WO2018143732A1 - Game control device and virtual reality game system including same - Google Patents

Game control device and virtual reality game system including same Download PDF

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Publication number
WO2018143732A1
WO2018143732A1 PCT/KR2018/001466 KR2018001466W WO2018143732A1 WO 2018143732 A1 WO2018143732 A1 WO 2018143732A1 KR 2018001466 W KR2018001466 W KR 2018001466W WO 2018143732 A1 WO2018143732 A1 WO 2018143732A1
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WO
WIPO (PCT)
Prior art keywords
game
user
game content
virtual reality
signal
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PCT/KR2018/001466
Other languages
French (fr)
Korean (ko)
Inventor
옥철식
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옥철식
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Publication of WO2018143732A1 publication Critical patent/WO2018143732A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/017Head mounted
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/003Navigation within 3D models or images
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8082Virtual reality

Definitions

  • the present invention relates to a virtual reality game system, and more particularly, to a game control device for providing a haptic game to a user using a motion recognition sensor and a head mounted device in a specific area, and a virtual reality game system including the same.
  • a user progresses a game by using a button provided in a game controller or a simple operation device according to a situation where a user sits on a seat.
  • This type of game system could not implement the function of providing the user with experience other than visual and auditory.
  • the demand of users who want to experience a variety of synesthesia increases, recently, the user's behavior is detected and added to the game.
  • Various types of haptic game systems have been proposed that are equipped with reflecting motion motion recognition sensors.
  • the recently proposed haptic game system provides various types of game controllers and feedback means, and calculates the physical quantities such as speed and acceleration of events occurring in the game according to the game progress and feeds them back to the user. It will give you the same experience.
  • FIG. 1 shows a conventional game system 1, in which a user possesses a gun-type game controller device 3, which is provided by the display device 4. It shows the way to proceed the game while looking at the game screen, the user (user) is located on the mounting device (5) equipped with a moving pad and a sensor for reflecting forward and backward movement according to the progress of the game and delivering feedback Will proceed.
  • a gun-type game controller device 3 which is provided by the display device 4. It shows the way to proceed the game while looking at the game screen, the user (user) is located on the mounting device (5) equipped with a moving pad and a sensor for reflecting forward and backward movement according to the progress of the game and delivering feedback Will proceed.
  • This conventional haptic game system (1) is actually running while the center of the posture is distracted due to the structural safety of the moving pad and the structural problem of sliding into the structure of the sliding or ellipse when moving the foot during movement in the game. It is very inconvenient to play the game. In addition, since there is an inconvenience of wearing a fixed belt installed on the mounting apparatus 5 at the waist, there is a large restriction on operations and postures that the user can take.
  • the conventional haptic game system 1 has a disadvantage in that the manufacturing cost of the product due to the sensor and the safety accident prevention device installed in the mounting device 5 is high, and recognizes only the direction of movement for the progress of the FPS game. There is a limitation that there is no separate motion recognition function.
  • the present invention has been made to solve the above-described problems, the present invention is to provide a game control device and a virtual reality game system including the same to enable users to enjoy a haptic game of the user within a limited space, the problem is have.
  • a game controller for providing game content that is executed as the user is located on the stage defined by the active area and the moving area, the game controller An operation receiver for receiving an operation signal for a user's operation from the apparatus; An operation receiver configured to receive a detection signal for a movement and an operation of a user from a sensor device including one or more sensors; An interaction unit configured to generate a control signal for controlling the manipulation, movement, and operation of the avatar in the game content corresponding to the user in response to the manipulation signal and the detection signal; A screen providing unit for transmitting a screen signal corresponding to the game content to a connected head mounted device; And a controller configured to reflect the control signal to the game content to execute the game content.
  • a virtual reality game system for providing game content that is executed as the user is located on the stage where the active area is defined, the user A game controller for receiving an operation by a hand; At least one sensor device installed in the booth or user's wear suit in which the stage is installed, and including a sensor configured to sense a user's operation, operation, and movement; A head mounted device worn on a user's head and displaying game content; And a game control device that executes game content in response to an operation signal and a detection signal received from the game controller and the sensor device, and displays the content through the head mounted device.
  • a game is defined by defining a stage area that matches a virtual space of a game in a predetermined indoor space, and receiving or detecting a motion movement of a user wearing a head mounted device and a wearing suit in real time.
  • FIG. 1 is a view showing a conventional haptic game system.
  • FIG. 2 is a diagram schematically showing a virtual reality game system including a game control device according to an embodiment of the present invention
  • Figure 3 is a block diagram showing the structure of the virtual reality game system of FIG.
  • FIG. 4 is a block diagram illustrating a game control apparatus included in a virtual reality game system according to an exemplary embodiment of the present invention.
  • 5 and 6 are diagrams for explaining a method of implementing a user's behavior in a game content applied to a virtual reality game system according to an exemplary embodiment of the present invention.
  • FIGS. 7 and 8 are diagrams for describing a method of implementing a user's behavior in a game content applied to a virtual reality game system according to another exemplary embodiment of the present invention.
  • FIG. 9 is a flowchart illustrating a game providing method of a game control apparatus according to an exemplary embodiment of the present invention.
  • both the program and the hardware executed in the system may be configured in a module unit, and may be recorded in one physical memory or distributed between two or more memories and a recording medium.
  • the term 'action' used throughout the specification has a meaning encompassing all actions taken by the user and the avatar in the game content corresponding to the user, that is, operations, movements and actions of tools and the like.
  • FIG. 2 is a diagram schematically showing a virtual reality game system including a game control device according to an embodiment of the present invention
  • Figure 3 is a block diagram showing the structure of the virtual reality game system of FIG.
  • a virtual reality game system 100 including a game control device is a user on a stage 50 in which an active area A / A is defined.
  • the game controller 110 receives an operation by the user's hand, the booth 10 or the user's wearing suit 115 At least one is installed in the sensor device, including a sensor (121, 122) for detecting the user's operation, movement and movement, the user wears on the head, and displays the game content
  • the game controller 110 and the sensor device 120 respectively, and display through the head mounted device 130 May include a game controller 200 The.
  • the virtual reality game system 100 of the present invention can be built in the booth 10 having a predetermined space, the booth 10 may be formed with an entrance 11 on one side, size The width and length may be implemented by 1,000 mm or more, respectively.
  • a stage 50 divided into one or more areas may be defined as the ground in the booth 10, and the user may possess the game controller 110 and wear the suit 115 and the head mounted device ( 130 may be worn on the stage 50 in the booth 10 to execute game content through a separate hardware pattern execution command.
  • the virtual reality game system 100 of the present invention is applied to the movement execution command algorithm through iterative analysis of the specific movement pattern.
  • the game controller 110 plays a role of receiving a user's manipulation in order to proceed with the game content.
  • the game controller 110 may be a firearm shape having a trigger as an input button, and a direction key and a plurality of switches. It may be a general game controller shape having a button and a touch button.
  • the game controller 110 is electrically connected to the game control apparatus 200 by wire or wirelessly, and receives a user's operation during a game and transmits the manipulation to the James controller 200 in real time.
  • the game controller 110 may be used to implement not only the actions related to the weapon operation but also the movements and actions of the avatars among the actions of the avatars in the game content.
  • the game controller 110 may be mainly used for an operation of the avatar such as shooting or loading, or the avatar may sit in place or in specific coordinates according to the configuration of the system. It can also be used to control the behavior of movement.
  • the virtual reality game system 100 of the present invention may be applied to two avatar control methods according to the operation setting of the game controller 110 possessed by the user.
  • the first control method is a method of controlling an avatar to move from a virtual space to another space and to perform a specific motion as well as an operation by pressing a specific button provided on the game controller 110 or pressing a button repeatedly a predetermined number of times.
  • the game controller 110 is used only for the operation of the avatar and the like, and the movement and the action are performed in the system when the user directly moves the area on the stage or performs a corresponding action. Recognize and reflect on the avatar.
  • Wearing suit 115 is to be worn by the user 115 during the game, is connected through the wire 170 and the fixing rod 160 installed upward in the booth 10 for the user's (collision) prevention and safety
  • the movement distance is limited, and the safety that may occur when the user who is obscured by the head mounted device 130 is obscured from the stage 50 or hits the wall of the booth 10 during the movement and operation. It protects the user from accidents.
  • the wear suit 115 may be provided with one or more motion sensors 122, which will be described later at a position corresponding to the joint of the user, etc., which allows the user to recognize the movement and movement of the user more accurately.
  • the sensor device 120 is largely installed in the booth 10 and is built in the camera sensor 121 that detects movement and motion of the user by photographing the user, and the wearing suit 115 worn by the user.
  • the motion sensor 122 recognizes a user's movement, and the camera sensor 121 and the motion sensor 122 may both be installed or only one of them may be installed.
  • the camera sensor 121 When the camera sensor 121 executes game contents, the camera sensor 121 photographs a user in the booth 10 and transmits the result to the game control apparatus 200.
  • a plurality of camera sensors 121 are provided at each corner of the booth 10. Can be installed.
  • the camera sensor 121 is equipped with a CMOS or CCD image sensor to capture the image of the user as it is to obtain a natural color image, or equipped with an IR filter on the front of the image sensor and the user's wearing suit
  • a plurality of IR reflectors may be attached to the 115 to obtain an infrared shadow image through infrared photography and to detect coordinates, and the dual infrared shadow image may be used for motion and movement of the user in image processing later than the image of natural color. There is an advantage in increasing the recognition rate.
  • a motion tracking method of detecting light reflected from the human body using an infrared camera using a real-time three-dimensional measurement method technology and extracting real-time 3D shape data for a user from the IR camera may be applied.
  • the camera sensor 121 captures a plurality of markers attached to the ceiling in the booth 10 spaced at a predetermined interval to more accurately capture the X and Y coordinates, thereby detecting a marker position of the user. This may apply.
  • the motion sensor 122 detects movement and motion of the user, and may be provided in the wear suit 115 or may be configured as a separate sensor and attached to a body part of the user.
  • a gyro sensor, a geomagnetic sensor, an acceleration sensor, or the like may be used as the inertial sensor.
  • the head mounted display device 130 displays the game content for the user to watch, and the user wears the head mounted device 130 on the head to display the game content in real time. You can check the screen according to the progress.
  • the head mounted device 130 may be equipped with a geomagnetic sensor, an acceleration sensor, and the like separate from the sensor device 120, and displays a game screen corresponding to a direction viewed by the user.
  • the head mounted device 130 may be electrically connected to the game controller 200 through a wire 131 passing through a fixing rod 160 installed on the ceiling of the booth 10, and from the wire 131. It receives power and displays the game screen transmitted in real time according to the execution of game contents.
  • the head mounted device 130 may receive an image corresponding to the content by a wireless streaming method, or may wirelessly receive each signal value calculated by motion tracking.
  • Fixture 160 and the wire 170 serves to restrict the user in the game does not leave the range of the stage 50, the fixing rod 160 is fixed to the upper ceiling in the center of the booth 10 One end of the wire 170 having a variable length is connected thereto. Then, the other end of the wire 170 is fixed to one side of the wearing suit 115 to limit the moving range of the user (user).
  • the wire 170 may have a structure having a variable length and may extend to a range in which the maximum extendable length does not leave the stage 50.
  • the wire 170 may be made of an elastic material, and may be made of rubber or a spring structure to have a free length deformation.
