WO2009119452A1 - Instruction content decision device, instruction content decision method, information recording medium, and program - Google Patents
Instruction content decision device, instruction content decision method, information recording medium, and program Download PDFInfo
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- WO2009119452A1 WO2009119452A1 PCT/JP2009/055465 JP2009055465W WO2009119452A1 WO 2009119452 A1 WO2009119452 A1 WO 2009119452A1 JP 2009055465 W JP2009055465 W JP 2009055465W WO 2009119452 A1 WO2009119452 A1 WO 2009119452A1
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- Prior art keywords
- character
- ring
- instruction
- user
- instruction content
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
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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
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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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
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
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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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6623—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating a group of characters
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- the present invention presents instruction contents and instruction objects that can be selected by the user in an easy-to-understand manner, so that the user can easily select the instruction contents and instruction objects.
- the present invention relates to a recording medium and a program.
- a user interface that switches and scrolls the screen according to an instruction from a user using a mouse or a keyboard is known. For example, there is a user interface in which when a mouse is dragged on a map displayed on the screen, the map is scrolled and displayed at a speed corresponding to the drag amount.
- Patent Document 1 discloses an entertainment device that can input ambiguous information that represents a character's emotion, facial expression, state, and the like as parameters related to game story development.
- the present invention solves such a problem, and provides instructions that can be selected by the user in an easy-to-understand manner and instructions that can be easily selected by the user. It is an object to provide a content determination device, an instruction content determination method, an information recording medium, and a program.
- An instruction content determination apparatus includes a character storage unit, a display unit, a target position storage unit, a reception unit, and an output unit.
- the character storage unit stores the position of the character arranged in the virtual space and the position of the ring surrounding the character.
- the display unit draws the character at the stored character position, and displays an image of the ring drawn at the stored ring position.
- the attention position storage unit stores an attention position that is moved by a user operation in the displayed image.
- the reception unit receives a determination instruction from the user. When the stored attention position is within the area where the ring is drawn, the output unit determines the instruction content previously associated with the ring by the user when the determination instruction is received. Output as a result.
- the instruction content determination device of the present invention is used as an interface for receiving instructions (commands) from a user to any character in the game, for example, when executing a game in a two-dimensional or three-dimensional virtual space.
- a character is a user character that can be operated by a user.
- the command target is not limited to characters in the game.
- the content of the command may be one that pauses or saves the progress of the game process itself.
- At least one character to be commanded is placed.
- a circle or annulus associated with a predetermined command is assigned to the character.
- An annulus is a region sandwiched by two perfect circles or ellipses having different radii, that is, a region shaped like a “ring”. The ring is drawn on the screen so as to surround the character, for example.
- the screen includes a character image and a ring image surrounding the character.
- the plurality of rings may be collectively referred to as a ring group.
- the shape of the ring may be arbitrarily changed, and instead of the ring, for example, a region surrounded by one perfect circle or ellipse may be used.
- the user can move the attention position set in the screen and can also input a decision instruction.
- the determination instruction is an instruction for determining a command or an instruction for determining a character or the like to be commanded.
- the user can issue a determination instruction to the instruction content determination device by, for example, pressing a predetermined determination key of the controller, inputting a predetermined character string on the keyboard, clicking a mouse, or the like.
- the instruction content determination device determines a command according to the position of interest when the determination instruction is issued. That is, the instruction content determination device, when a determination instruction is issued, if there is a position of interest in the image area where the ring is drawn, a command associated with the ring with the position of interest is given by the user. Determine as the selected command. It should be noted that a state where the target position is in the image area where the ring is drawn is referred to as an “active state”, and the other state is referred to as an “inactive state”.
- a plurality of rings are associated with one character, and a predetermined command is associated with each ring.
- the user can select one of a plurality of rings arranged around the character and set the active state by moving the attention position. Then, when the user issues a determination instruction after setting any of the rings in the active state, the command is determined.
- the instruction content determination device can present instructions (commands) and instruction contents (command contents) that can be selected by the user in an easy-to-understand manner by displaying the characters and the ring in association with each other.
- the user can grasp at a glance what instruction can be given to which instruction target.
- the user can select a command with a simple operation of selecting a ring drawn around the character.
- the character storage unit may store the positions of characters arranged in the virtual space and the positions of a plurality of annular rings that do not overlap each other surrounding the character.
- the display unit may draw the character at the position of the stored character and display an image in which the plurality of rings are drawn at the position of the plurality of stored rings. Then, when the stored attention position is in an area where any of the plurality of rings is drawn, the output unit receives an instruction associated with the ring in advance when the determination instruction is received.
- the content may be output as a determination result by the user.
- the number and types of commands associated with the target character may be plural.
- the instruction content determination device can present commands and command contents that can be selected by the user in an easy-to-understand manner even when the number and types of commands are plural.
- the user can grasp at a glance what instruction can be issued to which instruction target. The user can select a desired command by a simple operation of selecting a ring drawn around the character.
- the display unit may display an image in which the character and the plurality of rings are viewed from a viewpoint arranged in the virtual space. Then, when the stored attention position is in a region where any of the plurality of rings is drawn, the display unit, the position in the virtual space of the place overlapping the attention position of the ring, A mark whose size is previously associated with the distance to the position of the viewpoint may be further drawn and displayed.
- the virtual space is three-dimensional
- an image in which the virtual space is projected onto a predetermined projection plane is drawn on the screen in the direction of the line of sight from the position of the viewpoint arranged in the virtual space.
- the character is represented by an object having a three-dimensional shape.
- the instruction content determination device generates an image in which an object is projected from a viewpoint position to a predetermined projection plane in the viewpoint direction.
- the instruction content determination apparatus draws a ring image on the generated image.
- the ring may be an object having a three-dimensional shape.
- an image of a mark (instruction mark) for indicating the instruction target of the command is also drawn on the screen.
- the user can freely move the position of the instruction mark by operating a controller, a keyboard, a mouse, and the like.
- the position of the instruction mark in the screen becomes the above noted position.
- the shape of the indication mark is arbitrary, and any shape can be used as long as the position in the screen can be specified uniquely.
- the size of the instruction mark is predetermined. That is, as the distance between the position of the instruction mark in the virtual space and the position of the viewpoint corresponding to the position of the instruction mark in the screen is longer, the instruction mark is drawn smaller. In addition, as the distance is shorter, the instruction mark is drawn larger. In other words, the size of the instruction mark changes according to the depth of the place in the virtual space to which the instruction mark points.
- the instruction content determination device determines a command according to the position of the instruction mark when the determination instruction is issued. That is, when the instruction content is determined, if there is an instruction mark in the image area in which the ring is drawn when the determination instruction is issued, the instruction content determination device sends a command associated with the ring with the instruction mark by the user. Determine as the selected command.
- a plurality of rings are associated with one character, and a predetermined command is associated with each ring.
- the user can select any one of a plurality of rings arranged around the character and set the active state. Then, when the user issues a determination instruction after setting the ring in an active state using the instruction mark, the command is determined.
- the instruction content determination device can present a command that can be selected by the user in an easy-to-understand manner, and can easily present an object (instruction object) to which the command is given. Also, the user can grasp at a glance what instruction can be issued to which instruction target. The user can select a command with a simple operation of selecting a circle drawn around the character. Furthermore, since the size of the instruction mark changes according to the depth of the screen, the contents of the command related to the direction in the virtual space can be presented more easily.
- the display unit displays at least one of hue, saturation, and brightness of the area. May be.
- the ring set in the active state by highlighting and drawing the ring set in the active state, information such as where the instruction mark is in the screen and what command will be issued if a decision instruction is issued, The user can be informed accurately. Therefore, the effect that the instruction contents that can be selected by the user can be presented in an easy-to-understand manner and the effect that the user can easily select the instruction contents can be further increased.
- it may be displayed brighter than the surroundings or may be changed to a relatively conspicuous color.
- the display unit (A) If the ring is drawn, stop the drawing, (B) If the ring is not drawn, start drawing. You may do it.
- a character determination instruction that determines a character to be specified
- a command determination instruction that determines a command to the determined character.
- the user first determines a character by a character determination instruction, and then determines a command by a command determination instruction.
- Any of the determination instructions includes a pressing operation of a predetermined determination key, an input operation of a predetermined character string to the keyboard, and a mouse click operation. The user does not need to use the character determination instruction operation and the command determination instruction operation. Even if the operation is the same, the instruction content determination device side internally distinguishes depending on whether the character is in a selected state or a non-selected state, or whether the ring is in an active state or an inactive state.
- the ring is drawn or not drawn before and after the character determination instruction or before and after the command determination instruction.
- the ring is not displayed. If the character is set to the selected state, a ring associated with the selected character is drawn. When the character is set from the selected state to the non-selected state, the drawn circle disappears (not drawn). In addition, after the character is selected, a ring associated with the selected character is drawn while the command is not determined. If a command is selected, the drawn circle disappears (not drawn).
- the present invention it is possible to accurately notify the user of information such as whether a character is selected or whether a command is determined.
- the effect that the instruction contents that can be selected by the user can be presented in an easy-to-understand manner and the effect that the user can easily select the instruction contents can be further increased.
- the character storage unit may store the position of the character for each of the plurality of characters.
- the display unit draws a ring surrounding the drawn character.
- the drawing of the ring surrounding the character other than the character may be stopped.
- the instruction content to be output may be for a character surrounded by the ring.
