位置情報を取得するように構成される位置決定ユニットと、
前記プレーヤー位置情報および前記障害物位置情報に少なくとも部分的に基づいて、前記プレーヤーと前記障害物との間の距離を決定するように構成される距離決定ユニットと、
前記決定された距離に少なくとも部分的に基づいて、ディスプレイ領域において、前記プレーヤーに関連するアバター画像と前記障害物に関連するバリア画像との間の仮想距離を決定するように構成される仮想距離決定ユニットと、
前記ディスプレイ領域において、互いに前記決定された仮想距離だけ離れた前記アバター画像および前記バリア画像を生成するように、かつ前記決定された仮想距離が所定の距離限界より短い場合に、前記ディスプレイ領域において前記バリア画像を生成するように構成される画像生成ユニットと、を含むジェスチャーベースのゲームシステム。 - 前記プレーヤーおよび前記障害物の画像を撮影するように構成されるカメラをさらに含み、
前記プレーヤー位置情報および前記障害物位置情報は、前記プレーヤーおよび前記障害物の前記撮影画像に少なくとも部分的に基づく、請求項8に記載のジェスチャーベースのゲームシステム。 - 前記バリア画像は、前記ゲームをプレーする間、動かないように構成される、請求項8に記載のジェスチャーベースのゲームシステム。
- 前記仮想距離決定ユニットは、前記プレーヤーと前記障害物との間の前記決定された距離に比例して、前記アバター画像と前記バリア画像との間の前記仮想距離を決定するようにさらに構成される、請求項8に記載のジェスチャーベースのゲームシステム。
- 前記仮想距離と前記距離との比率が前記ゲームに応じて変化する、請求項11に記載のジェスチャーベースのゲームシステム。
- 前記仮想距離決定ユニットは、前記距離決定ユニットから受け取られた前記決定された距離および所定の安全マージンに少なくとも部分的に基づいて、前記仮想距離を決定するようにさらに構成される、請求項8に記載のジェスチャーベースのゲームシステム。
- 前記所定の安全マージンは前記ゲームに応じて変化する、請求項13に記載のジェスチャーベースのゲームシステム。
- 位置決定ユニットにより、プレーヤーによってプレーがされているゲームに関連するプレー空間における前記プレーヤーの位置および障害物の位置を決定するゲームシステムにジェスチャーゲームを実行させるためのコンピュータに、
前記プレー空間において、前記プレーヤーと前記障害物との間の距離を決定することと、
前記決定された距離に少なくとも部分的に基づいて、ディスプレイ領域において、前記プレーヤーに関連するアバター画像と前記障害物に関連するバリア画像との間の仮想距離を決定することと、
前記決定された仮想距離を所定の距離限界と比較することと、
前記ディスプレイ領域において、前記アバター画像を生成することと、
前記決定された仮想距離が前記所定の距離限界より短い場合に、前記ディスプレイ領域において、前記アバター画像から前記決定された仮想距離だけ離れた前記バリア画像を生成することと、
を実現させるためのプログラム。 - 前記バリア画像は、前記ゲームをプレーする間、動かないように構成される、請求項15に記載のプログラム。
- 前記所定の距離限界は、前記ゲームに応じて変化する、請求項15に記載のプログラム。
- 前記仮想距離を前記決定することは、前記プレーヤーと前記障害物との間の前記距離に比例して前記仮想距離を決定することを含む、請求項15に記載のプログラム。
- 前記仮想距離を前記決定することは、所定の安全マージンに少なくとも部分的に基づいて前記仮想距離を決定することを含む、請求項15に記載のプログラム。
- 前記所定の安全マージンは、前記ゲームに応じて変化する、請求項19に記載のプログラム。
- 前記動作は、
前記アバター画像および前記バリア画像の少なくとも一方をディスプレイデバイスに表示することをさらに含む、請求項15に記載のプログラム。 - 請求項15乃至21の何れか1項記載のプログラムを記録したコンピュータ読み取り可能な記録媒体。
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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PCT/KR2011/009324 WO2013081223A1 (en) | 2011-12-02 | 2011-12-02 | Safety scheme for gesture-based game system |
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JP2015502796A JP2015502796A (ja) | 2015-01-29 |
JP5826407B2 true JP5826407B2 (ja) | 2015-12-02 |
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US (2) | US8657681B2 (ja) |
JP (1) | JP5826407B2 (ja) |
KR (1) | KR101567591B1 (ja) |
WO (1) | WO2013081223A1 (ja) |
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