  • one end of the wire 170 may be equipped with a circular roll device (not shown) in which the wire 170 is wound or unwound as the user moves forward or backward.
  • an area of the wire 170 may further include a separate sensor (not shown) capable of detecting the tension, and the sensor (not shown) may be electrically connected to the game controller 200.
  • a separate sensor capable of detecting the tension
  • the sensor not shown
  • Alerts can be provided to the user via a game screen or a separate notification sound.
  • the game controller 200 serves to control overall services provided by the virtual reality game system 100 of the present invention.
  • the game controller 110, the sensor device 120, and the head mounted device 130 are described above.
  • the game control apparatus 200 according to an embodiment of the present invention, the operation of the user (user) input to the game controller 110, the movement of the user from the sensor device 120 located in the booth 10 and The control signal is generated by receiving the detection result of the motion, and the game is performed by reflecting the control signal in the game content.
  • the game controller 200 transmits the game screen for the game content being executed to the head mounted device 130 so that the user can watch the game screen.
  • the game controller 200 may include a computer program including a plurality of modules for implementing such a function, a processor and a recording medium for executing the same, and a detailed description of the structure of the computer program will be described later.
  • the virtual reality game system including the game control device according to an embodiment of the present invention can provide realistic game content according to the operation and movement, as well as the user's operation on the stage having a predetermined width. have.
  • FIG. 4 is a block diagram illustrating a game control apparatus included in a virtual reality game system according to an exemplary embodiment of the present invention.
  • a game control apparatus 200 is a game control apparatus that provides game contents executed as a user is located on a stage defined as an active region and a moving region.
  • a screen providing unit 250 for transmitting a screen signal corresponding to the game content, and reflecting the control signal to the game content to execute the game content. It may include a control unit 240.
  • the operation receiving unit 210 is connected to the game controller 110 carried by the user in a wired or wireless manner, and receives an operation signal corresponding to the pressing of one or more triggers, switch buttons, and touch buttons provided in the game controller 110. It serves to receive input.
  • the manipulation signal may be related to the user performing the manipulation and may correspond to an event generated when the user manipulates the game controller.
  • the operation signal may correspond to an operation in which the avatar in the game content uses a tool or checks a map.
  • the operation receiver 220 receives a detection signal according to a user's movement and movement from the sensor device 120 including one or more camera sensors 121 and motion sensors 122 installed in the booth.
  • the detection signal is related to the movement of the user to a specific area on the stage, and to take an action such as standing position, sitting position, or bending arm, and is related to an event generated by the movement and action of the user.
  • the detection signal may correspond to an action of the avatar moving the map or the avatar in the game content.
  • the interaction unit 230 analyzes an operation signal and a detection signal from the operation receiver 210 and the operation receiver 220 to determine a button operated by the user, a current position, a moving direction and a posture of the user, and the like. It serves to generate a control signal that can be applied to the game content.
  • all actions of the user should be reflected in the game when the game content is executed, and the interaction unit 230 generates a control signal to analyze and reflect the manipulation signal and the detection signal in the game content.
  • the interaction unit 230 matches an operation signal with a key value set in the game content, and the matched key value is input to the game content by the control unit 240.
  • the manipulation signal is a signal of a touch type button
  • the interaction unit 230 may match different numerical values to key values according to the input condition.
  • the interaction unit 230 matches the detection signal with the attribute value of the avatar in the game content.
  • the attribute value includes the coordinates of the avatar on the body part and the map constituting the avatar, and according to the matching of the attribute value, the avatar moves by moving the body part or moves from the current position on the map to the destination.
  • the interaction unit 230 has a feature of generating a control signal so that the user can move the map on the game content having a relatively wider area on the stage having a limited area, which is a specific pattern to the operation signal and the detection signal Will be applied if it is included.
  • the move button provided in the game controller 110 as an action corresponding to a preset pattern.
  • the interaction unit 230 recognizes the action included in the manipulation signal or the detection signal as a pattern and moves the avatar to a corresponding position.
  • the interaction unit 230 considers this as a pattern when the user enters the area defined in the stage and generates a control signal for moving the avatar in an indirect movement form instead of the user's direct movement. can do.
  • the controller 240 plays a role in executing game content, and in particular, plays a game by reflecting a control signal generated by the interaction unit 230 to the running game content.
  • controller 240 requests the screen providing unit 250 to provide a game screen according to the execution of the game content to the user.
  • the screen providing unit 250 serves to provide a game screen according to the execution of game content to the head mounted device 130 worn by a user under the control of the controller 240.
  • the screen providing unit 250 may provide a game screen not only to the illustrated head mounted device 130 but also to a display device provided separately, so that other audiences besides the user may watch the game screen together. Can be.
  • the game control apparatus controls a booth in which a stage is installed, one or more sensors installed in the booth, and a game controller, a wear suit, and a head mounted device possessed and worn by a user.
  • a more realistic game content can be provided to the user.
  • the game control apparatus can directly or indirectly apply actions such as movement on the stage and movements of the game controller of the user to the avatar corresponding to the user in the game contents. Can be.
  • FIGS. 5 and 6 are diagrams for describing a method of implementing a user's behavior in a game content applied to a virtual reality game system according to an exemplary embodiment of the present invention.
  • a stage 50 having a predetermined width is formed on the ground in the booth 10 which is a game space, and the stage 50 is a virtual partition defined in the system. Is preferably in the form of a circle.
  • the circle diameter r1 of the stage 50 may be defined to be narrower than 2,000 m, and the user may be within that range.
  • the game can be progressed and the avatar in the game content can be moved through forward (f) and backward (b).
  • one end of the wearing suit is connected to the fixing rod 160 by a wire 170, the variable length of the wire 170 is at least It is set less than m so that the user does not leave the stage 50 as the user moves.
  • the stage 50 can set the entire area to the active area A / A, and the user's actions in the active area are reflected in the game content.
  • the user may operate the move button provided in the game controller 110 or swipe the front and rear touch buttons to perform the move. have.
  • the virtual reality game system may provide a function of automatically moving without using a detection signal by an inertial sensor provided in the user's wear suit.
  • game content may consist of a number of missions or quests, and the auto-move feature automatically directs the user to a specific location in order to perform any one mission or quest. It is a function to move.
  • FIGS. 7 and 8 are diagrams for explaining a method of implementing a user's behavior in a game content applied to a virtual reality game system according to another embodiment of the present invention.
  • the present invention is illustrated in FIG.
  • a stage 51 may be formed on the ground of the booth 10, which is a game space, divided into an active area A / A and a moving area M / A.
  • the width or length of the booth 10 has a total width ⁇ d1 + (d2 ⁇ 2) ⁇ of 2000 m
  • the width d1 of the active area A / A corresponding to the center is 1,500 m or less, which surrounds it.
  • the widths d2 of the moving regions M / A on both sides may be set to 250 m or less, respectively.
  • the circle diameter ⁇ r1 + (r2 ⁇ 2) ⁇ of the stage 51 may be defined as 2,000 m or less with a length less than the overall width of the booth 10, and the user may move forward f and The avatar in the game content can be moved through the backward b.
  • the user's behavior, especially movement, within the active area A / A of the stage 51 can be reflected directly in the game content, and when the user enters the moving area M / A, the active area.
  • a move to an area that cannot be implemented in (A / A) can be implemented.
  • the system of the present invention displays the state. The avatar is recognized as a long distance movement of the avatar, and the avatar is moved to the corresponding coordinates.
  • the system recognizes that the user has entered the moving area (M / A) through the camera sensor installed in the booth 10 to control the Avitar.
  • the moving area M / A is formed to have a height higher than the active area A / A from the ground, and is formed to have an inclination or a step with respect to the active area A / A, so that a user who has a limited visual field It may be configured to recognize for itself the height or inclination of the foot when moving.
  • the moving area A / A may be made of a different material from the active area A / A, or may have a different texture to allow the user to recognize the current area.
  • the virtual reality system of the present invention can detect the user's operation, movement, and other actions on the stage through an inertial sensor or a camera sensor and reflect them in the game progress.
  • the avatar may be controlled in various ways according to the user's preference.
  • FIG. 9 is a flowchart illustrating a game providing method of a game control apparatus according to an exemplary embodiment of the present invention.
  • the method of providing a game may include receiving an operation signal for a user's operation from a game controller and a detection signal for a user's movement and motion from a sensor device including one or more sensors (S100), Generating a control signal for controlling the operation, movement and operation of the avatar in the game content corresponding to the user in response to the operation signal and the detection signal (S110), reflecting the control signal to the game content to execute the game content And a step (S130) of transmitting a screen signal corresponding to the game content to the connected head mounted device.
  • Receiving an operation signal for the user's operation from the game controller and a detection signal for the user's movement and movement from the sensor device including one or more sensors (S100) is the operation and operation receiver of the game control device to the user's actions Receiving the input and the detection result according to a wired or wireless manner.
  • step S110 of generating a control signal for controlling the manipulation, movement, and operation of the avatar in the game content matched to the user in response to the manipulation signal and the detection signal an interaction unit of the game controller is provided from each receiver. Analyzing the manipulation signal and the detection signal, and generating a control signal to be reflected in the behavior of the avatar in the game.
  • the manipulation signal may be matched with a key value
  • the detection signal may be matched with an attribute value of the avatar.
  • the step of executing the game content by reflecting the control signal to the game content is a step of controlling the behavior of the avatar by inputting the control signal to the game content being executed by the controller of the game control apparatus.
  • the transmitting of the screen signal corresponding to the game content to the connected head mounted device may provide the game screen output as the controller executes the game content to the head mounted device worn by the user in real time. It's a step. According to the step S130, the user checks the game screen to proceed with the game.
  • the game control method can provide a more realistic game to the user by reflecting the user's actions in the game content and providing the game screen in real time.

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  • General Physics & Mathematics (AREA)
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  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
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Abstract

The present invention discloses a virtual reality game system. In detail, the present invention relates to a game control device which provides an interactive game to a user by using a motion recognition sensor and a head-mounted device in a specific area, and a virtual reality game system including the same. According to an embodiment of the present invention, a stage area matched with a virtual space of the game is defined in a prescribed interior space, and the game progresses as the behavior of the user wearing the head-mounted device and a wearable suit is received as input or detected in the stage area, and thus there is an effect of providing a more realistic interactive game to the user.

Description

게임 제어장치 및 이를 포함하는 가상현실 게임 시스템Game controller and virtual reality game system including the same
본 발명은 가상현실 게임 시스템에 관한 것으로, 특히 특정구역 내에서 모션인식 센서 및 헤드 마운티드 장치를 이용하여 사용자에게 체감형 게임을 제공하는 게임 제어장치 및 이를 포함하는 가상현실 게임 시스템에 관한 것이다.The present invention relates to a virtual reality game system, and more particularly, to a game control device for providing a haptic game to a user using a motion recognition sensor and a head mounted device in a specific area, and a virtual reality game system including the same.
종래의 일반적인 게임 시스템에서는 사용자가 좌석에 앉아 화면상에서 벌어지는 상황에 따라 게임 콘트롤러에 구비된 버튼 또는, 간단한 조작기구를 사용함으로써 게임을 진행하는 형태이다.In a conventional general game system, a user progresses a game by using a button provided in a game controller or a simple operation device according to a situation where a user sits on a seat.