- a plurality of characters to be commanded may be arranged in the virtual space. Then, before and after the character determination instruction, or before and after the command determination instruction, an annulus is drawn or not drawn. First, when no character is selected by the user, the ring is not displayed. If any character is set to the selected state, a ring associated with the character set to the selected state is drawn. Further, when the character is set from the selected state to the non-selected state, the drawn circle disappears. Further, after any character is selected, a ring associated with the selected character is drawn while the command is not determined. If any command is selected, the drawn circle disappears.
- information such as which character is selected or which command is determined can be accurately notified to the user.
- the effect that the instruction contents that can be selected by the user can be presented in an easy-to-understand manner and the effect that the user can easily select the instruction contents can be further increased.
- the plurality of rings may be arranged in a predetermined plane of the virtual space and have a common center.
- the display unit may update the stored position of the ring based on the stored position of the character and display the ring at the updated position of the ring.
- the ring is arranged so as to surround the character, and the center position of the ring may be drawn while being shifted vertically and horizontally on the screen.
- the user can change the position of the character within a predetermined range of the virtual space by operating a controller or the like.
- the command content is related to the direction in the virtual space, such as “move the character in the direction in which the instruction mark is present”.
- the center position of the ring in the screen is drawn shifted vertically and horizontally depending on where the current character is in the virtual space. For example, in the virtual space, if there is a wall on the left side of the screen and the character cannot advance any further, the ring is drawn shifted to the right. The user can easily grasp the movable direction by looking at how the ring is displaced.
- the instruction content determination device can present a command that is presumed to be more appropriate to the user in an easy-to-understand manner. The user can easily select the exact instruction content.
- the virtual space is a two-dimensional space
- the position where the ring is drawn may be a position in the virtual space.
- the instruction content determination device of the present invention can be used as an interface for receiving a command from a user, for example, when executing a game in a virtual space.
- the virtual space is a two-dimensional space
- an image of a display area set in the virtual space of the entire virtual space is drawn on the screen. This image includes a state of the virtual space in the display area, and characters and instruction marks that are also arranged in the virtual space.
- the virtual space handled by the instruction content determination device is not limited to three dimensions, but may be two dimensions.
- An instruction content determination method is executed by an instruction content determination apparatus having a character storage unit and a target position storage unit, and includes a display step, a reception step, and an output step.
- the character storage unit stores the position of the character arranged in the virtual space and the position of the ring surrounding the character.
- the attention position storage unit stores an attention position that moves in the image by a user operation.
- the display step the character is drawn at the position of the stored character, and the image in which the ring is drawn is displayed at the position of the stored ring.
- a determination instruction by the user is received.
- the output step when the stored attention position is within the area where the ring is drawn, when the determination instruction is accepted, the instruction content previously associated with the ring is determined by the user. Output as a result.
- an instruction (command) and instruction content (command content) that can be selected by the user can be presented in an easy-to-understand manner by displaying the character and the ring in association with each other.
- the user can grasp at a glance what instruction can be given to which instruction target.
- the user can select a command with a simple operation of selecting a ring drawn around the character.
- a computer-readable information recording medium includes a computer, A character storage unit for storing the position of the character placed in the virtual space and the position of the ring surrounding the character; A display unit for drawing the character at the position of the stored character and displaying an image of the ring drawn at the position of the stored ring; A target position storage unit that stores a target position to be moved by a user operation in the displayed image; A reception unit for receiving a determination instruction by the user; When the stored attention position is within an area where the ring is drawn, when the determination instruction is received, the instruction content previously associated with the ring is output as a determination result by the user. Output part, The program to be operated as is stored.
- a computer it is possible to cause a computer to function as an instruction content determination device that operates as described above.
- a program causes a computer to function as a character storage unit, a display unit, a target position storage unit, a reception unit, and an output unit.
- the character storage unit stores the position of the character arranged in the virtual space and the position of the ring surrounding the character.
- the display unit draws the character at the stored character position, and displays an image of the ring drawn at the stored ring position.
- the attention position storage unit stores an attention position that is moved by a user operation in the displayed image.
- the reception unit receives a determination instruction from the user. When the stored attention position is within the area where the ring is drawn, the output unit determines the instruction content previously associated with the ring by the user when the determination instruction is received. Output as a result.
- the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information storage medium can be distributed and sold independently from the computer.
- FIG. 1 It is a figure which shows schematic structure of the typical information processing apparatus with which the game device of this invention is implement
- Embodiment 2 It is a flowchart for demonstrating instruction content determination processing.
- Embodiment 2 it is a figure for demonstrating the relationship between the position of the character in virtual space, the position of a viewpoint, the direction of a gaze, and the position of a projection surface.
- Embodiment 2 it is a figure showing the relationship between the position in the virtual space corresponding to the position of the instruction mark in an image, and the drawing size of an instruction mark.
- 10 is a configuration example of a screen in which a drawing size of an instruction mark is changed in the second embodiment.
- 10 is a configuration example of a screen in which a drawing size of an instruction mark is changed in the second embodiment.
- it is the other structural example of the screen displayed on a monitor.
- it is a figure for demonstrating the relationship between the position of the character in virtual space, the position of a ring group, the position of a viewpoint, the direction of a gaze, and the position of a projection surface.
- 10 is a flowchart for explaining instruction content determination processing in the third embodiment.
- it is a structural example of the screen displayed on a monitor.
- it is a structural example of the screen displayed on a monitor.
- it is a structural example of the screen displayed on a monitor.
- it is a structural example of the screen displayed on a monitor.
- Embodiment 3 it is a structural example of the screen displayed on a monitor.
- Embodiment 4 it is an example of a structure of the screen displayed on a monitor.
- Embodiment 5 it is an example of a structure of the screen displayed on a monitor.
- Embodiment 5 it is an example of a structure of the screen displayed on a monitor.
- Embodiment 5 it is an example of a structure of the screen displayed on a monitor.
- Embodiment 6 it is the structural example of the screen displayed on a monitor.
- Embodiment 6 it is the structural example of the screen displayed on a monitor.
- Embodiment 6 it is the structural example of the screen displayed on a monitor. In Embodiment 6, it is the structural example of the screen displayed on a monitor. In Embodiment 7, it is an example of a structure of the screen displayed on a monitor. In Embodiment 7, it is the other structural example of the screen displayed on a monitor.
- Information processing apparatus 101
- CPU 102
- ROM 103
- RAM 104
- Controller 106
- External Memory 107
- DVD-ROM Drive 108
- Image Processing Unit 109
- Audio Processing Unit 110
- Instruction content determination device 201
- Character storage unit 202
- Display unit 203
- Attention position storage unit 204
- Reception unit 205
- Output unit 251 Character position information
- Ring position information 253
- Command information 255
- Attention position information 300
- Screen 310 Character 320 Ring groups 321 to 324 Ring 330
- Instruction mark 800
- Virtual space 810 View point 820 Line of sight 830
- Projection plane 51
- Projection image 852 of character on projection plane Projection image 860 of ring group onto projection plane
- Position 1550 of mark in virtual space Center position 1560 of screen The center of gravity position 1570 of the movable area
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs the function of the instruction content determination apparatus of the present invention by executing a program.
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD-ROM ( A Digital Versatile Disk-Read Only Memory is provided, an image processing unit 108, an audio processing unit 109, and a NIC (Network Interface Card) 110.
- a CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- controller 105 an external memory
- DVD-ROM A Digital Versatile Disk-Read Only Memory is provided
- an image processing unit 108 an audio processing unit 109
- NIC Network Interface Card
- a DVD-ROM storing a game program and data is loaded into the DVD-ROM drive 107, and the information processing apparatus 100 is turned on to execute the program. Realized.
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed.
- Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
- the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
- the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
- the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.
- the CPU 101 provides a variable area in the RAM 103, performs processing by directly operating the ALU on the value stored in the variable, and temporarily stores the value stored in the RAM 103 in a register. Performs an operation on the register and writes the result back to the memory.
- the controller 105 connected via the interface 104 receives an operation input performed by the user when executing a game such as a soccer game or a card game.
- the external memory 106 detachably connected via the interface 104 stores data indicating the play status (such as past results) of the battle game, data indicating the progress of the game, and chat communication log in the case of a network battle. (Recorded) data and the like are stored in a rewritable manner. The user can record these data in the external memory 106 as appropriate by inputting an instruction via the controller 105.
- a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
- the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
- the image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as ⁇ blending, and various saturation calculations at high speed.
- polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and the polygon arranged in the virtual three-dimensional space from the predetermined viewpoint position is determined in the direction of the predetermined line of sight It is also possible to perform high-speed execution of operations for obtaining rendered images.
- the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible.
- information such as the image of the battle game and the card image of the card game is prepared on the DVD-ROM, and the state of the battle, the hand, etc. can be displayed on the screen by expanding the information in the frame memory. It becomes like this.
- the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
- the audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM (AdaptiveaptDifferential Pulse Code Modulation) format or Ogg Vorbis format, it is expanded and converted to PCM data.
- the PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
- the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- a computer communication network such as the Internet
- LAN Local Area Network
- 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
- ISDN Integrated Services Digital Network
- ADSL Asymmetric Digital Subscriber Line
- cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- the instruction content determination device 200 performs a process of determining the instruction content of the user (player) about the game while executing the game in the virtual space.
- FIG. 2 is a diagram for explaining a functional configuration of the instruction content determination apparatus 200 according to the present embodiment.
- the instruction content determination apparatus 200 includes a character storage unit 201, a display unit 202, an attention position storage unit 203, a reception unit 204, and an output unit 205.
- FIG. 3 is a configuration example of a screen 300 displayed on a monitor connected to the instruction content determination device 200.