이러한 형태의 게임 시스템은 사용자에게 시각과 청각 이외의 체험을 제공하는 기능은 구현할 수 없었으며, 보다 다양한 공감각적인 체험을 하고자 하는 사용자들의 요구가 증가함에 따라, 최근에는 사용자의 행위를 감지하여 게임에 반영하는 모션 동작인식 센서 등이 탑재된 다양한 형태의 체감형 게임 시스템이 제안되었다.This type of game system could not implement the function of providing the user with experience other than visual and auditory. As the demand of users who want to experience a variety of synesthesia increases, recently, the user's behavior is detected and added to the game. Various types of haptic game systems have been proposed that are equipped with reflecting motion motion recognition sensors.
최근 제안된 체감형 게임 시스템은, 다양한 형태의 게임 콘트롤러와 피드백 수단을 제공하고, 게임진행 상황에 따라 게임내에서 발생하는 이벤트들에 대한 속도 및 가속도 등의 물리량을 계산하여 사용자에게 피드백 함으로써 실제와 같은 체감을 제공하게 된다.The recently proposed haptic game system provides various types of game controllers and feedback means, and calculates the physical quantities such as speed and acceleration of events occurring in the game according to the game progress and feeds them back to the user. It will give you the same experience.
도 1은 종래의 체감형 게임 시스템(1)을 나타낸 것으로, 종래의 FPS 체감형 게임 시스템은 사용자(user)가 총기형의 게임 콘트롤러 장치(3)를 소지하고, 디스플레이 장치(4)에서 제공하는 게임화면을 바라보며 게임을 진행하는 방식을 예시하고 있으며, 사용자(user)는 게임진행에 따른 전후 이동을 반영하고 피드백을 전달하기 위한 무빙패드 및 센서가 설치된 거치장치(5)상에 위치하여 게임을 진행하게 된다.FIG. 1 shows a conventional game system 1, in which a user possesses a gun-type game controller device 3, which is provided by the display device 4. It shows the way to proceed the game while looking at the game screen, the user (user) is located on the mounting device (5) equipped with a moving pad and a sensor for reflecting forward and backward movement according to the progress of the game and delivering feedback Will proceed.
이러한 종래 체감형 게임 시스템(1)은 게임상에서 상기 무빙패드의 구조적인 안전문제와 이동 시 발을 움직일 때 슬라이딩 또는 타원의 구조로 안으로 미끄러져 들어오게 되는 구조적 문제로 인해 자세의 중심이 흐트러져 사실상 뛰면서 게임을 하기가 매우 불편하다. 또한 거치장치(5)에 설치되는 고정형 벨트를 허리에 착용해야 하는 불편함이 존재함에 따라 사용자(user)가 취할 수 있는 동작 및 자세 등에 제약이 크다.This conventional haptic game system (1) is actually running while the center of the posture is distracted due to the structural safety of the moving pad and the structural problem of sliding into the structure of the sliding or ellipse when moving the foot during movement in the game. It is very inconvenient to play the game. In addition, since there is an inconvenience of wearing a fixed belt installed on the mounting apparatus 5 at the waist, there is a large restriction on operations and postures that the user can take.
허리센서 또는 발 미끄러짐 센서등의 감지오차로 인한 모션 딜레이 현상으로 이동의 오작동이 종종 발생하는 문제점이 있다. There is a problem that a malfunction of movement is often caused by a motion delay phenomenon due to a detection error such as a waist sensor or a foot slip sensor.
뿐만 아니라, 종래의 체감형 게임 시스템(1)은 거치장치(5)에 설치되는 센서 및 안전사고 예방장치 등으로 인한 제품의 제작단가가 높다는 단점이 있으며, FPS 게임의 진행을 위한 이동방향만을 인식할 뿐, 별도의 동작인식 기능이 없다는 한계가 있다.In addition, the conventional haptic game system 1 has a disadvantage in that the manufacturing cost of the product due to the sensor and the safety accident prevention device installed in the mounting device 5 is high, and recognizes only the direction of movement for the progress of the FPS game. There is a limitation that there is no separate motion recognition function.
본 발명은 전술한 문제점을 해결하기 위해 안출된 것으로, 본 발명은 한정된 공간 내에서 사용자의 동작 체감형 게임을 즐길 수 있도록 하는 게임 제어장치 및 이를 포함하는 가상현실 게임 시스템을 제공하는 데 그 과제가 있다.The present invention has been made to solve the above-described problems, the present invention is to provide a game control device and a virtual reality game system including the same to enable users to enjoy a haptic game of the user within a limited space, the problem is have.
전술한 과제를 해결하기 위해, 본 발명의 실시 예에 따른 게임 제어장치는, 액티브 영역 및 무빙 영역으로 정의되는 스테이지상에 사용자가 위치함에 따라 실행되는 게임 콘텐츠를 제공하는 게임 제어장치로서, 게임 콘트롤러로부터 사용자의 조작에 대한 조작신호를 수신하는 조작 수신부; 하나이상의 센서를 포함하는 센서장치로부터 사용자의 이동 및 동작에 대한 감지신호를 수신하는 동작 수신부; 상기 조작신호 및 감지신호에 대응하여 사용자에 매칭되는 게임 콘텐츠 내 아바타의 조작, 이동 및 동작을 제어하는 제어신호를 생성하는 상호 작용부; 연결된 헤드 마운티드 장치에 상기 게임 콘텐츠에 대응하는 화면신호를 전송하는 화면 제공부; 및 상기 게임 콘텐츠에 상기 제어신호를 반영하여 상기 게임 콘텐츠를 실행하는 제어부를 포함할 수 있다.In order to solve the above problems, the game control apparatus according to an embodiment of the present invention, a game controller for providing game content that is executed as the user is located on the stage defined by the active area and the moving area, the game controller An operation receiver for receiving an operation signal for a user's operation from the apparatus; An operation receiver configured to receive a detection signal for a movement and an operation of a user from a sensor device including one or more sensors; An interaction unit configured to generate a control signal for controlling the manipulation, movement, and operation of the avatar in the game content corresponding to the user in response to the manipulation signal and the detection signal; A screen providing unit for transmitting a screen signal corresponding to the game content to a connected head mounted device; And a controller configured to reflect the control signal to the game content to execute the game content.
또한, 전술한 과제를 해결하기 위해, 본 발명의 실시 예에 따른 가상 현실 게임 시스템은, 액티브 영역이 정의되는 스테이지상에 사용자가 위치함에 따라 실행되는 게임 콘텐츠를 제공하는 가상 현실 게임 시스템으로서, 사용자의 손에 의한 조작을 입력 받는 게임 콘트롤러; 상기 스테이지가 설치되는 부스 또는 사용자의 착용 수트에 적어도 하나가 설치되고, 사용자의 조작, 동작 및 이동을 감지하는 센서를 포함하는 센서장치; 사용자가 머리에 착용하며, 게임 콘텐츠를 표시하는 헤드 마운티드 장치; 및 상기 게임 콘트롤러 및 센서장치로부터 각각 수신되는 조작신호 및 감지신호에 대응하여 게임 콘텐츠를 실행하고, 상기 헤드 마운티드 장치를 통해 표시하는 게임 제어장치를 포함할 수 있다.In addition, in order to solve the above-described problem, the virtual reality game system according to an embodiment of the present invention, a virtual reality game system for providing game content that is executed as the user is located on the stage where the active area is defined, the user A game controller for receiving an operation by a hand; At least one sensor device installed in the booth or user's wear suit in which the stage is installed, and including a sensor configured to sense a user's operation, operation, and movement; A head mounted device worn on a user's head and displaying game content; And a game control device that executes game content in response to an operation signal and a detection signal received from the game controller and the sensor device, and displays the content through the head mounted device.
본 발명은 실시예에 따르면, 소정의 실내공간 내에 게임의 가상공간과 매칭되는 스테이지 영역을 정의하고, 스테이지 영역 내에 헤드 마운티드 장치 및 착용수트를 착용한 사용자의 모션 동작을 실시간으로 입력 받거나 감지하여 게임을 진행함으로써, 사용자에게 보다 실감나는 체감형 게임을 제공하는 효과가 있다.According to an embodiment of the present invention, a game is defined by defining a stage area that matches a virtual space of a game in a predetermined indoor space, and receiving or detecting a motion movement of a user wearing a head mounted device and a wearing suit in real time. By proceeding, there is an effect of providing a more realistic game to the user.
또한, 가까운 거리 이외에 콘텐츠 상 부스의 동작인식 영역을 넘게 되는 영역을 이동할 경우 특정 이동명령을 위해 버튼입력, 제자리 걸음과 같은 특정 동작패턴 인식, 콘텐츠 미션 완료 시 자동이동 기능 등을 통해 부스공간 보다 큰 가상의 넓은 범위의 맵 공간을 실제로 돌아 다니며 게임을 할 수 있는 모션동작인식 FPS게임을 제공하는 효과가 있다.In addition, if you move the area beyond the motion recognition area of the booth in addition to the close distance, it is larger than the booth space through a button input for a specific movement command, recognition of a specific operation pattern such as stepping, and an automatic movement function when the content mission is completed. It has the effect of providing a motion motion recognition FPS game that can actually play games in a virtually wide range of map space.
도 1은 종래의 체감형 게임 시스템을 나타낸 도면이다.1 is a view showing a conventional haptic game system.
도 2는 본 발명의 실시예에 따른 게임 제어장치를 포함하는 가상현실 게임 시스템을 모식도로 나타낸 도면이고, 도 3은 도 2의 가상현실 게임 시스템의 구조를 블록도로 나타낸 도면이다.2 is a diagram schematically showing a virtual reality game system including a game control device according to an embodiment of the present invention, Figure 3 is a block diagram showing the structure of the virtual reality game system of FIG.
도 4는 본 발명의 실시예에 따른 가상현실 게임 시스템에 포함되는 게임 제어장치를 블록도로 나타낸 도면이다.4 is a block diagram illustrating a game control apparatus included in a virtual reality game system according to an exemplary embodiment of the present invention.
도 5 및 도 6은 본 발명의 실시예에 따른 가상현실 게임 시스템에 적용되는 사용자의 행위를 게임 콘텐츠내에서 구현하는 방법을 설명하기 위한 도면이다.5 and 6 are diagrams for explaining a method of implementing a user's behavior in a game content applied to a virtual reality game system according to an exemplary embodiment of the present invention.
도 7 및 도 8은 본 발명의 다른 실시예에 따른 가상현실 게임 시스템에 적용되는 사용자의 행위를 게임 콘텐츠내에서 구현하는 방법을 설명하기 위한 도면이다.7 and 8 are diagrams for describing a method of implementing a user's behavior in a game content applied to a virtual reality game system according to another exemplary embodiment of the present invention.
도 9는 본 발명의 실시예에 따른 게임 제어장치의 게임 제공방법을 순서도로 나타낸 도면이다.9 is a flowchart illustrating a game providing method of a game control apparatus according to an exemplary embodiment of the present invention.
설명에 앞서, 명세서 전체에서 어떤 부분이 어떤 구성요소를 "구비" 또는 "포함" 한다고 할 때, 이는 특별히 반대되는 기재가 없는 한, 다른 구성요소를 제외하는 것이 아니라 다른 구성요소를 더 포함할 수 있는 것을 의미한다. 또한, 명세서에 기재된 "...부(Unit)" 및 "...모듈(Module)" 등의 용어는 적어도 하나의 기능이나 동작을 처리하는 단위를 의미하며, 이는 하드웨어, 소프트웨어 또는, 하드웨어 및 소프트웨어의 결합으로 구현될 수 있다.Prior to the description, when any part of the specification to "include" or "include" any component, unless otherwise stated, it may further include other components, not to exclude other components. It means to be. In addition, terms such as "Unit" and "... Module" described in the specification means a unit for processing at least one function or operation, which may be hardware, software or hardware and It can be implemented in a combination of software.
또한, 본 명세서에서 "실시예"라는 용어는 예시, 사례 또는 도해의 역할을 하는 것을 의미하나, 발명의 대상은 그러한 예에 의해 제한되지 않는다. 또한, "포함하는", "구비하는", "갖는" 및 다른 유사한 용어가 사용되고 있으나, 청구범위에서 사용되는 경우 임의의 추가적인 또는 다른 구성요소를 배제하지 않는 개방적인 전환어(Transition word)로서 "포함하는(Comprising)"이라는 용어와 유사한 방식으로 포괄적으로 사용된다.In addition, the term "embodiment" herein is meant to serve as an example, example or illustration, but the subject matter of the invention is not limited by such an example. In addition, "comprising", "comprising", "having" and other similar terms are used, but as used in the claims do not exclude any additional or other component as "transition word." It is used generically in a similar manner to the term Comprising.
본 명세서에 설명된 다양한 기법은 하드웨어 또는 소프트웨어와 함께 구현될 수 있거나, 적합한 경우에 이들 모두의 조합과 함께 구현될 수 있다. 본 명세서에 사용된 바와 같은 "부(Unit)", "시스템(System)" 등의 용어는 마찬가지로 컴퓨터 관련 엔티티(Entity), 즉 하드웨어, 하드웨어 및 소프트웨어의 조합, 소프트웨어 또는 실행 시의 소프트웨어와 등가로 취급할 수 있다. 또한, 본 발명에서는 시스템에서 실행되는 프로그램 및 하드웨어 모두가 모듈단위로 구성될 수 있고, 하나의 물리적 메모리에 기록되거나, 둘 이상의 메모리 및 기록매체 사이에 분산되어 기록될 수 있다.The various techniques described herein may be implemented with hardware or software, or where appropriate, with a combination of both. Terms such as "Unit", "System", as used herein, are likewise equivalent to a computer-related entity, i.e., hardware, a combination of hardware and software, software or software at run time. Can handle In addition, in the present invention, both the program and the hardware executed in the system may be configured in a module unit, and may be recorded in one physical memory or distributed between two or more memories and a recording medium.
또한, 명세서 전반에 걸쳐 사용되는 용어인 '행위'는 사용자 및 그 사용자에 대응되는 게임 콘텐츠내의 아바타(avatar)가 취하는 모든 행동, 즉 도구 등의 조작, 이동 및 동작 등을 포괄하는 의미를 갖는다.In addition, the term 'action' used throughout the specification has a meaning encompassing all actions taken by the user and the avatar in the game content corresponding to the user, that is, operations, movements and actions of tools and the like.
이하, 도면을 참조하여 본 발명의 실시예에 따른 게임 제어장치 및 이를 포함하는 가상현실 게임 시스템을 설명한다.Hereinafter, a game control apparatus and a virtual reality game system including the same according to an embodiment of the present invention will be described with reference to the drawings.
도 2는 본 발명의 실시예에 따른 게임 제어장치를 포함하는 가상현실 게임 시스템을 모식도로 나타낸 도면이고, 도 3은 도 2의 가상현실 게임 시스템의 구조를 블록도로 나타낸 도면이다.2 is a diagram schematically showing a virtual reality game system including a game control device according to an embodiment of the present invention, Figure 3 is a block diagram showing the structure of the virtual reality game system of FIG.
도 2 및 도 3을 참조하면, 본 발명의 실시예에 따른 게임 제어장치를 포함하는 가상현실 게임 시스템(100)은 액티브 영역(A/A)이 정의되는 스테이지(50)상에 사용자(user)가 위치함에 따라 실행되는 게임 콘텐츠를 제공하는 가상 현실 게임 시스템으로서, 사용자(user)의 손에 의한 조작을 입력받는 게임 콘트롤러(110)와, 부스(10) 또는 사용자(user)의 착용수트(115)에 적어도 하나가 설치되고, 사용자(user)의 조작, 동작 및 이동을 감지하는 센서(121, 122)를 포함하는 센서장치(120), 사용자(user)가 머리에 착용하며, 게임 콘텐츠를 표시하는 헤드 마운티드 장치(130) 및, 상기 게임 콘트롤러(110) 및 센서장치(120)로부터 각각 수신되는 조작신호 및 감지신호에 대응하여 게임 콘텐츠를 실행하고, 상기 헤드 마운티드 장치(130)를 통해 표시하는 게임 제어장치(200)를 포함할 수 있다.2 and 3, a virtual reality game system 100 including a game control device according to an embodiment of the present invention is a user on a stage 50 in which an active area A / A is defined. As a virtual reality game system that provides game content that is executed as the location is located, the game controller 110 receives an operation by the user's hand, the booth 10 or the user's wearing suit 115 At least one is installed in the sensor device, including a sensor (121, 122) for detecting the user's operation, movement and movement, the user wears on the head, and displays the game content To execute the game content in response to the operation signal and the detection signal received from the head mounted device 130, the game controller 110 and the sensor device 120, respectively, and display through the head mounted device 130 May include a game controller 200 The.
도시된 바와 같이, 본 발명의 가상현실 게임 시스템(100)은 소정의 공간을 갖는 부스(10)내에 구축될 수 있으며, 그 부스(10)는 일측에 출입구(11)가 형성될 수 있고, 크기는 가로 및 세로가 각각 1,000 mm 이상으로 구현될 수 있다. 그리고, 부스(10)내 지면으로는 하나이상의 영역으로 구분되는 스테이지(50)가 정의되어 있을 수 있으며, 사용자(user)는 게임 콘트롤러(110)를 소지하고 착용수트(115) 및 헤드 마운티드 장치(130)를 착용한 상태로 부스(10)내 스테이지(50)상에 위치하여 별도의 하드웨어 패턴 실행명령을 통해 게임 콘텐츠를 실행할 수 있다.As shown, the virtual reality game system 100 of the present invention can be built in the booth 10 having a predetermined space, the booth 10 may be formed with an entrance 11 on one side, size The width and length may be implemented by 1,000 mm or more, respectively. In addition, a stage 50 divided into one or more areas may be defined as the ground in the booth 10, and the user may possess the game controller 110 and wear the suit 115 and the head mounted device ( 130 may be worn on the stage 50 in the booth 10 to execute game content through a separate hardware pattern execution command.
또한, 본 발명의 가상현실 게임 시스템(100)은 반복적인 특정 동작패턴 분석을 통한 이동 실행 명령 알고리즘이 적용된다.In addition, the virtual reality game system 100 of the present invention is applied to the movement execution command algorithm through iterative analysis of the specific movement pattern.
게임 콘트롤러(Game Controller; 110)는 게임 콘텐츠를 진행하기 위해 사용자의 조작을 입력받는 역할을 하는 것으로, 게임 콘텐츠가 FPS 장르일 경우 트리거를 입력버튼으로 하는 총기형상일 수 있으며, 방향키, 복수의 스위치형 버튼 및 터치형 버튼을 구비하는 일반적인 게임 콘트롤러 형상일 수 있다.The game controller 110 plays a role of receiving a user's manipulation in order to proceed with the game content. When the game content is an FPS genre, the game controller 110 may be a firearm shape having a trigger as an input button, and a direction key and a plurality of switches. It may be a general game controller shape having a button and a touch button.
이러한 게임 콘트롤러(110)는 유선 또는 무선으로 게임 제어장치(200)와 전기적으로 연결되며, 게임 중 사용자의 조작을 입력받아 제임 제어장치(200)에 실시간으로 전송하게 된다.The game controller 110 is electrically connected to the game control apparatus 200 by wire or wirelessly, and receives a user's operation during a game and transmits the manipulation to the James controller 200 in real time.
또한, 게임 콘트롤러(110)는 게임 콘텐츠에서 아바타(Avatar)의 행위 중, 무기조작에 관련된 행위뿐만 아니라, 아바타의 이동 및 동작에 대한 행위를 구현하는 데 이용될 수 있다. 일 예로서, FPS 장르의 게임인 경우 게임 콘트롤러(110)는 사격 또는 장전 등의 아바타가 총기를 조작하는 행위에 주로 이용될 수 있고, 또는 시스템의 구성에 따라 아바타가 제자리에서 앉거나 특정 좌표로 이동하는 행위를 제어하는 데도 이용될 수 있다.In addition, the game controller 110 may be used to implement not only the actions related to the weapon operation but also the movements and actions of the avatars among the actions of the avatars in the game content. As an example, in the case of a game of the FPS genre, the game controller 110 may be mainly used for an operation of the avatar such as shooting or loading, or the avatar may sit in place or in specific coordinates according to the configuration of the system. It can also be used to control the behavior of movement.
상세하게는, 본 발명의 가상현실 게임 시스템(100)은 사용자가 소지하는 게임 콘트롤러(110)의 작동설정에 따라 2 가지의 아바타 제어방식이 적용될 수 있다. 제1 제어방식은 게임 콘트롤러(110)에 구비된 특정버튼을 누르거나 혹은 소정횟수 반복하여 버튼을 누르면 조작뿐만 아니라, 아바타가 가상공간에서 다른 공간으로의 이동 및 특정동작을 행하도록 제어하는 방식이고, 제2 제어방식은 게임 콘트롤러(110)는 아바타의 총기 등의 조작에만 이용되며, 이동 및 동작과 같은 행위는 사용자(user)가 직접 스테이지상의 영역을 이동하거나, 대응되는 동작을 행하면 이를 시스템에서 인식하여 아바타에게 반영하는 방식이다. In detail, the virtual reality game system 100 of the present invention may be applied to two avatar control methods according to the operation setting of the game controller 110 possessed by the user. The first control method is a method of controlling an avatar to move from a virtual space to another space and to perform a specific motion as well as an operation by pressing a specific button provided on the game controller 110 or pressing a button repeatedly a predetermined number of times. In the second control method, the game controller 110 is used only for the operation of the avatar and the like, and the movement and the action are performed in the system when the user directly moves the area on the stage or performs a corresponding action. Recognize and reflect on the avatar.
착용수트(115)는 게임 중 사용자(115)가 착용하는 것으로, 부스(10)내 상방으로 설치되는 고정대(160)와 와이어(170)를 통해 연결되어 사용자(user)의 충돌방지 및 안전을 위해 이동거리를 제한하며, 헤드 마운티드 장치(130)를 착용함에 따라 실제 시야가 가려진 사용자(user)가 이동 및 동작 중에 스테이지(50)를 벗어나거나 부스(10)의 벽면에 부딪침에 따라 발생할 수 있는 안전사고로부터 사용자(user)를 보호하게 된다.Wearing suit 115 is to be worn by the user 115 during the game, is connected through the wire 170 and the fixing rod 160 installed upward in the booth 10 for the user's (collision) prevention and safety The movement distance is limited, and the safety that may occur when the user who is obscured by the head mounted device 130 is obscured from the stage 50 or hits the wall of the booth 10 during the movement and operation. It protects the user from accidents.
특히, 착용수트(115)에는 사용자(user)의 관절부 등에 대응하는 위치에 후술하는 모션센서(122)가 하나이상 구비될 수 있으며, 이는 사용자의 동작 및 이동을 보다 정확하게 인식할 수 있도록 한다.In particular, the wear suit 115 may be provided with one or more motion sensors 122, which will be described later at a position corresponding to the joint of the user, etc., which allows the user to recognize the movement and movement of the user more accurately.