- the screen 300 includes an image of a character object (hereinafter simply referred to as “character”) 310 arranged in a three-dimensional virtual space, and an image of a ring group 320 arranged on a predetermined plane with the position of the character 310 as the center. And an image of an instruction mark 330 indicating a target for which a user instruction (hereinafter referred to as “command”) is issued.
- character a character object
- command an instruction mark 330 indicating a target for which a user instruction
- the screen 300 displays the virtual space on the projection plane arranged in the virtual space from the position of the viewpoint arranged in the virtual space in the direction of the line of sight in the virtual space in cooperation with the image processing unit 107 and the CPU 101. Is an image drawn by projecting.
- the CPU 101 can change the position of the viewpoint, the direction of the line of sight, and the position of the projection plane, for example, according to an instruction from the user.
- the character 310 can change the position in the virtual space by a command from the user. That is, the user can move the character 310 in the virtual space by operating the controller 105 and issuing a command to the character 310.
- the character 310 is typically a player character operated by the player.
- the command contents are not limited to those that move the position of the character 310.
- the content of the command may instruct the character 310 to perform a predetermined action such as walking, running, turning around, loading a bullet, holding a gun, shooting a gun, and the like.
- the content of the command may be set to any content such as displaying the possessed item or attribute information of the character 310, or interrupting (pausing) or saving (saving) the game. A method for determining the command will be described later.
- the ring group 320 is composed of one or more circles or rings arranged on a predetermined plane.
- An annulus is typically a region sandwiched by two regular circles or ellipses having different radii, that is, a region shaped like a “ring”.
- the ring group 320 is drawn on the screen so as to surround the character, for example.
- the ring group 320 includes four rings: a first ring 321, a second ring 322, a third ring 323, and a fourth ring 324.
- the predetermined plane is typically the above-described projection plane.
- the ring group 320 is arranged at a position on the screen 300 where the character 310 is drawn. For example, the ring group 320 is arranged near the foot of the character 310 or the torso.
- the first ring 321 should be expressed as “circle” instead of “ring”, but in the present invention, all of the first ring 321 to the fourth ring 324 are treated equally. For simplicity of explanation, these are all called “rings”.
- each of the circular rings 321 to 324 is, for example, an elliptical shape having a long axis in the left-right direction of the screen 300 and a short axis in the up-down direction of the screen 300.
- the predetermined plane may be an arbitrary plane arranged so as to intersect with a representative point of the character 310 (for example, a point indicating the vicinity of the feet or the torso) in parallel with the horizontal plane set in the virtual space. .
- the first circular ring 321 is the innermost region of the circular ring group 320 and is an area surrounded by an ellipse having a major axis length RA1 and a minor axis length RB1.
- the second ring 322 has an ellipse having a major axis length RA1 and a minor axis length RB1, a major axis length RA2 (> RA1), and a minor axis length RB2 (> RB1). It is an area between the ellipse.
- the third ring 323 has an ellipse having a major axis length RA2 and a minor axis length RB2, a major axis length RA3 (> RA2), and a minor axis length RB3 (> RB2). It is an area between the ellipse.
- the fourth ring 324 has an ellipse having a major axis length of RA3 and a minor axis length of RB3, a major axis length of RA4 (> RA3), and a minor axis length of RB4 (> RB3). It is an area between the ellipse.
- the centers of the ellipses are the same and are arranged concentrically. However, as described later, the positions of the centers of the ellipses may be different.
- a predetermined command is associated with each of the rings 321 to 324 in advance.
- Information indicating the correspondence between the ring and the command is stored in advance in the external memory 106 or the like.
- the CPU 101 may be able to update the association between the ring and the command as the game progresses.
- the CPU 101 can define a combination (command system) of a ring and a command associated with the ring as follows.
- Second ring 322 ... Command for turning the character 310 backward.
- Third ring 323 ... Command for walking the character 310.
- Fourth ring 324 ... Command for running the character 310.
- the above command system is an example, and it goes without saying that the command associated with the ring may be freely changed. Further, a ring that is not assigned a command, such as the first ring 321, may be provided.
- the character storage unit 201 includes character position information 251 indicating the position of the character 310 arranged in the virtual space, and ring position information indicating the position of a ring group 320 formed of non-overlapping rings surrounding the character 310. 252 and command information 253 indicating a command associated with each ring are stored.
- the CPU 101 and the RAM 103 cooperate to function as the character storage unit 201.
- the position of the character 310 is represented by the coordinate values (r, ⁇ , ⁇ ) of the representative point of the character 310 using a polar coordinate system using one moving radius and two declinations. Is done.
- the coordinate value of the center of gravity of the character 310 becomes a coordinate value indicating the position of the representative point of the character 310.
- the coordinate system is not limited to this, and for example, an orthogonal coordinate system with three axes orthogonal to each other may be used.
- a configuration may be adopted in which coordinate calculation or the like is performed by separately setting a global coordinate system (world coordinate system) representing the entire virtual space and a local coordinate system (body coordinate system) for each object.
- the position of the ring group 320 is represented by coordinate values using a two-dimensional coordinate system defined in the screen 300 as shown in FIG. 4B.
- the coordinate value of the center point of an ellipse indicating one of the rings included in the ring group 320 becomes the coordinate value indicating the position of the ring group 320.
- the coordinate value of the center point of the ellipse indicating each ring in the ring group 320 becomes the coordinate value indicating the position of each ring.
- the position of the ring group 320 is set in the virtual space in the same way as the position of the character 310. It may be expressed using coordinate values based on the defined world coordinate system.
- the character storage unit 201 may store each position of the ring included in the ring group 320 as the ring position information 252 separately.
- the command information 253 is information representing the correspondence between each ring and command, as shown in FIG. 4C, for example.
- the display unit 202 draws predetermined image data representing the character 310 at the position of the character 310 indicated by the character position information 251.
- the display unit 202 draws predetermined image data representing the ring group 320 at the position of the ring group 320 indicated by the ring position information 252.
- the display unit 202 displays the drawn image 300 on the monitor.
- the CPU 101, the RAM 103, and the image processing unit 108 work together to function as the display unit 202.
- the CPU 101 frames the image 300 in which the virtual space is projected onto the projection plane arranged in the virtual space in the direction of the line of sight in the virtual space from the position of the viewpoint arranged in the virtual space. Draw to memory. Then, the CPU 101 causes the monitor to display the image 300 drawn by the image processing unit 108. Image data of the character 310 and the ring group 320 is stored in the external memory 106 in advance, and the CPU 101 reads out the image data as needed and causes the image processing unit 108 to draw the image data.
- the image processing unit 108 draws the image 300 so that the position of the character 310 is arranged near the center of the image 300.
- the image processing unit 108 may not draw the character 310 at the center of the image 300.
- the attention position storage unit 203 stores attention position information 255 indicating the position (attention position) of the instruction mark 330 that moves in the displayed image 300 by a user operation.
- the CPU 101 and the RAM 103 work together to function as the attention position storage unit 203.
- the image processing unit 108 draws predetermined image data for the instruction mark 330 on the image 300 at the position indicated by the target position information 255.
- Image data of the instruction mark 330 is also stored in the external memory 106 in advance.
- the accepting unit 204 accepts a determination instruction from the user.
- the CPU 101 and the controller 105 cooperate to function as the reception unit 204.
- the determination instructions include a determination instruction (command determination instruction) for determining a command and a determination instruction (character determination instruction) for determining a character or the like to be specified, which will be described in detail later.
- the determination instruction is an instruction input by a user's pressing operation of a predetermined key (cross key, determination key, etc.) provided in the controller 105, for example.
- a predetermined key cross key, determination key, etc.
- the determination instruction may be given by pressing a predetermined key on the keyboard or clicking the mouse.
- the output unit 205 outputs data indicating the determination result when the receiving unit 204 receives the determination instruction. That is, when the CPU 101 receives a determination instruction from the user, if any of the rings 321 to 324 is drawn at the position of interest stored in the position of interest information 255, the CPU 101 displays The instruction content associated in advance is output as a determination result by the user.
- the CPU 101 functions as the output unit 205.
- the user operates the controller 105 on the screen shown in FIG. 3 to change the position of the indication mark 330, and moves the indication mark 330 into the area of the second ring 322 as shown in FIG. 5A. Then, the CPU 101 displays the area of the second annular ring 322 brightly highlighted.
- the CPU 101 determines the hue, saturation, and the like of the ring including the position of the instruction mark 330. By changing at least one of the lightness values, a ring including the position of the instruction mark 330 may be highlighted.
- a state in which the position of the instruction mark 330 is included in an area indicated by a certain ring and a command from the user is received is expressed as that the ring is in an “active state”.
- Other states are expressed as “inactive state”.
- CPU 101 highlights and displays the active ring. Therefore, the user can easily distinguish whether each of the rings is in an active state or whether the instruction content determination device 200 is currently accepting a command.
- the CPU 101 determines the command associated with the ring in the active state as the command selected by the user.
- each ring and the command is the content shown in FIG. 4C and the second ring 322 is in the active state as shown in FIG. 5A
- the CPU 101 receives the determination instruction from the user. It is determined that the command selected by the user is “a command for turning the character 310”.
- the CPU 101 causes the image processing unit 108 to draw the image 300 in accordance with the determined command. For example, on the screen 300 shown in FIG. 5A, when receiving the determination instruction when the ring 322 is in the active state, the CPU 101 displays an image that turns the character 310 toward the position where the instruction mark 330 is located on the image processing unit 108. Let it draw. The rendered image 300 is output to the monitor.
- the determination is made.
- the CPU 101 sets the ring (or all the rings associated with the character 310) to an inactive state so that no new command is accepted. Good. Then, the CPU 101 may set the ring again to the active state after the predetermined processing according to the determined command is completed.