센서장치(120)는 크게 부스(10)내 설치되어 사용자(user)를 촬영함으로써 그의 이동 및 동작을 감지하는 카메라 센서(121)와, 사용자(user)가 착용하는 착용수트(115)에 내장되어 사용자(user)의 움직임을 인식하는 모션센서(122)로 구분되고, 카메라 센서(121) 및 모션센서(122)는 둘 다 설치되거나, 또는 어느 하나만 설치될 수 있다.The sensor device 120 is largely installed in the booth 10 and is built in the camera sensor 121 that detects movement and motion of the user by photographing the user, and the wearing suit 115 worn by the user. The motion sensor 122 recognizes a user's movement, and the camera sensor 121 and the motion sensor 122 may both be installed or only one of them may be installed.
카메라 센서(121)는 게임 콘텐츠 실행시, 부스(10)내 사용자(user)를 촬영하여 그 결과를 게임 제어장치(200)에 전송하는 역할을 하며, 부스(10)의 상방 각 모서리에 복수개가 설치될 수 있다. 이러한 카메라 센서(121)는 CMOS 또는 CCD 이미지 센서를 탑재하여 사용자(user)의 모습을 그대로 촬영하여 자연색의 영상을 획득하는 구성, 또는 이미지 센서 전면에 IR 필터를 구비하고 사용자(user)의 착용수트(115)에 복수의 IR 반사체를 부착하여 적외선 촬영을 통해 적외선 암영 영상을 획득하고 좌표를 검출하는 구성으로 이루어질 수 있으며, 이중 적외선 암영영상은 자연색의 영상보다 추후 영상처리에서 사용자의 동작 및 이동에 대한 인식률을 높이는 데 유리한 장점이 있다.When the camera sensor 121 executes game contents, the camera sensor 121 photographs a user in the booth 10 and transmits the result to the game control apparatus 200. A plurality of camera sensors 121 are provided at each corner of the booth 10. Can be installed. The camera sensor 121 is equipped with a CMOS or CCD image sensor to capture the image of the user as it is to obtain a natural color image, or equipped with an IR filter on the front of the image sensor and the user's wearing suit A plurality of IR reflectors may be attached to the 115 to obtain an infrared shadow image through infrared photography and to detect coordinates, and the dual infrared shadow image may be used for motion and movement of the user in image processing later than the image of natural color. There is an advantage in increasing the recognition rate.
상기 IR 인식 방식 이외에도, 적외선 카메라를 사용하여 인체로부터 반사된 빛을 실시간 삼차원 측정 방식기술을 이용하여 검출하고, 그로부터 사용자에 대한 실시간 3D 형상 데이터를 추출하는 모션 트래킹(Tracking)방식이 적용될 수 있다.In addition to the IR recognition method, a motion tracking method of detecting light reflected from the human body using an infrared camera using a real-time three-dimensional measurement method technology and extracting real-time 3D shape data for a user from the IR camera may be applied.
또한, 카메라 센서(121)는 부스(10)내 천장에 일정간격으로 이격되어 부착되는 복수의 마커를 촬영하여 X, Y 좌표를 보다 정밀하게 촬영함으로써 사용자의 위치를 감지하는 마커(Marker) 검출방식이 적용될 수 도 있다.In addition, the camera sensor 121 captures a plurality of markers attached to the ceiling in the booth 10 spaced at a predetermined interval to more accurately capture the X and Y coordinates, thereby detecting a marker position of the user. This may apply.
모션 센서(122)는 사용자의 이동 및 동작을 감지하는 것으로, 착용수트(115)에 구비되거나, 또는 별도의 센서로 구성되어 사용자의 신체부위에 부착되는 형태로 구성될 수 있다. 이러한 모션 센서(122)로는 관성센서의 역할로 자이로 센서, 지자기 센서 및 가속도 센서 등이 이용될 수 있다.The motion sensor 122 detects movement and motion of the user, and may be provided in the wear suit 115 or may be configured as a separate sensor and attached to a body part of the user. As the motion sensor 122, a gyro sensor, a geomagnetic sensor, an acceleration sensor, or the like may be used as the inertial sensor.
헤드 마운티드 장치(Head Mounted Display Device; 130)는 게임 콘텐츠를 사용자(user)가 시청할 수 있도록 표시하는 역할을 하며, 사용자(user)는 머리에 헤드 마운티드 장치(130)를 착용하여 실시간으로 게임 콘텐츠의 진행에 따른 화면을 확인할 수 있다.The head mounted display device 130 displays the game content for the user to watch, and the user wears the head mounted device 130 on the head to display the game content in real time. You can check the screen according to the progress.
특히, 헤드 마운티드 장치(130)는 센서장치(120)와는 별도의 지자기 센서 및 가속도 센서 등을 탑재할 수 있으며, 사용자(user)가 바라보는 방향에 대응되는 게임 화면을 표시하게 된다. 이러한 헤드 마운티드 장치(130)는 부스(10)의 상방 천장에 설치되는 고정대(160)를 통과하는 배선(131)을 통해 게임 제어장치(200)와 전기적으로 연결될 수 있으며, 그 배선(131)으로부터 전원을 공급받고 게임 콘텐츠의 실행에 따른 게임화면을 실시간으로 전송 받아 표시한다.In particular, the head mounted device 130 may be equipped with a geomagnetic sensor, an acceleration sensor, and the like separate from the sensor device 120, and displays a game screen corresponding to a direction viewed by the user. The head mounted device 130 may be electrically connected to the game controller 200 through a wire 131 passing through a fixing rod 160 installed on the ceiling of the booth 10, and from the wire 131. It receives power and displays the game screen transmitted in real time according to the execution of game contents.
또는, 헤드 마운티드 장치(130)는 무선 스트리밍 방식으로 콘텐츠에 대응하는 영상을 전송 받거나, 모션트랙킹에 의해 산출된 각 신호 값을 무선으로 수신할 수 도 있다.Alternatively, the head mounted device 130 may receive an image corresponding to the content by a wireless streaming method, or may wirelessly receive each signal value calculated by motion tracking.
고정대(160) 및 와이어(170)는 게임 중인 사용자(user)가 스테이지(50)의 범위를 벗어나지 않도록 제약하는 역할을 하는 것으로, 고정대(160)는 부스(10)의 중앙부에서 상방 천장에 고정 설치되며, 이에 길이가 가변되는 와이어(170)의 일 끝단이 연결된다. 그리고, 와이어(170)의 타 끝단이 착용수트(115)의 일측에 고정되어 사용자(user)의 이동범위를 제한하게 된다. Fixture 160 and the wire 170 serves to restrict the user in the game does not leave the range of the stage 50, the fixing rod 160 is fixed to the upper ceiling in the center of the booth 10 One end of the wire 170 having a variable length is connected thereto. Then, the other end of the wire 170 is fixed to one side of the wearing suit 115 to limit the moving range of the user (user).
특히, 와이어(170)는 그 길이가 가변적인 구조를 가지며 연장 가능한 최대길이가 스테이지(50)를 벗어나지 않는 범위까지 연장될 수 있다. 이러한 와이어(170)는 탄성이 있는 재질로 이루어질 수 있고, 고무 또는 스프링 구조로 제작되어 길이변형이 자유로운 형태를 가질 수 있다. In particular, the wire 170 may have a structure having a variable length and may extend to a range in which the maximum extendable length does not leave the stage 50. The wire 170 may be made of an elastic material, and may be made of rubber or a spring structure to have a free length deformation.
또한, 도시되어 있지는 않지만 와이어(170)의 일 끝단에는 사용자(user)의 전, 후 이동에 따라 와이어(170)가 권취 또는 권출되는 원형 롤 장치(미도시)가 장착될 수 있다.In addition, although not shown, one end of the wire 170 may be equipped with a circular roll device (not shown) in which the wire 170 is wound or unwound as the user moves forward or backward.
뿐만 아니라, 와이어(170)의 일 영역에는 그 장력을 감지할 수 있는 별도의 센서(미도시)가 더 구비될 수 있으며, 그 센서(미도시)는 게임 제어장치(200)와 전기적으로 연결되어 현재 와이어(170)에 인가된 장력의 크기를 전송하고, 게임 제어장치(200)는 장력에 대응하여 사용자(user)의 현재 스테이지 상에서의 위치를 판단하여 스테이지(50)의 끝단과 인접할 경우, 게임 화면 또는 별도의 알림음을 통해 사용자에게 경고를 제공할 수 있다.In addition, an area of the wire 170 may further include a separate sensor (not shown) capable of detecting the tension, and the sensor (not shown) may be electrically connected to the game controller 200. When the magnitude of the tension applied to the current wire 170 is transmitted, and the game controller 200 determines the position of the user on the current stage in response to the tension and is adjacent to the end of the stage 50, Alerts can be provided to the user via a game screen or a separate notification sound.
게임 제어장치(200)는 본 발명의 가상현실 게임 시스템(100)에서 제공하는 서비스를 전반적으로 제어하는 역할을 하는 것으로, 전술한 게임 콘트롤러(110), 센서장치(120) 및 헤드 마운티드 장치(130)와 유선 또는 무선방식으로 연결되어 사용자의 행위를 감지하고 게임 콘텐츠를 실행하게 된다.The game controller 200 serves to control overall services provided by the virtual reality game system 100 of the present invention. The game controller 110, the sensor device 120, and the head mounted device 130 are described above. ) Is connected by wire or wireless method to detect user's behavior and play game contents.
상세하게는, 본 발명의 실시예에 따른 게임 제어장치(200)는 게임 콘트롤러(110)에 입력되는 사용자(user)의 조작과, 부스(10)내 위치한 센서장치(120)로부터 사용자의 이동 및 동작에 대한 감지결과를 수신하여 제어신호를 생성하고, 그 제어신호를 게임 콘텐츠에 반영하여 게임을 진행하게 된다. 동시에, 게임 제어장치(200)는 실행중인 게임 콘텐츠에 대한 게임 화면을 헤드 마운티드 장치(130)에 전송하여 사용자(user)가 게임 화면을 시청할 수 있도록 한다.In detail, the game control apparatus 200 according to an embodiment of the present invention, the operation of the user (user) input to the game controller 110, the movement of the user from the sensor device 120 located in the booth 10 and The control signal is generated by receiving the detection result of the motion, and the game is performed by reflecting the control signal in the game content. At the same time, the game controller 200 transmits the game screen for the game content being executed to the head mounted device 130 so that the user can watch the game screen.
게임 제어장치(200)는 이러한 기능을 구현하기 위한 복수의 모듈을 포함하는 컴퓨터 프로그램과, 이를 실행하는 프로세서 및 기록매체로 구성될 수 있으며, 이러한 컴퓨터 프로그램의 구조에 대한 상세한 설명은 후술하도록 한다.The game controller 200 may include a computer program including a plurality of modules for implementing such a function, a processor and a recording medium for executing the same, and a detailed description of the structure of the computer program will be described later.
상기의 구조에 따라, 본 발명의 실시예에 따른 게임 제어장치를 포함하는 가상현실 게임 시스템은 소정의 너비를 갖는 스테이지상에서 사용자의 조작뿐만 아니라, 동작 및 이동에 따른 실감나는 게임 콘텐츠를 제공할 수 있다.According to the above structure, the virtual reality game system including the game control device according to an embodiment of the present invention can provide realistic game content according to the operation and movement, as well as the user's operation on the stage having a predetermined width. have.
이하, 도면을 참조하여 본 발명의 실시예에 따른 가상현실 게임 시스템(100)에 포함되는 게임 제어장치의 구조를 설명한다.Hereinafter, with reference to the drawings will be described the structure of the game control device included in the virtual reality game system 100 according to an embodiment of the present invention.
도 4는 본 발명의 실시예에 따른 가상현실 게임 시스템에 포함되는 게임 제어장치를 블록도로 나타낸 도면이다.4 is a block diagram illustrating a game control apparatus included in a virtual reality game system according to an exemplary embodiment of the present invention.
도 4를 참조하면, 본 발명의 실시예에 따른 게임 제어장치(200)는, 액티브 영역 및 무빙 영역으로 정의되는 스테이지상에 사용자가 위치함에 따라 실행되는 게임 콘텐츠를 제공하는 게임 제어장치로서, 게임 콘트롤러(110)로부터 사용자의 조작에 대한 조작신호를 수신하는 조작 수신부(210), 하나이상의 센서(121, 122)를 포함하는 센서장치(120)로부터 사용자의 이동 및 동작에 대한 감지신호를 수신하는 동작 수신부(220), 상기 조작신호 및 감지신호에 대응하여 사용자에 매칭되는 게임 콘텐츠내 아바타의 조작, 이동 및 동작을 제어하는 제어신호를 생성하는 상호 작용부(230), 연결된 헤드 마운티드 장치(130)에 상기 게임 콘텐츠에 대응하는 화면신호를 전송하는 화면 제공부(250) 및, 상기 게임 콘텐츠에 상기 제어신호를 반영하여 상기 게임 콘텐츠를 실행하는 제어부(240)를 포함할 수 있다.Referring to FIG. 4, a game control apparatus 200 according to an embodiment of the present invention is a game control apparatus that provides game contents executed as a user is located on a stage defined as an active region and a moving region. Receiving a detection signal for the movement and operation of the user from the sensor device 120 including the operation receiver 210, one or more sensors 121, 122 for receiving an operation signal for the user's operation from the controller 110 An operation receiver 220, an interaction unit 230 for generating a control signal for controlling the operation, movement and operation of the avatar in the game content matched to the user in response to the operation signal and the detection signal, the connected head mounted device 130 A screen providing unit 250 for transmitting a screen signal corresponding to the game content, and reflecting the control signal to the game content to execute the game content. It may include a control unit 240.
조작 수신부(210)는 사용자가 소지한 게임 콘트롤러(110)와 유선 또는 무선으로 연결되며, 게임 콘트롤러(110)의 구비된 하나이상의 트리거, 스위치형 버튼 및 터치형 버튼의 눌림에 대응하는 조작신호를 입력받는 역할을 한다.The operation receiving unit 210 is connected to the game controller 110 carried by the user in a wired or wireless manner, and receives an operation signal corresponding to the pressing of one or more triggers, switch buttons, and touch buttons provided in the game controller 110. It serves to receive input.
여기서, 상기 조작신호는 사용자가 조작을 수행하는 것과 관련되며, 사용자가 게임 콘트롤러를 조작함으로써 발생하는 이벤트에 대응될 수 있다. 즉, 조작신호는 게임 콘텐츠내 아바타가 도구를 사용하거나, 맵을 확인하는 등의 조작과 대응될 수 있다.Here, the manipulation signal may be related to the user performing the manipulation and may correspond to an event generated when the user manipulates the game controller. In other words, the operation signal may correspond to an operation in which the avatar in the game content uses a tool or checks a map.
동작 수신부(220)는 부스내 설치된 하나이상의 카메라 센서(121) 및 모션 센서(122)를 포함하는 센서장치(120)로부터 사용자의 이동 및 동작에 따른 감지신호를 수신하는 역할을 한다. The operation receiver 220 receives a detection signal according to a user's movement and movement from the sensor device 120 including one or more camera sensors 121 and motion sensors 122 installed in the booth.
여기서, 감지신호는 사용자가 스테이지 상의 특정 영역으로 이동하는 것과, 제자리에 서있는 자세, 앉은 자세 또는 팔을 구부리는 자세 등의 동작을 취하는 것과 관련되며, 사용자가 이동 및 동작을 취함으로써 발생하는 이벤트에 대응될 수 있다. 즉, 감지신호는 게임 콘텐츠내 아바타가 맵을 이동하거나, 아바타가 취하는 동작과 대응될 수 있다.Here, the detection signal is related to the movement of the user to a specific area on the stage, and to take an action such as standing position, sitting position, or bending arm, and is related to an event generated by the movement and action of the user. Can correspond. That is, the detection signal may correspond to an action of the avatar moving the map or the avatar in the game content.
상호 작용부(230)는 조작 수신부(210) 및 동작 수신부(220)로부터 조작신호 및 감지신호를 분석하여, 사용자에 의해 조작한 버튼과, 사용자의 현재 위치, 이동방향 및 자세 등을 판단하고, 이를 게임 콘텐츠에 적용할 수 있는 제어신호를 생성하는 역할을 한다. The interaction unit 230 analyzes an operation signal and a detection signal from the operation receiver 210 and the operation receiver 220 to determine a button operated by the user, a current position, a moving direction and a posture of the user, and the like. It serves to generate a control signal that can be applied to the game content.
상세하게는, 게임 콘텐츠의 실행시 사용자의 모든 행위는 게임에 반영되어야 하며, 상호 작용부(230)는 그러한 조작신호 및 감지신호를 분석하여 게임 콘텐츠에 반영할 수 있도록 제어신호를 생성한다. In detail, all actions of the user should be reflected in the game when the game content is executed, and the interaction unit 230 generates a control signal to analyze and reflect the manipulation signal and the detection signal in the game content.
이를 위해, 상호 작용부(230)는 조작신호를 게임 콘텐츠내 설정된 키값을 매칭시키게 되며, 매칭된 키값은 제어신호는 제어부(240)에 의해 게임 콘텐츠에 입력되게 된다. 여기서 조작신호가 터치형 버튼에 의한 신호인 경우, 상호 작용부(230)는 그 입력조건에 따라 단계별로 다른 수치 값을 키값으로 매칭할 수 있다.To this end, the interaction unit 230 matches an operation signal with a key value set in the game content, and the matched key value is input to the game content by the control unit 240. In this case, when the manipulation signal is a signal of a touch type button, the interaction unit 230 may match different numerical values to key values according to the input condition.
또한, 상호 작용부(230)는 감지신호를 게임 콘텐츠내 아바타의 속성값에 매칭(Matching)시키게 된다. 속성값은 아바타를 이루는 신체부위 및 맵 상에서 아바타의 좌표정보를 포함하며, 속성값의 매칭에 따라 해당 아바타는 신체부위를 움직여 동작을 취하거나, 맵 상의 현재위치에서 목적지로 이동하게 된다. In addition, the interaction unit 230 matches the detection signal with the attribute value of the avatar in the game content. The attribute value includes the coordinates of the avatar on the body part and the map constituting the avatar, and according to the matching of the attribute value, the avatar moves by moving the body part or moves from the current position on the map to the destination.
특히, 상호 작용부(230)는 한정된 영역을 갖는 스테이지상에서 사용자가 상대적으로 그보다 넓은 영역을 갖는 게임 콘텐츠 상의 맵을 이동할 수 있도록 제어신호를 생성하는 특징이 있으며, 이는 조작신호 및 감지신호에 특정패턴이 포함될 경우 적용하게 된다.In particular, the interaction unit 230 has a feature of generating a control signal so that the user can move the map on the game content having a relatively wider area on the stage having a limited area, which is a specific pattern to the operation signal and the detection signal Will be applied if it is included.
상세하게는, 게임을 진행중인 사용자가 실제 자신이 이동할 수 있는 거리보다 멀리 떨어진, 게임 콘텐츠내 맵 상의 위치로 이동하고자 하는 경우, 미리 설정된 패턴에 대응하는 행위로서 게임 콘트롤러(110)에 구비된 이동버튼을 누르거나, 일정시간 동안 제자리 걸음을 수행하는 등의 행위를 취하면, 상호 작용부(230)는 조작신호 또는 감지신호에 포함된 상기 행위를 패턴으로 인식하여 아바타를 해당 위치로 이동시키는 제어신호를 생성하게 된다. In detail, when the user who is playing the game wants to move to a location on the map in the game content farther away than the user can move, the move button provided in the game controller 110 as an action corresponding to a preset pattern. When the user presses or takes an action such as performing a step for a certain time, the interaction unit 230 recognizes the action included in the manipulation signal or the detection signal as a pattern and moves the avatar to a corresponding position. Will generate
또한, 상호 작용부(230)는 전술한 행위 이외에도, 스테이지에 정의된 영역상에 사용자가 진입하면 이를 패턴으로 간주하고 사용자의 직접 이동이 아닌 간접이동 형태로 아바타를 이동시킬 수 있는 제어신호를 생성할 수 있다.In addition to the above-described behavior, the interaction unit 230 considers this as a pattern when the user enters the area defined in the stage and generates a control signal for moving the avatar in an indirect movement form instead of the user's direct movement. can do.
제어부(240)는 게임 콘텐츠를 실행하는 역할을 하며, 특히 상호 작용부(230)이 생성한 제어신호를 실행중인 게임 콘텐츠에 반영하여 게임을 진행하는 역할을 한다.  The controller 240 plays a role in executing game content, and in particular, plays a game by reflecting a control signal generated by the interaction unit 230 to the running game content.
또한, 제어부(240)는 게임 콘텐츠의 실행에 따른 게임화면을 화면 제공부(250)에 요청하여 사용자에게 제공하게 된다.In addition, the controller 240 requests the screen providing unit 250 to provide a game screen according to the execution of the game content to the user.
화면 제공부(250)는 제어부(240)의 제어에 따라 사용자가 착용한 헤드 마운티드 장치(130)에 게임 콘텐츠의 실행에 따른 게임화면을 제공하는 역할을 한다. 또한, 화면 제공부(250)는 도시된 헤드 마운티드 장치(130)뿐만 아니라, 별도로 구비되는 디스플레이장치에 게임 화면을 제공함으로써, 사용자 이외에 타 관중들이 게임 화면을 함께 시청할 수 있도록 하는 기능을 더 제공할 수 있다.The screen providing unit 250 serves to provide a game screen according to the execution of game content to the head mounted device 130 worn by a user under the control of the controller 240. In addition, the screen providing unit 250 may provide a game screen not only to the illustrated head mounted device 130 but also to a display device provided separately, so that other audiences besides the user may watch the game screen together. Can be.
전술한 구조에 따라, 본 발명의 실시예에 따른 게임 제어장치는 스테이지가 설치된 부스와, 그 부스내 설치되는 하나이상의 센서와, 사용자가 소지 및 착용한 게임 콘트롤러, 착용수트 및 헤드 마운티드 장치를 제어함으로써, 사용자에게 보다 실감나는 체감형 게임 콘텐츠를 제공할 수 있다.According to the above-described structure, the game control apparatus according to the embodiment of the present invention controls a booth in which a stage is installed, one or more sensors installed in the booth, and a game controller, a wear suit, and a head mounted device possessed and worn by a user. As a result, a more realistic game content can be provided to the user.