- the CPU 101 causes the image processing unit 108 to stop drawing the ring X on the screen 300 and not display the image of the ring X on the screen 300. It may be. In this case, as shown in FIG. 6A, a ring group 320 is drawn on the screen 300 in which a ring (second ring 322 in FIG. 6A) corresponding to a command that is not accepted is omitted.
- the CPU 101 may not accept the next determination instruction to the character 310 until a predetermined time elapses after the command to the character 310 is determined. Then, the CPU 101 may accept the next determination instruction to the character 310 after a predetermined time has elapsed.
- the CPU 101 causes the image processing unit 108 to stop drawing the ring group 320 on the screen 300 so that the image of the ring group 320 is not displayed on the screen 300. May be. In this case, the ring group 320 corresponding to the character 310 is not drawn on the screen 300 as shown in FIG. 6B.
- the CPU 101 when an instruction to determine the character 310 is received from the user in a state where the instruction mark 330 is arranged in the area of the second ring 322 as shown in FIG. 5A, the CPU 101 turns the character 310 in a predetermined direction. It is determined that the command to be received has been received. The CPU 101 turns the character 310 gradually instead of turning it momentarily. The CPU 101 does not accept a new determination instruction for the character 310 during the turning motion of the character 310. While the determination instruction is not accepted, the ring group 320 with a hollow portion is displayed on the screen 300 as shown in FIG. 6A, or the ring group 320 is not displayed as shown in FIG. 6B. When the turning motion of the character 310 is finished, the CPU 101 displays the ring group 320 as shown in FIG. 5A so that a new determination instruction for the character 310 can be accepted. That is, the CPU 101 makes the ring group 320 active.
- the CPU 101 causes the image processing unit 108 to display a ring corresponding to a command that can be accepted among the rings included in the ring group 320 (step S701).
- commands that can be issued to the character 310 include three types of commands shown in FIG. 4C. All of these commands are commands that can be issued to the current character 310.
- the CPU 101 displays all of the first ring 321, the second ring 322, and the third ring 323 on the screen 300.
- the CPU 101 creates a ring corresponding to the command that cannot be issued to the character 310 as shown in FIG. 6A or 6B. The ring to be removed is displayed on the screen 300.
- the CPU 101 determines whether or not there is an instruction mark 330 in the area indicated by each ring in the screen 300 (step S702).
- step S702 When it is determined that there is no instruction mark 330 in the area indicated by each ring (step S702; NO), the CPU 101 sets each ring to an inactive state (step S703) and returns to step S701.
- step S702 when it is determined that there is the instruction mark 330 in the area indicated by any of the respective rings (step S702; YES), the CPU 101 sets the ring with the instruction mark 330 in an active state (step S702). Step S704).
- the CPU 101 determines whether or not a determination instruction has been received from the user for the ring set in the active state (step S705).
- the CPU 101 determines that a determination instruction has been accepted. In other cases, the CPU 101 determines that a determination instruction has not been received.
- step S705 If it is determined that the determination instruction has not been received (step S705; NO), the CPU 101 returns to step S701 and repeats the above processing. On the other hand, if it is determined that the determination instruction has been received (step S705; YES), the CPU 101 issues a command associated with the ring with the instruction mark 330, in other words, the ring set in the active state to the user. Is determined as a command (step S706).
- step S707 the CPU 101 outputs the command determined in step S706 as a determination result.
- the CPU 101 determines that the “turn character 310” command is received as a determination result. Output. In accordance with this determination result, the CPU 101 causes the image processing unit 108 to draw an image that turns the character 310 in a predetermined direction and outputs the image to the monitor.
- the CPU 101 when a determination instruction is received from the user when the third ring 323 is set to the active state, the CPU 101 outputs a determination result indicating that the “walk character 310” command has been received. In accordance with this determination result, the CPU 101 causes the image processing unit 108 to draw an image that causes the character 310 to walk in a predetermined direction, and outputs the image to the monitor.
- the CPU 101 when a determination instruction is received from the user when the fourth ring 324 is set to the active state, the CPU 101 outputs a determination result indicating that the “run character 310” command has been received. In accordance with this determination result, the CPU 101 causes the image processing unit 108 to draw an image that causes the character 310 to run in a predetermined direction, and outputs the image to the monitor.
- the CPU 101 when a determination instruction is received from the user when both the first ring 321, the second ring 322, and the third ring 323 are set in an inactive state, the CPU 101 causes the character 310 to It is determined that no command has been issued. Note that the CPU 101 may not accept the determination instruction when any of the rings is set to the inactive state.
- the present embodiment it is possible to provide the user with an interface that can easily present the choices of instruction contents (commands) that can be selected by the user.
- the user can easily grasp which instruction contents are currently selectable, and can easily select desired instruction contents.
- FIG. 8 is a diagram showing the positional relationship between the character 310 and the ring group 320 arranged in the virtual space.
- the display unit 202 displays the image 300 drawn by projecting the appearance of the character 310 viewed from the viewpoint 810 arranged in the virtual space 800 in the direction 820 of the line of sight onto the virtual projection plane 830. Display on the monitor. On the projection plane 830, a projected image 851, corresponding to the character 310, an image of the ring group 320, an image of the instruction mark 330, and the like are drawn.
- the display unit 202 When any of the rings included in the ring group 320 is drawn at the position (attention position) of the instruction mark 330 stored in the attention position information 255, the display unit 202 The indication mark 330 is displayed with a drawing size (size) S previously associated with the distance D between the position in the virtual space of the place overlapping the target position and the position of the viewpoint.
- the instruction mark 330 is drawn in an area occupied by the fourth ring 324.
- the position of the drawn indication mark 330 in the virtual space 800 is a position 860.
- a distance D is a distance between the position of the viewpoint 810 and the position 860.
- the CPU 101 monotonously decreases the drawing size S of the instruction mark 330 with respect to the distance D, for example, as shown in FIG. 9A. However, the CPU 101 changes the drawing size S within a range from a predetermined non-zero minimum value Smin to a predetermined maximum value Smax.
- a table in which the range of the value of the distance D is associated with the drawing size S is stored in advance in the external memory 106 or the like.
- the CPU 101 acquires the drawing size S corresponding to the distance D from the external memory 106 and causes the image processing unit 108 to draw the instruction mark 330 with the acquired drawing size S.
- FIG. 10A and 10B are examples of an image 300 in which the instruction mark 330 is displayed by changing the drawing size S.
- FIG. 10A the instruction mark 330 is drawn below the fourth annular ring 324 drawn on the screen 300. That is, the position of the instruction mark 330 in the virtual space 800 corresponding to the position of the instruction mark 330 in the image 300 is a place relatively close to the viewpoint 810.
- the instruction mark 330 is drawn above the fourth annular ring 324. That is, the position of the instruction mark 330 in the virtual space 800 corresponding to the position of the instruction mark 330 in the image 300 is a place relatively far from the viewpoint 810.
- the CPU 101 draws the instruction mark 330 by increasing the drawing size S as the distance between the position of the instruction mark 330 in the virtual space 800 and the position of the viewpoint 810 is closer. On the other hand, the CPU 101 draws the instruction mark 330 by decreasing the drawing size S as the distance between the position of the instruction mark 330 in the virtual space 800 and the position of the viewpoint 810 increases.
- each of the circular rings 321 to 324 and the command is the content shown in FIG. 4C, and the instruction mark 330 is at a position below the region occupied by the fourth circular ring 324 as shown in FIG. 10A.
- the CPU 101 When receiving a determination instruction from the user, the CPU 101 outputs a determination result indicating that the command “run the character 310 in a direction with the viewpoint 810” is received.
- the CPU 101 causes the image processing unit 108 to draw an image that causes the character 310 to run in a direction with the viewpoint 810. That is, an image running as if approaching the user is displayed.
- each of the circular rings 321 to 324 and the command is the content shown in FIG. 4C, and the instruction mark 330 is located above the area occupied by the fourth circular ring 324 as shown in FIG. 10B.
- the CPU 101 When receiving the determination instruction from the user, the CPU 101 outputs a determination result indicating that the command “run the character 310 in the direction opposite to the direction of the viewpoint 810” is received.
- the CPU 101 causes the image processing unit 108 to draw an image that causes the character 310 to run in a direction opposite to the direction in which the viewpoint 810 is present. That is, an image that is running away from the user is displayed.
- a state in which the ring group 320 surrounds the character 310 may be three-dimensionally expressed. That is, as shown in FIG. 12, the CPU 101 uses the character 310 and the ring group 320 as objects arranged in the three-dimensional virtual space 800, and the ring group 320 surrounds the character 310 so as to surround the character 310. To place.
- the image processing unit 108 generates images 851 and 852 in which the character 310 and the ring group 320 are projected on the projection plane 830. 11 and 12, the lower body of the character 310 is hidden behind the ring group 320, but the upper body of the character 310 is drawn before the ring group 320. By doing this, it is possible to further enhance the effect of producing a sense of perspective by changing the size of the instruction mark 330.
- the user can easily present the choices of instruction contents (commands) that can be selected by the user and can easily express the sense of perspective.
- the user can easily grasp which instruction contents are currently selectable, and can easily select desired instruction contents.
- the instruction content is content including the instruction direction in the virtual space
- the user can determine the instruction content while easily grasping the distinction of the instruction direction.
- FIG. 13 is a flowchart for explaining the instruction content determination processing of the present embodiment.
- 14A to 14D are configuration examples of the screen 300 displayed on the monitor.