한편, 본 발명의 실시예에 따른 게임 제어장치는 사용자의 게임 콘트롤러의 조작뿐만 아니라, 스테이지상에서 취하는 동작 및 스테이지를 이동하는 등의 행위를 직, 간접적으로 게임 콘텐츠내 자신에 대응하는 아바타에 적용할 수 있다.On the other hand, the game control apparatus according to the embodiment of the present invention can directly or indirectly apply actions such as movement on the stage and movements of the game controller of the user to the avatar corresponding to the user in the game contents. Can be.
이는, 게임 중 아바타가 먼 영역으로 이동하거나, 혹은 이동시 걷는 것이 아닌 달리는 행위를 한정된 공간의 부스내에서 구현하기 어려운 한계를 극복하기 위한 것으로서, 본 발명의 게임 제어장치를 포함하는 가상현실 게임 시스템은 단순히 사용자의 행위를 그대로 아바타에 반영하는 것이 아닌, 시스템에 미리 정의된 패턴들을 통해 구현이 어려운 행위를 구현하게 된다.This is to overcome the limitation that the avatar is difficult to implement in the booth of the limited space in which the avatar moves to a distant area or does not walk when moving, and the virtual reality game system including the game controller of the present invention is provided. Rather than simply reflecting the user's actions on the avatar as it is, the behaviors that are difficult to implement are implemented through patterns predefined in the system.
상세하게는, 도 5 및 도 6은 본 발명의 실시예에 따른 가상현실 게임 시스템에 적용되는 사용자의 행위를 게임 콘텐츠내에서 구현하는 방법을 설명하기 위한 도면으로서, 도 5 및 도 6을 참조하면, 본 발명의 실시예에 따른 가상현실 게임 시스템에서는 소정너비의 스테이지(50)가 게임공간인 부스(10)내 지면상에 형성되며, 그 스테이지(50)는 시스템에 정의된 가상의 분할영역이며, 원 형태인 것이 바람직하다.In detail, FIGS. 5 and 6 are diagrams for describing a method of implementing a user's behavior in a game content applied to a virtual reality game system according to an exemplary embodiment of the present invention. Referring to FIGS. 5 and 6, FIGS. In the virtual reality game system according to the embodiment of the present invention, a stage 50 having a predetermined width is formed on the ground in the booth 10 which is a game space, and the stage 50 is a virtual partition defined in the system. Is preferably in the form of a circle.
일 예로서, 부스(10)의 가로 또는 세로 너비(d1)가 2,000m일 경우, 스테이지(50)의 원 지름(r1)은 이보다 좁은 2,000m 이하로 정의될 수 있고, 사용자는 그 범위내에서 게임을 진행할 수 있으며, 전진(f) 및 후진(b)을 통해 게임 콘텐츠내 아바타를 이동시킬 수 있다. 여기서, 착용수트의 일 단은 와이어(170)에 의해 고정대(160)와 연결되어 있으며, 와이어(170)의 가변길이는 적어도
Figure PCTKR2018001466-appb-I000001
m 보다 적게 설정되어 사용자가 이동에 따라 스테이지(50)를 벗어나지 않게 된다.
As an example, when the horizontal or vertical width d1 of the booth 10 is 2,000 m, the circle diameter r1 of the stage 50 may be defined to be narrower than 2,000 m, and the user may be within that range. The game can be progressed and the avatar in the game content can be moved through forward (f) and backward (b). Here, one end of the wearing suit is connected to the fixing rod 160 by a wire 170, the variable length of the wire 170 is at least
Figure PCTKR2018001466-appb-I000001
It is set less than m so that the user does not leave the stage 50 as the user moves.
이러한 방식에서, 스테이지(50)는 전체영역이 액티브 영역(A/A)으로 설정될 수 있으며, 액티브 영역내에서 사용자의 행위는 게임 콘텐츠에 반영되게 된다. 또한, 사용자가 게임 콘텐츠의 맵 상에서 d1 이상의 영역으로 이동하고자 하는 경우, 사용자는 게임 콘트롤러(110)에 구비된 이동버튼을 조작하거나, 전후면 터치버튼을 스와이프(swipe)하여 이동을 수행할 수 있다. 이러한 버튼을 이용한 이동에서는 가상현실 게임 시스템은 사용자의 착용수트에 구비되는 관성센서 등에 의한 감지신호를 이용하지 않고 자동으로 이동을 수행하는 기능을 제공할 수 있다.In this manner, the stage 50 can set the entire area to the active area A / A, and the user's actions in the active area are reflected in the game content. In addition, when the user wants to move to the area of d1 or more on the map of the game content, the user may operate the move button provided in the game controller 110 or swipe the front and rear touch buttons to perform the move. have. In the movement using the button, the virtual reality game system may provide a function of automatically moving without using a detection signal by an inertial sensor provided in the user's wear suit.
일 예로서, 게임 콘텐츠는 다수의 미션(Mission) 또는 퀘스트(Quest)로 구성될 수 있으며, 자동 이동기능은 어느 하나의 미션(Mission) 또는 퀘스트(Quest)를 수행하기 위해 사용자를 특정 위치로 자동 이동시키는 기능이다.As an example, game content may consist of a number of missions or quests, and the auto-move feature automatically directs the user to a specific location in order to perform any one mission or quest. It is a function to move.
한편, 다른 실시예로서, 스테이지(50)영역을 둘 이상으로 구분하여 영역별로 사용자의 서로 다른 행위가 반영되도록 설정함으로써 행위를 구현하는 방식을 설명한다.Meanwhile, as another embodiment, a method of implementing an action by dividing the area of the stage 50 into two or more so as to reflect different actions of the user for each area will be described.
도 7 및 도 8은 본 발명의 다른 실시예에 따른 가상현실 게임 시스템에 적용되는 사용자의 행위를 게임 콘텐츠내에서 구현하는 방법을 설명하기 위한 도면으로서, 도 7 및 도 8을 참조하면, 본 발명의 다른 실시예에서는 게임공간인 부스(10)내 지면상에 액티브 영역(A/A) 및 무빙 영역(M/A)으로 구분되는 스테이지(51)가 형성될 수 있다.7 and 8 are diagrams for explaining a method of implementing a user's behavior in a game content applied to a virtual reality game system according to another embodiment of the present invention. Referring to FIGS. 7 and 8, the present invention is illustrated in FIG. In another embodiment of the present invention, a stage 51 may be formed on the ground of the booth 10, which is a game space, divided into an active area A / A and a moving area M / A.
상기 부스(10)의 가로 또는 세로의 전체너비{d1+(d2×2)}가 2000 m일 경우, 중앙에 해당하는 액티브 영역(A/A)의 너비(d1)는 1,500m 이하, 이를 둘러싸는 양측의 무빙영역(M/A)의 너비(d2)는 각각 250m 이하로 설정될 수 있다.When the width or length of the booth 10 has a total width {d1 + (d2 × 2)} of 2000 m, the width d1 of the active area A / A corresponding to the center is 1,500 m or less, which surrounds it. The widths d2 of the moving regions M / A on both sides may be set to 250 m or less, respectively.
이에 따라, 스테이지(51)의 원 지름{r1+(r2×2)}은 부스(10)의 전체너비보다 적은 길이로 2,000m 이하로 정의될 수 있고, 사용자는 그 범위내에서 전진(f) 및 후진(b)을 통해 게임 콘텐츠내 아바타를 이동시킬 수 있다. Accordingly, the circle diameter {r1 + (r2 × 2)} of the stage 51 may be defined as 2,000 m or less with a length less than the overall width of the booth 10, and the user may move forward f and The avatar in the game content can be moved through the backward b.
이러한 방식에서, 스테이지(51)의 액티브 영역(A/A)내에서 사용자의 행위, 특히 이동은 게임 콘텐츠에 직접 반영될 수 있고, 사용자가 무빙 영역(M/A)으로 진입하는 경우, 액티브 영역(A/A)에서 구현할 수 없는 영역으로의 이동을 구현할 수 있다. 일 예로서, 게임 콘텐츠내에서 아바타를 스테이지(51) 영역보다 먼 위치로 이동시키고자 하는 경우, 사용자가 무빙 영역(M/A)으로 진입한 상태를 유지하면, 본 발명의 시스템은 그 상태를 아바타의 원거리 이동으로 인식하여 해당 좌표로 아바타를 이동시키게 된다. In this way, the user's behavior, especially movement, within the active area A / A of the stage 51 can be reflected directly in the game content, and when the user enters the moving area M / A, the active area. A move to an area that cannot be implemented in (A / A) can be implemented. As an example, if the avatar is to be moved to a position farther than the stage 51 area in the game content, if the user keeps entering the moving area (M / A), the system of the present invention displays the state. The avatar is recognized as a long distance movement of the avatar, and the avatar is moved to the corresponding coordinates.
이때, 시스템은 부스(10)내 설치되는 카메라 센서를 통해 사용자가 무빙 영역(M/A)에 진입하였음을 인식하고 아비타를 제어하게 된다.At this time, the system recognizes that the user has entered the moving area (M / A) through the camera sensor installed in the booth 10 to control the Avitar.
또한, 무빙 영역(M/A)은, 지면으로부터 액티브 영역(A/A)보다 높이가 더 높게 형성되고, 액티브 영역(A/A)에 대하여 경사 또는 단차를 갖도록 형성되어 실제 시야가 제한된 사용자가 이동시 발에 닿는 높이 또는 경사를 스스로 인지하도록 구성될 수 있다. 또는, 무빙 영역(A/A)은 액티브 영역(A/A)과 서로 다른 재질로 구성되거나, 또는 서로 다른 질감을 갖도록 구성되어 사용자가 현재 영역을 인지할 수 있도록 한다.In addition, the moving area M / A is formed to have a height higher than the active area A / A from the ground, and is formed to have an inclination or a step with respect to the active area A / A, so that a user who has a limited visual field It may be configured to recognize for itself the height or inclination of the foot when moving. Alternatively, the moving area A / A may be made of a different material from the active area A / A, or may have a different texture to allow the user to recognize the current area.
전술한 실시예들에 따라, 본 발명의 가상현실 시스템은 스테이지상에 위치한 사용자의 조작, 이동 및 동작 등의 행위를 관성센서 또는 카메라센서를 통해 감지하고 이를 게임진행에 반영할 수 있다. 또한, 본 발명의 실시예들에 따르면 스테이지를 두 영역으로 분할하여 정의함으로써 사용자의 선호에 따라 보다 다양한 방식으로 아바타를 제어할 수 있다. According to the embodiments described above, the virtual reality system of the present invention can detect the user's operation, movement, and other actions on the stage through an inertial sensor or a camera sensor and reflect them in the game progress. In addition, according to embodiments of the present invention, by defining a stage by dividing the stage into two regions, the avatar may be controlled in various ways according to the user's preference.
이하, 도면을 참조하여 본 발명의 실시예에 따른 가상현실 게임 시스템에 포함되는 게임 제어장치의 게임 제공방법을 설명한다.Hereinafter, a game providing method of a game controller included in a virtual reality game system according to an exemplary embodiment of the present invention will be described with reference to the accompanying drawings.
도 9는 본 발명의 실시예에 따른 게임 제어장치의 게임 제공방법을 순서도로 나타낸 도면이다.9 is a flowchart illustrating a game providing method of a game control apparatus according to an exemplary embodiment of the present invention.