- the character 310 has a selected state and a non-selected state.
- the selected state is a state selected as a command instruction target by the user.
- the non-selected state is a state other than that (a state where it is not selected as a command instruction target).
- the controller 105 when the user operates the controller 105 to move the position of the instruction mark 330 and inputs a determination instruction in a state where the instruction mark 330 is displayed in the area where the character 310 is displayed in the image 300, the character 310 is set to the selected state. Once the selection state is set and then the determination instruction is input again with the instruction mark 330 displayed in the area where the character 310 is displayed, the selection state is released and the state becomes the non-selection state.
- a determination instruction for determining the selected state or the non-selected state is referred to as a “character determination instruction”.
- the CPU 101 determines whether or not the character 310 is selected by the user (whether selected or not selected) (step S1301).
- step S1301 If the character 310 is not selected (step S1301; NO), if there is a currently displayed ring, the ring is deleted from the screen 300 (step S1302), and the process returns to step S1101.
- the ring group 320 is not displayed when a character determination instruction for selecting the character 310 has not been received from the user.
- the CPU 101 causes the image processing unit 108 to display a ring corresponding to a currently acceptable command among the rings included in the ring group 320 (step S1301; YES). Step S1303).
- the CPU 101 acquires the position of each ring and the position of the instruction mark 330 in the screen 300. For each of the rings, the CPU 101 sets the ring to the active state when the instruction mark 330 is within the area occupied by the ring, and sets the ring to the inactive state otherwise (step S1304). Then, the CPU 101 causes the image processing unit 108 to display the screen 300.
- the ring is set in an active state, for example, highlighted.
- the CPU 101 sends to the image processing unit 108 a ring corresponding to the command that cannot be issued among the rings included in the ring group 320. Do not display.
- the CPU 101 does not cause the image processing unit 108 to display the ring corresponding to the “command to fire a gun” within a predetermined time after the firing.
- the CPU 101 causes the image processing unit 108 to display a ring corresponding to the “command to fire a gun”. The user cannot issue the same command again until a predetermined time elapses after the predetermined command is issued. It goes without saying that the predetermined command may be a command other than “fire a gun”.
- the CPU 101 determines whether or not a determination instruction (command determination instruction) for selecting a command has been received from the user (step S1305).
- an instruction mark 330 is arranged in an area occupied by a certain ring, and the ring is set in an active state.
- the CPU 101 determines that the command determination instruction has been received from the user, and otherwise determines that the command determination instruction has not been received.
- step S1305 If it is determined that the command determination instruction has not been received (step S1305; NO), the CPU 101 returns to step S1301 and repeats the above processing. On the other hand, if it is determined that the command determination instruction has been received (step S1305; YES), the CPU 101 determines that the command associated with the ring with the instruction mark 330 (the ring set in the active state) is issued by the user. The command is determined (step S1306).
- the CPU 101 outputs the command determined in step S1306 as a determination result (step S1307).
- the CPU 101 causes the image processing unit 108 to delete the ring group 320 from the screen 300 (step S1308).
- the CPU 101 executes processing corresponding to the determined command.
- the instruction content determination process described above is a process for determining one instruction content for the character 310.
- Each unit of the instruction content determination apparatus 200 repeatedly executes the instruction content determination process.
- the user can easily present the choices of instruction contents that can be selected by the user.
- the user can easily grasp which instruction contents are currently selectable, and can easily select desired instruction contents.
- the screen 300 can be configured simply.
- the character 310 is in the selected state, only the ring corresponding to the command that can be issued to the current character 310 is displayed, so that the command can be easily selected and an interface with good operability is realized.
- FIG. 15 is a configuration example of the screen 300 in the present embodiment.
- an X axis that is positive toward the right side of the screen and a Y axis that is positive toward the bottom of the screen are defined.
- the display unit 202 updates the position of the ring group 320 stored in the ring position information 252 based on the position of the character 310 stored in the character position information 251, and adds a circle to the updated position of the ring group 320.
- the ring group 320 is displayed.
- the display unit 202 displays the position of the ring stored in the ring position information 252 based on the position of the character 310 stored in the character position information 251 for each of the rings included in the ring group 320. Update and display the ring at the updated position of the ring.
- the CPU 101 reads the character position information 251 from the character storage unit 201 and acquires the position of the character 310.
- the CPU 101 determines an area in which the character 310 can move in the virtual space from the acquired position of the character 310.
- the wall object 1501 is arranged in the virtual space on the left side of the screen, and the wall object 1502 is arranged in the virtual space on the upper side (that is, the back), and the character 310 cannot move ahead of these walls.
- the area where the character 310 can move is the right side of the screen from the boundary line 1504 and the lower side of the screen from the boundary line 1505 in the area where the floor object 1503 is arranged.
- CPU 101 obtains an uneven distribution of the area on the screen 300 where the character 310 can move.
- the distribution of the area where the character 310 can move is biased to the lower right side of the screen.
- the CPU 101 determines the direction and size of the direction vector 1570 that connects the center position 1550 of the screen 300 and the center of gravity position 1560 of the image area representing the area where the character 310 can move ( Length). Then, the CPU 101 estimates that the distribution is biased in the calculated direction by the calculated size.
- the CPU 101 moves the position of the ring group 320 according to the obtained distribution bias, and updates the ring position information 252 with the position after the movement.
- the CPU 101 moves the position of each ring according to the obtained distribution bias, and updates the ring position information 252 with the position after the movement.
- the CPU 101 moves the first ring 321 by X1 in the X-axis direction and Y1 in the Y-axis direction (hereinafter, the movement amount is expressed as “[X1, Y1]”), and the second circle.
- the ring 322 is moved by the movement amount [X2, Y2]
- the third ring 323 is moved by the movement amount [X3, Y3]
- the fourth ring 324 is moved by the movement amount [X4, Y4].
- the vectors (X4-XC, Y4-YC) are all preferably equal to or approximately equal to the direction of the vector 1570.
- the user can provide an interface that can easily present the choices of instruction contents (commands) that can be selected by the user.
- the user can easily grasp which instruction contents are currently selectable, and can easily select desired instruction contents.
- the instruction content is content including the instruction direction in the virtual space
- the user can determine the instruction content while easily grasping the instruction direction presumed to be appropriate as the instruction content.
- the number of characters 310 to which the user can issue a command may be not only one but also a plurality. This will be described in detail below.
- 16A to 16D are configuration examples of the screen 300 displayed on the monitor.
- a plurality of characters 310 are arranged on the screen 300, and the user can issue a command to each character 310.
- Each character 310 is associated with a ring group 320 (ring group 320A, 320B, 320C in FIG. 16A). That is, the user can issue a predetermined command associated with the ring to each character 310.
- the CPU 101 displays the image of the ring group 320 associated with the character 310 set to the selected state as the image processing unit 108. To draw to the frame memory. On the other hand, the CPU 101 does not draw an image of the ring group 320 associated with the character 310 set to the other non-selected state. That is, as shown in FIG. 16B, the image of the ring group 320A associated with the character 310A set to the selected state is drawn, and the other ring groups 320B and 320C are not drawn.
- the CPU 101 activates the ring with the instruction mark 330.
- Set to state That is, as shown in FIG. 16C, the ring set in the active state is displayed with emphasis compared to the other rings.
- the CPU 101 determines the command associated with the ring set to the active state as the command by the user.
- the CPU 101 changes from the active state to the inactive state, and erases the image of the ring group 320.
- the present embodiment it is possible to provide an interface that can easily present the choices of the instruction content (command) that can be selected by the user and the choices of the instruction target (character) that can be selected by the user.
- the user can easily grasp which instruction contents are currently selectable, and can easily select desired instruction contents. Further, the user can easily grasp which instruction content can be selected for which instruction target.
- 17A to 17D are configuration examples of the screen 300 displayed on the monitor.
- a plurality of characters 310 are arranged on the screen 300, and the user can issue a command to each character 310.
- the CPU 101 displays the ring group 320 associated with the character 310.
- the CPU 101 deletes the displayed ring group 320.
- the state in which the ring group 320 is displayed is the selected state of the character 310. That is, the CPU 101 sets the character 310 to the selected state when the instruction mark 330 is near the area where the character 310 is drawn. In other cases, the CPU 101 sets the character 310 to a non-selected state. In this embodiment, there is no need for a character determination instruction (for example, a click operation by the user) to select the instruction target character 310, and the selection state / non-selection state of the character 310 is determined only by moving the instruction mark 330. .
- a character determination instruction for example, a click operation by the user
- the CPU 101 displays only the ring group 320B associated with the character 310B.
- the CPU 101 displays only the ring group 320A associated with the character 310A.
- the CPU 101 displays only the ring group 320C associated with the character 310C.
- the CPU 101 does not display any of the ring groups 320A, 310B, and 320C.
- the CPU 101 When the instruction mark 330 is in the area occupied by any of the rings included in the ring group 320 associated with the character 310 set to the selected state, the CPU 101 indicates the instruction mark as shown in FIG. 17C. A circle with 330 is set to the active state.
- the CPU 101 determines the command associated with the ring set to the active state as the command by the user.
- the CPU 101 changes from the active state to the inactive state, and erases the image of the ring group 320 as shown in FIG. 17D.
- the user can select desired instruction content more easily.
- the game executed by the instruction content determination apparatus 200 of the present embodiment is a game in a two-dimensional (planar) virtual space.
- FIG. 18 is a configuration example of a screen 300 displayed on the monitor.
- the screen 300 is an image in which a display area that is a part of a two-dimensional virtual space is drawn by the cooperation of the image processing unit 108 and the CPU 101.
- a plurality of characters 310 are arranged on the screen 300, but the user can issue a command to the predetermined character 310.
- the character 310A is a player character
- the character 310B is an enemy character
- the player can issue a command only to the player character.
- a character 310 associated with the ring group 320 and a character 310 not associated with the ring group 320 may be mixed.
- the display area moves. That is, the screen 300 is scroll-displayed.
- the CPU 101 causes the image processing unit 108 to draw an image in which the ring group 320 and the instruction mark 330 are arranged in the same plane as the two-dimensional virtual space.
- the CPU 101 when the instruction mark 330 is arranged in any of the areas indicated by the rings 321 to 324 in the screen 300, the CPU 101 includes the position of the instruction mark 330. By changing at least one of the hue, saturation, and lightness, the ring including the position of the instruction mark 330 is highlighted.
- the CPU 101 determines the command associated with the ring in the active state as the command selected by the user.
- the command is a command for the character 310 associated with the active ring.
- Each ring 321 to 324 may be defined as a region sandwiched (or surrounded) by a perfect circle instead of an ellipse. Moreover, you may define the shape of each ring using both an ellipse and a perfect circle. For example, a region surrounded by a perfect circle may be a first annular ring 321, and a region sandwiched between a perfect circle representing the first annular ring and an ellipse outside thereof may be a second annular ring 322.
- FIG. 19 shows another configuration example of the screen 300 displayed on the monitor.
- the ring group 320 may be composed of only one ring 321 instead of a plurality.
- the player can issue a command only to the player character, but the ring group 320 is arranged so as to surround each enemy character.
- Each circular ring 321 (described as 321B1 to 321B4 in FIG. 19) is associated with, for example, a command “make the player character attack the enemy character”.
- the commands associated with the ring 321 of each character 310 may be the same or different.
- the ring group 320B1 is associated with a command “to cause the character 310A to attack the character 310B1”
- the ring group 320B4 is associated with a command “speak to the character 310A to the character 310B4”.
- the command associated with the ring 321 may be changed.
- the present invention can be applied not only to a three-dimensional virtual space but also to a two-dimensional virtual space.
- the instruction content determination device 200 executes a game in the two-dimensional virtual space by regarding the image portion displayed on the screen 300 in the three-dimensional virtual space handled in each of the embodiments as a two-dimensional virtual space. Can also be considered.
- the present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the components of the above-described embodiments.
- a program for operating the instruction content determination device 200 as all or part of the device is stored and distributed in a computer-readable recording medium such as a memory card, CD-ROM, DVD, MO (Magneto Optical Disk), This may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
- a computer-readable recording medium such as a memory card, CD-ROM, DVD, MO (Magneto Optical Disk)
- the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
- the instruction content that can be selected by the user and the instruction target are presented in an easy-to-understand manner, and the instruction content suitable for the user to easily select the instruction content and the instruction target is determined.
- An apparatus, an instruction content determination method, an information recording medium, and a program can be provided.
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Abstract
Description
キャラクタ記憶部は、仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む円環の位置と、を記憶する。
表示部は、記憶されたキャラクタの位置に当該キャラクタを描画し、記憶された円環の位置に当該円環を描画した画像を表示する。
注目位置記憶部は、表示された画像内をユーザの操作により移動する注目位置を記憶する。
受付部は、当該ユーザによる決定指示を受け付ける。
出力部は、記憶された注目位置が、当該円環が描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する。 An instruction content determination apparatus according to a first aspect of the present invention includes a character storage unit, a display unit, a target position storage unit, a reception unit, and an output unit.
The character storage unit stores the position of the character arranged in the virtual space and the position of the ring surrounding the character.
The display unit draws the character at the stored character position, and displays an image of the ring drawn at the stored ring position.
The attention position storage unit stores an attention position that is moved by a user operation in the displayed image.
The reception unit receives a determination instruction from the user.
When the stored attention position is within the area where the ring is drawn, the output unit determines the instruction content previously associated with the ring by the user when the determination instruction is received. Output as a result.
また、表示部は、記憶されたキャラクタの位置に当該キャラクタを描画し、記憶された複数の円環の位置に当該複数の円環を描画した画像を表示してもよい。
そして、出力部は、記憶された注目位置が、当該複数の円環のいずれかが描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力してもよい。 The character storage unit may store the positions of characters arranged in the virtual space and the positions of a plurality of annular rings that do not overlap each other surrounding the character.
The display unit may draw the character at the position of the stored character and display an image in which the plurality of rings are drawn at the position of the plurality of stored rings.
Then, when the stored attention position is in an area where any of the plurality of rings is drawn, the output unit receives an instruction associated with the ring in advance when the determination instruction is received. The content may be output as a determination result by the user.
そして、表示部は、記憶された注目位置が、当該複数の円環のいずれかが描画されている領域内にある場合、当該円環の当該注目位置に重なる場所の当該仮想空間における位置と、当該視点の位置と、の距離に予め大きさが対応付けられるマークを更に描画して表示してもよい。 The display unit may display an image in which the character and the plurality of rings are viewed from a viewpoint arranged in the virtual space.
Then, when the stored attention position is in a region where any of the plurality of rings is drawn, the display unit, the position in the virtual space of the place overlapping the attention position of the ring, A mark whose size is previously associated with the distance to the position of the viewpoint may be further drawn and displayed.
(a)当該円環が描画されていれば、当該描画を停止し、
(b)当該円環が描画されていなければ、当該描画を開始する、
ようにしてもよい。 When the stored attention position is within the area where the character is drawn, when the determination instruction is received, the display unit
(A) If the ring is drawn, stop the drawing,
(B) If the ring is not drawn, start drawing.
You may do it.
まず、キャラクタがユーザによって選択されていない場合、円環は表示されない。もし、キャラクタが選択状態に設定されると、選択状態のキャラクタに対応付けられた円環が描画される。また、キャラクタが選択状態から非選択状態に設定されると、描画されていた円環が消える(描画されない)。
また、キャラクタが選択された後、コマンドが決定されていない間、選択状態のキャラクタに対応付けられた円環が描画される。もし、コマンドが選択されると、描画されていた円環が消える(描画されない)。 In the present invention, the ring is drawn or not drawn before and after the character determination instruction or before and after the command determination instruction.
First, when no character has been selected by the user, the ring is not displayed. If the character is set to the selected state, a ring associated with the selected character is drawn. When the character is set from the selected state to the non-selected state, the drawn circle disappears (not drawn).
In addition, after the character is selected, a ring associated with the selected character is drawn while the command is not determined. If a command is selected, the drawn circle disappears (not drawn).
また、記憶された注目位置が、当該複数のキャラクタのいずれかが描画されている領域内にある場合、当該決定指示が受け付けられると、表示部は、描画されているキャラクタを囲む円環の描画を開始し、当該キャラクタ以外のキャラクタを囲む円環の描画を停止してもよい。
そして、当該出力される指示内容は、当該円環に囲まれるキャラクタに対するものであってもよい。 The character storage unit may store the position of the character for each of the plurality of characters.
In addition, when the memorized position is in an area where any of the plurality of characters is drawn, when the determination instruction is accepted, the display unit draws a ring surrounding the drawn character. The drawing of the ring surrounding the character other than the character may be stopped.
The instruction content to be output may be for a character surrounded by the ring.
まず、いずれのキャラクタもユーザによって選択されていない場合、円環は表示されない。もし、いずれかのキャラクタが選択状態に設定されると、選択状態に設定されたキャラクタに対応付けられた円環が描画される。また、キャラクタが選択状態から非選択状態に設定されると、描画されていた円環が消える。
また、いずれかのキャラクタが選択された後、コマンドが決定されていない間、選択状態のキャラクタに対応付けられた円環が描画される。もし、いずれかのコマンドが選択されると、描画されていた円環が消える。 In the present invention, a plurality of characters to be commanded may be arranged in the virtual space. Then, before and after the character determination instruction, or before and after the command determination instruction, an annulus is drawn or not drawn.
First, when no character is selected by the user, the ring is not displayed. If any character is set to the selected state, a ring associated with the character set to the selected state is drawn. Further, when the character is set from the selected state to the non-selected state, the drawn circle disappears.
Further, after any character is selected, a ring associated with the selected character is drawn while the command is not determined. If any command is selected, the drawn circle disappears.
例えば、ユーザはコントローラ等を操作して仮想空間の所定範囲内でキャラクタの位置を変更できる。また、コマンド内容は「指示マークがある方向にキャラクタを移動する」などというように仮想空間内における方向と関係する。このとき、画面内の円環の中心位置は、現在キャラクタが仮想空間のどこにあるのかに応じて、上下左右にずれて描画される。例えば、仮想空間内において、画面の左側方向に壁があるためキャラクタがそれ以上進めないのであれば、円環は右寄りにずれて描画される。ユーザは、円環のずれ具合を見れば、移動可能な向きを容易に把握できる。 That is, it is sufficient that the ring is arranged so as to surround the character, and the center position of the ring may be drawn while being shifted vertically and horizontally on the screen.
For example, the user can change the position of the character within a predetermined range of the virtual space by operating a controller or the like. The command content is related to the direction in the virtual space, such as “move the character in the direction in which the instruction mark is present”. At this time, the center position of the ring in the screen is drawn shifted vertically and horizontally depending on where the current character is in the virtual space. For example, in the virtual space, if there is a wall on the left side of the screen and the character cannot advance any further, the ring is drawn shifted to the right. The user can easily grasp the movable direction by looking at how the ring is displaced.
当該円環が描画される位置は、当該仮想空間内における位置であってもよい。 The virtual space is a two-dimensional space,
The position where the ring is drawn may be a position in the virtual space.
キャラクタ記憶部には、仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む円環の位置と、が記憶される。
注目位置記憶部には、画像内をユーザの操作により移動する注目位置が記憶される。
表示ステップでは、記憶されたキャラクタの位置に当該キャラクタを描画し、記憶された円環の位置に当該円環を描画した当該画像を表示する。
受付ステップでは、当該ユーザによる決定指示を受け付ける。
出力ステップでは、記憶された注目位置が、当該円環が描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する。 An instruction content determination method according to another aspect of the present invention is executed by an instruction content determination apparatus having a character storage unit and a target position storage unit, and includes a display step, a reception step, and an output step.
The character storage unit stores the position of the character arranged in the virtual space and the position of the ring surrounding the character.
The attention position storage unit stores an attention position that moves in the image by a user operation.
In the display step, the character is drawn at the position of the stored character, and the image in which the ring is drawn is displayed at the position of the stored ring.
In the reception step, a determination instruction by the user is received.
In the output step, when the stored attention position is within the area where the ring is drawn, when the determination instruction is accepted, the instruction content previously associated with the ring is determined by the user. Output as a result.
仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む円環の位置と、を記憶するキャラクタ記憶部、
前記記憶されたキャラクタの位置に当該キャラクタを描画し、前記記憶された円環の位置に当該円環を描画した画像を表示する表示部、
前記表示された画像内をユーザの操作により移動する注目位置を記憶する注目位置記憶部、
当該ユーザによる決定指示を受け付ける受付部、
前記記憶された注目位置が、当該円環が描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する出力部、
として機能させるプログラムを記憶する。 A computer-readable information recording medium according to another aspect of the present invention includes a computer,
A character storage unit for storing the position of the character placed in the virtual space and the position of the ring surrounding the character;
A display unit for drawing the character at the position of the stored character and displaying an image of the ring drawn at the position of the stored ring;
A target position storage unit that stores a target position to be moved by a user operation in the displayed image;
A reception unit for receiving a determination instruction by the user;
When the stored attention position is within an area where the ring is drawn, when the determination instruction is received, the instruction content previously associated with the ring is output as a determination result by the user. Output part,
The program to be operated as is stored.
キャラクタ記憶部は、仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む円環の位置と、を記憶する。
表示部は、記憶されたキャラクタの位置に当該キャラクタを描画し、記憶された円環の位置に当該円環を描画した画像を表示する。
注目位置記憶部は、表示された画像内をユーザの操作により移動する注目位置を記憶する。
受付部は、当該ユーザによる決定指示を受け付ける。
出力部は、記憶された注目位置が、当該円環が描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する。 A program according to another aspect of the present invention causes a computer to function as a character storage unit, a display unit, a target position storage unit, a reception unit, and an output unit.
The character storage unit stores the position of the character arranged in the virtual space and the position of the ring surrounding the character.
The display unit draws the character at the stored character position, and displays an image of the ring drawn at the stored ring position.
The attention position storage unit stores an attention position that is moved by a user operation in the displayed image.
The reception unit receives a determination instruction from the user.
When the stored attention position is within the area where the ring is drawn, the output unit determines the instruction content previously associated with the ring by the user when the determination instruction is received. Output as a result.
また、本発明のプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な情報記憶媒体に記録することができる。
上記プログラムは、プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記憶媒体は、コンピュータとは独立して配布・販売することができる。 According to the present invention, it is possible to cause a computer to function as an instruction content determination device that operates as described above.
The program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information storage medium can be distributed and sold independently from the computer.
101 CPU
102 ROM
103 RAM
104 インターフェース
105 コントローラ
106 外部メモリ
107 DVD-ROMドライブ
108 画像処理部
109 音声処理部
110 NIC
200 指示内容決定装置
201 キャラクタ記憶部
202 表示部
203 注目位置記憶部
204 受付部
205 出力部
251 キャラクタ位置情報
252 円環位置情報
253 コマンド情報
255 注目位置情報
300 画面
310 キャラクタ
320 円環群
321乃至324 円環
330 指示マーク
800 仮想空間
810 視点
820 視線
830 投影面
851 投影面へのキャラクタの投影画像
852 投影面への円環群の投影画像
860 指示マークの仮想空間における位置
1550 画面の中心位置
1560 キャラクタが移動可能な領域の重心位置
1570 ベクトル 100
102 ROM
103 RAM
104
200 Instruction
本発明の実施形態を説明する。以下では、理解を容易にするため、ゲーム用の情報処理装置を利用して本発明が実現される実施形態を説明する。以下に説明する実施形態は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素もしくは全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。 (Embodiment 1)
An embodiment of the present invention will be described. In the following, in order to facilitate understanding, an embodiment in which the present invention is realized using an information processing apparatus for games will be described. The embodiments described below are for illustrative purposes and do not limit the scope of the present invention. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
第2円環322は、長軸の長さがRA1,短軸の長さがRB1の楕円と、長軸の長さがRA2(>RA1),短軸の長さがRB2(>RB1)の楕円と、に挟まれる領域である。
第3円環323は、長軸の長さがRA2,短軸の長さがRB2の楕円と、長軸の長さがRA3(>RA2),短軸の長さがRB3(>RB2)の楕円と、に挟まれる領域である。
第4円環324は、長軸の長さがRA3,短軸の長さがRB3の楕円と、長軸の長さがRA4(>RA3),短軸の長さがRB4(>RB3)の楕円と、に挟まれる領域である。 The first
The
The
The
第3円環323・・・キャラクタ310を歩かせるコマンド。
第4円環324・・・キャラクタ310を走らせるコマンド。
キャラクタ記憶部201は、仮想空間内に配置されるキャラクタ310の位置を示すキャラクタ位置情報251と、キャラクタ310を囲む互いに重複しない円環から構成される円環群320の位置を示す円環位置情報252と、各円環に対応付けられるコマンドを示すコマンド情報253と、を記憶する。CPU 101とRAM 103が協働してキャラクタ記憶部201として機能する。 Next, the configuration of each unit of the instruction
The
次に、本発明のその他の実施形態について説明する。本実施形態では、画面300内での位置に応じて指示マーク330の大きさを変える点で、上述の実施形態と異なる。以下詳述する。 (Embodiment 2)
Next, other embodiments of the present invention will be described. This embodiment is different from the above-described embodiment in that the size of the
次に、本発明のその他の実施形態について説明する。本実施形態では、ユーザによる決定指示の前後で円環群320を表示したり表示しなかったり制御する点で、上述の各実施形態と異なる。以下詳述する。 (Embodiment 3)
Next, other embodiments of the present invention will be described. The present embodiment is different from the above-described embodiments in that the
図14A乃至図14Dは、モニターに表示される画面300の構成例である。 FIG. 13 is a flowchart for explaining the instruction content determination processing of the present embodiment.
14A to 14D are configuration examples of the
次に、本発明のその他の実施形態について説明する。本実施形態では、円環群320に含まれるそれぞれの円環の中心位置を変更できる点で、上述の各実施形態と異なる。つまり、円環群320に含まれるそれぞれの円環の境界を表す楕円は同心円でなくてもよい。以下詳述する。 (Embodiment 4)
Next, other embodiments of the present invention will be described. This embodiment is different from the above-described embodiments in that the center position of each ring included in the
0≦|X1|≦|X2|≦|X3|≦|X4|、且つ、
0≦|Y1|≦|Y2|≦|Y3|≦|Y4|
ただし、記号“|x|”は、値xの絶対値を表す。 Moreover, it is desirable that the following relationship is satisfied.
0 ≦ | X1 | ≦ | X2 | ≦ | X3 | ≦ | X4 |
0 ≦ | Y1 | ≦ | Y2 | ≦ | Y3 | ≦ | Y4 |
However, the symbol “| x |” represents the absolute value of the value x.
次に、本発明のその他の実施形態について説明する。本実施形態では、ユーザがコマンドを出すことができるキャラクタ310が1つだけでなく複数であってもよい。以下詳述する。 (Embodiment 5)
Next, other embodiments of the present invention will be described. In the present embodiment, the number of
次に、本発明のその他の実施形態について説明する。本実施形態は、上記実施形態5の変形例である。 (Embodiment 6)
Next, other embodiments of the present invention will be described. The present embodiment is a modification of the fifth embodiment.
次に、本発明のその他の実施形態について説明する。本実施形態の指示内容決定装置200にて実行されるゲームは、2次元(平面)の仮想空間におけるゲームである。 (Embodiment 7)
Next, other embodiments of the present invention will be described. The game executed by the instruction
Claims (12)
- 仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む円環の位置と、を記憶するキャラクタ記憶部(201)と、
前記記憶されたキャラクタの位置に当該キャラクタを描画し、前記記憶された円環の位置に当該円環を描画した画像を表示する表示部(202)と、
前記表示された画像内をユーザの操作により移動する注目位置を記憶する注目位置記憶部(203)と、
当該ユーザによる決定指示を受け付ける受付部(204)と、
前記記憶された注目位置が、当該円環が描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する出力部(205)と、
を備えることを特徴とする指示内容決定装置(200)。 A character storage unit (201) for storing the position of the character arranged in the virtual space and the position of the ring surrounding the character;
A display unit (202) for drawing the character at the position of the stored character and displaying an image of drawing the ring at the position of the stored ring;
An attention position storage unit (203) for storing an attention position that is moved by a user's operation in the displayed image;
A receiving unit (204) for receiving a determination instruction by the user;
When the stored attention position is within an area where the ring is drawn, when the determination instruction is received, the instruction content previously associated with the ring is output as a determination result by the user. An output unit (205) to perform,
An instruction content determination device (200) comprising: - 請求項1に記載の指示内容決定装置(200)であって、
前記キャラクタ記憶部(201)は、当該仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む互いに重複しない複数の円環の位置とを記憶し、
前記表示部(202)は、前記記憶されたキャラクタの位置に当該キャラクタを描画し、前記記憶された複数の円環の位置に当該複数の円環を描画した画像を表示し、
前記出力部(205)は、前記記憶された注目位置が、当該複数の円環のいずれかが描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する、
ことを特徴とする指示内容決定装置(200)。 An instruction content determination device (200) according to claim 1,
The character storage unit (201) stores the positions of characters arranged in the virtual space and the positions of a plurality of annular rings that do not overlap each other surrounding the character,
The display unit (202) draws the character at the position of the stored character, displays an image in which the plurality of rings are drawn at the position of the plurality of stored rings,
The output unit (205), when the stored attention position is in an area where any of the plurality of rings is drawn, when the determination instruction is accepted, the output unit (205) associates the position with the ring in advance. The given instruction content is output as a determination result by the user.
An instruction content determination device (200) characterized by that. - 請求項2に記載の指示内容決定装置(200)であって、
前記表示部(202)は、当該仮想空間に配置された視点から当該キャラクタと当該複数の円環とを見た様子を描画した画像を表示し、
前記表示部(202)は、前記記憶された注目位置が、当該複数の円環のいずれかが描画されている領域内にある場合、当該円環の当該注目位置に重なる場所の当該仮想空間における位置と、当該視点の位置と、の距離に予め大きさが対応付けられるマークを更に描画して表示する、
ことを特徴とする指示内容決定装置(200)。 An instruction content determination device (200) according to claim 2,
The display unit (202) displays an image in which the character and the plurality of rings are viewed from a viewpoint arranged in the virtual space,
The display unit (202), when the stored attention position is in an area where any of the plurality of rings is drawn, in the virtual space of the place overlapping the attention position of the ring A further drawing and display of a mark whose size is previously associated with the distance between the position and the position of the viewpoint,
An instruction content determination device (200) characterized by that. - 請求項3に記載の指示内容決定装置(200)であって、
前記表示部(202)は、前記記憶された注目位置が、当該複数の円環のいずれかが描画されている領域内にある場合、当該領域の色相、彩度、明度のうち少なくとも一つ以上を変化させて表示する、
ことを特徴とする指示内容決定装置(200)。 An instruction content determination device (200) according to claim 3,
The display unit (202), when the stored position of interest is in an area where any of the plurality of rings is drawn, at least one of hue, saturation, and brightness of the area To change the display,
An instruction content determination device (200) characterized by that. - 請求項1に記載の指示内容決定装置(200)であって、
前記記憶された注目位置が、当該キャラクタが描画されている領域内にある場合、当該決定指示が受け付けられると、前記表示部(202)は、
(a)当該円環が描画されていれば、当該描画を停止し、
(b)当該円環が描画されていなければ、当該描画を開始する、
ことを特徴とする指示内容決定装置(200)。 An instruction content determination device (200) according to claim 1,
When the stored attention position is within the area where the character is drawn, when the determination instruction is received, the display unit (202)
(A) If the ring is drawn, stop the drawing,
(B) If the ring is not drawn, start drawing.
An instruction content determination device (200) characterized by that. - 請求項1に記載の指示内容決定装置(200)であって、
前記キャラクタ記憶部(201)は、複数のキャラクタのそれぞれについて、当該キャラクタの位置を記憶し、
前記記憶された注目位置が、当該複数のキャラクタのいずれかが描画されている領域内にある場合、当該決定指示が受け付けられると、前記表示部(202)は、前記描画されているキャラクタを囲む円環の描画を開始し、当該キャラクタ以外のキャラクタを囲む円環の描画を停止し、
当該出力される指示内容は、当該円環に囲まれるキャラクタに対するものである、
ことを特徴とする指示内容決定装置(200)。 An instruction content determination device (200) according to claim 1,
The character storage unit (201) stores the position of the character for each of a plurality of characters,
When the stored attention position is in an area where any of the plurality of characters is drawn, when the determination instruction is accepted, the display unit (202) surrounds the drawn character Start drawing the ring, stop drawing the ring surrounding the other characters,
The instruction content to be output is for a character surrounded by the ring.
An instruction content determination device (200) characterized by that. - 請求項2に記載の指示内容決定装置(200)であって、
当該複数の円環は、当該仮想空間の所定の平面内に配置され、共通する中心を有する、
ことを特徴とする指示内容決定装置(200)。 An instruction content determination device (200) according to claim 2,
The plurality of rings are arranged in a predetermined plane of the virtual space and have a common center;
An instruction content determination device (200) characterized by that. - 請求項1に記載の指示内容決定装置(200)であって、
前記表示部(202)は、前記記憶されたキャラクタの位置に基づいて、前記記憶された円環の位置を更新し、前記更新した円環の位置に当該円環を表示する、
ことを特徴とする指示内容決定装置(200)。 An instruction content determination device (200) according to claim 1,
The display unit (202) updates the position of the stored ring based on the stored character position, and displays the ring at the updated position of the ring.
An instruction content determination device (200) characterized by that. - 請求項1に記載の指示内容決定装置(200)であって、
当該仮想空間は2次元空間であり、
当該円環が描画される位置は、当該仮想空間内における位置である、
ことを特徴とする指示内容決定装置(200)。 An instruction content determination device (200) according to claim 1,
The virtual space is a two-dimensional space,
The position where the ring is drawn is the position in the virtual space.
An instruction content determination device (200) characterized by that. - キャラクタ記憶部(201)と注目位置記憶部(203)を有する指示内容決定装置(200)にて実行される指示内容決定方法であって、
前記キャラクタ記憶部(201)には、仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む円環の位置と、が記憶され、
前記注目位置記憶部(203)には、画像内をユーザの操作により移動する注目位置が記憶され、
前記表示部(202)が、前記記憶されたキャラクタの位置に当該キャラクタを描画し、前記記憶された円環の位置に当該円環を描画した当該画像を表示する表示ステップと、
前記受付部(204)が、当該ユーザによる決定指示を受け付ける受付ステップと、
前記記憶された注目位置が、当該円環が描画されている領域内にある場合、当該決定指示が受け付けられると、前記出力部(205)が、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する出力ステップと、
を備えることを特徴とする指示内容決定方法。 An instruction content determination method executed by an instruction content determination device (200) having a character storage unit (201) and an attention position storage unit (203),
The character storage unit (201) stores the position of the character arranged in the virtual space and the position of the ring surrounding the character,
The attention position storage unit (203) stores an attention position that is moved by an operation of the user in the image,
The display unit (202) draws the character at the position of the stored character, and displays the image in which the ring is drawn at the position of the stored ring; and
The accepting unit (204) accepting a determination instruction by the user;
When the stored attention position is within the area where the ring is drawn, when the determination instruction is received, the output unit (205) displays the instruction content previously associated with the ring. An output step for outputting the result of determination by the user;
An instruction content determination method characterized by comprising: - コンピュータを、
仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む円環の位置と、を記憶するキャラクタ記憶部(201)、
前記記憶されたキャラクタの位置に当該キャラクタを描画し、前記記憶された円環の位置に当該円環を描画した画像を表示する表示部(202)、
前記表示された画像内をユーザの操作により移動する注目位置を記憶する注目位置記憶部(203)、
当該ユーザによる決定指示を受け付ける受付部(204)、
前記記憶された注目位置が、当該円環が描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する出力部(205)、
として機能させるプログラムを記憶することを特徴とする、コンピュータ読み取り可能な情報記録媒体。 Computer
A character storage unit (201) for storing the position of the character arranged in the virtual space and the position of the ring surrounding the character;
A display unit (202) for drawing the character at the position of the stored character and displaying an image of the ring drawn at the position of the stored ring;
A target position storage unit (203) for storing a target position to be moved by a user operation in the displayed image;
A reception unit (204) for receiving a determination instruction by the user,
When the stored attention position is within an area where the ring is drawn, when the determination instruction is received, the instruction content previously associated with the ring is output as a determination result by the user. Output unit (205),
A computer-readable information recording medium, which stores a program that functions as a computer program. - コンピュータを、
仮想空間内に配置されるキャラクタの位置と、当該キャラクタを囲む円環の位置と、を記憶するキャラクタ記憶部(201)、
前記記憶されたキャラクタの位置に当該キャラクタを描画し、前記記憶された円環の位置に当該円環を描画した画像を表示する表示部(202)、
前記表示された画像内をユーザの操作により移動する注目位置を記憶する注目位置記憶部(203)、
当該ユーザによる決定指示を受け付ける受付部(204)、
前記記憶された注目位置が、当該円環が描画されている領域内にある場合、当該決定指示が受け付けられると、当該円環に予め対応付けられた指示内容を、当該ユーザによる決定結果として出力する出力部(205)、
として機能させることを特徴とするプログラム。 Computer
A character storage unit (201) for storing the position of the character arranged in the virtual space and the position of the ring surrounding the character;
A display unit (202) for drawing the character at the position of the stored character and displaying an image of the ring drawn at the position of the stored ring;
A target position storage unit (203) for storing a target position to be moved by a user operation in the displayed image;
A reception unit (204) for receiving a determination instruction by the user,
When the stored attention position is within an area where the ring is drawn, when the determination instruction is received, the instruction content previously associated with the ring is output as a determination result by the user. Output unit (205),
A program characterized by functioning as
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