도 9를 참조하면, 본 발명의 게임 제공방법은 게임 콘트롤러로부터 사용자의 조작에 대한 조작신호 및 하나이상의 센서를 포함하는 센서장치로부터 사용자의 이동 및 동작에 대한 감지신호를 수신하는 단계(S100), 상기 조작신호 및 감지신호에 대응하여 사용자에 매칭되는 게임 콘텐츠내 아바타의 조작, 이동 및 동작을 제어하는 제어신호를 생성하는 단계(S110), 게임 콘텐츠에 상기 제어신호를 반영하여 상기 게임 콘텐츠를 실행하는 단계(S120) 및, 연결된 헤드 마운티드 장치에 상기 게임 콘텐츠에 대응하는 화면신호를 전송하는 단계(S130)를 포함할 수 있다.Referring to FIG. 9, the method of providing a game according to the present invention may include receiving an operation signal for a user's operation from a game controller and a detection signal for a user's movement and motion from a sensor device including one or more sensors (S100), Generating a control signal for controlling the operation, movement and operation of the avatar in the game content corresponding to the user in response to the operation signal and the detection signal (S110), reflecting the control signal to the game content to execute the game content And a step (S130) of transmitting a screen signal corresponding to the game content to the connected head mounted device.
게임 콘트롤러로부터 사용자의 조작에 대한 조작신호 및 하나이상의 센서를 포함하는 센서장치로부터 사용자의 이동 및 동작에 대한 감지신호를 수신하는 단계(S100)는 게임제어 장치의 조작 및 동작 수신부가 사용자의 행위에 따른 입력 및 감지결과를 유선 또는 무선 방식으로 수신하는 단계이다.Receiving an operation signal for the user's operation from the game controller and a detection signal for the user's movement and movement from the sensor device including one or more sensors (S100) is the operation and operation receiver of the game control device to the user's actions Receiving the input and the detection result according to a wired or wireless manner.
다음으로, 조작신호 및 감지신호에 대응하여 사용자에 매칭되는 게임 콘텐츠내 아바타의 조작, 이동 및 동작을 제어하는 제어신호를 생성하는 단계(S110)는 게임 제어장치의 상호 작용부가 각 수신부로부터 제공되는 조작신호 및 감지신호를 분석하여, 게임내 아바타의 행위에 반영할 수 있도록 제어신호를 생성하는 단계이다. 본 S110 단계에서는 조작신호는 키값으로 매칭되고, 감지신호는 아바타의 속성값으로 매칭될 수 있다. Next, in step S110 of generating a control signal for controlling the manipulation, movement, and operation of the avatar in the game content matched to the user in response to the manipulation signal and the detection signal, an interaction unit of the game controller is provided from each receiver. Analyzing the manipulation signal and the detection signal, and generating a control signal to be reflected in the behavior of the avatar in the game. In operation S110, the manipulation signal may be matched with a key value, and the detection signal may be matched with an attribute value of the avatar.
이어서, 게임 콘텐츠에 상기 제어신호를 반영하여 상기 게임 콘텐츠를 실행하는 단계(S120)는 게임 제어장치의 제어부가 제어신호를 실행중인 게임 콘텐츠에 입력하여 아바타의 행위를 제어하는 단계이다. Subsequently, the step of executing the game content by reflecting the control signal to the game content (S120) is a step of controlling the behavior of the avatar by inputting the control signal to the game content being executed by the controller of the game control apparatus.
그리고, 연결된 헤드 마운티드 장치에 상기 게임 콘텐츠에 대응하는 화면신호를 전송하는 단계(S130)는 제어부가 게임 콘텐츠를 실행함에 따라 출력되는 게임 화면을 화면 제공부가 사용자가 착용중인 헤드 마운티드 장치에 실시간으로 제공하는 단계이다. 본 S130 단계에 따라, 사용자는 게임 화면을 확인하여 게임을 진행하게 된다. The transmitting of the screen signal corresponding to the game content to the connected head mounted device (S130) may provide the game screen output as the controller executes the game content to the head mounted device worn by the user in real time. It's a step. According to the step S130, the user checks the game screen to proceed with the game.
전술한 단계에 따라, 본 발명의 실시예에 따른 게임 제어방법에 의하면 사용자의 행위를 게임 콘텐츠에 반영하고 실시간으로 게임 화면을 제공함으로써 사용자에게 보다 실감나는 체감형 게임을 제공할 수 있다.According to the above-described steps, the game control method according to an embodiment of the present invention can provide a more realistic game to the user by reflecting the user's actions in the game content and providing the game screen in real time.
상기한 설명에 많은 사항이 구체적으로 기재되어 있으나 이것은 발명의 범위를 한정하는 것이라기보다 바람직한 실시예의 예시로서 해석되어야 한다. 따라서, 발명은 설명된 실시예에 의하여 정할 것이 아니고 특허청구범위와 특허청구범위에 균등한 것에 의하여 정하여져야 한다.Many details are set forth in the foregoing description but should be construed as illustrative of preferred embodiments rather than to limit the scope of the invention. Therefore, the invention should not be defined by the described embodiments, but should be defined by the claims and their equivalents.

Claims (12)

  1. 액티브영역이 정의되는 스테이지상에 사용자가 위치함에 따라 실행되는 게임 콘텐츠를 제공하는 게임 제어장치로서,A game control device for providing game content executed as a user is positioned on a stage where an active area is defined,
    게임 콘트롤러로부터 사용자의 조작에 대한 조작신호를 수신하는 조작 수신부; An operation receiver which receives an operation signal for a user's operation from the game controller;
    하나이상의 센서를 포함하는 센서장치로부터 사용자의 이동 및 동작에 대한 감지신호를 수신하는 동작 수신부;An operation receiver configured to receive a detection signal for a movement and an operation of a user from a sensor device including one or more sensors;
    상기 조작신호 및 감지신호에 대응하여 사용자에 매칭되는 게임 콘텐츠내 아바타의 조작, 이동 및 동작을 제어하는 제어신호를 생성하는 상호 작용부;An interaction unit for generating a control signal for controlling the operation, movement, and operation of the avatar in game content corresponding to the user in response to the manipulation signal and the detection signal;
    연결된 헤드 마운티드 장치에 상기 게임 콘텐츠에 대응하는 화면신호를 전송하는 화면 제공부; 및A screen providing unit for transmitting a screen signal corresponding to the game content to a connected head mounted device; And
    상기 게임 콘텐츠에 상기 제어신호를 반영하여 상기 게임 콘텐츠를 실행하는 제어부A control unit for executing the game content by reflecting the control signal to the game content
    를 포함하는 게임 제어장치.Game control device comprising a.
  2. 제 1 항에 있어서,The method of claim 1,
    상기 제어부는,The control unit,
    사용자가 상기 액티브 영역상에 위치한 상태에서 제어신호를 수신하면, 상기 게임 콘텐츠내 상기 액티브 영역과 매칭되는 범위내에서 상기 아바타를 제어하는 게임 제어장치.And when the user receives a control signal in a state where the user is located on the active area, controlling the avatar within a range matching the active area in the game content.
  3. 제 1 항에 있어서,The method of claim 1,
    상기 제어부는,The control unit,
    사용자가 상기 스테이지에 정의된 무빙 영역상에 위치한 상태에서 제어신호를 수신하면, 상기 게임 콘텐츠내 상기 스테이지 보다 확장된 범위에서 상기 아바타를 제어하는 게임 제어장치.And when the user receives a control signal in a state of being located on a moving area defined in the stage, controlling the avatar in an extended range of the stage in the game content.
  4. 제 1 항에 있어서,The method of claim 1,
    상기 상호 작용부는,The interaction part,
    상기 감지신호에 사용자가 행하는 특정 동작에 대하여 미리 정의된 패턴이 포함되면, 해당 패턴에 따라 설정된 동작 또는 이동을 상기 아바타가 구현하도록 제어신호를 생성하는 게임 제어장치.And generating a control signal such that the avatar implements a motion or movement set according to the pattern when the detection signal includes a predefined pattern for a specific motion performed by the user.
  5. 제 4 항에 있어서,The method of claim 4, wherein
    상기 감지신호에 사용자가 상기 액티브 영역 내에 이동거리에 대하여 미리 정의된 패턴이 포함되면, 해당 패턴에 따라 설정된 동작 또는 이동을 상기 아바타가 구현하도록 제어신호를 생성하는 게임 제어장치.And generating a control signal so that the avatar implements a motion or movement set according to the pattern when the detection signal includes a predefined pattern for a movement distance within the active area.
  6. 액티브 영역이 정의되는 스테이지상에 사용자가 위치함에 따라 실행되는 게임 콘텐츠를 제공하는 가상 현실 게임 시스템으로서,A virtual reality game system for providing game content that is executed as a user is positioned on a stage on which an active area is defined,
    사용자의 손에 의한 조작을 입력받는 게임 콘트롤러;A game controller for receiving an operation by a user's hand;
    상기 스테이지가 설치되는 부스 또는 사용자의 착용수트에 적어도 하나가 설치되고, 사용자의 조작, 동작 및 이동을 감지하는 센서를 포함하는 센서장치;At least one sensor device installed in the booth or the user's wear suit in which the stage is installed, and including a sensor configured to detect a user's manipulation, operation, and movement;
    사용자가 머리에 착용하며, 게임 콘텐츠를 표시하는 헤드 마운티드 장치; 및A head mounted device worn on a user's head and displaying game content; And
    상기 게임 콘트롤러 및 센서장치로부터 각각 수신되는 조작신호 및 감지신호에 대응하여 게임 콘텐츠를 실행하고, 상기 헤드 마운티드 장치를 통해 표시하는 게임 제어장치The game control device for executing the game content in response to the operation signal and the detection signal received from the game controller and the sensor device, respectively, and displayed through the head mounted device
    를 포함하는 가상현실 게임 시스템.Virtual reality game system comprising a.
  7. 제 6 항에 있어서,The method of claim 6,
    상기 게임 제어장치는,The game control device,
    상기 게임 콘트롤러로부터 사용자의 조작에 대한 조작신호를 수신하는 조작 수신부; An operation receiver which receives an operation signal for a user's operation from the game controller;
    하나이상의 센서를 포함하는 센서장치로부터 사용자의 이동 또는 특정 패턴의 동작에 대한 감지신호를 수신하는 동작 수신부;An operation receiver configured to receive a detection signal for a movement of a user or an operation of a specific pattern from a sensor device including one or more sensors;
    상기 조작신호 및 감지신호에 대응하여 사용자에 매칭되는 게임 콘텐츠내 아바타의 조작, 동작 및 이동을 제어하는 제어신호를 생성하는 상호 작용부;An interaction unit configured to generate a control signal for controlling the operation, operation, and movement of the avatar in the game content corresponding to the user in response to the manipulation signal and the detection signal;
    상기 헤드 마운티드 장치에 상기 게임 콘텐츠에 대응하는 화면신호를 전송하는 화면 제공부; 및A screen providing unit for transmitting a screen signal corresponding to the game content to the head mounted device; And
    상기 게임 콘텐츠에 상기 제어신호를 반영하여 상기 게임 콘텐츠를 실행하는 제어부A control unit for executing the game content by reflecting the control signal to the game content
    를 포함하는 가상현실 게임 시스템.Virtual reality game system comprising a.
  8. 제 6 항에 있어서,The method of claim 6,
    상기 센서장치는,The sensor device,
    상기 착용수트에 구비되는, 관성센서 또는 지자기 검출센서의 기능을 포함한 하나 이상의 센서 모듈; 및At least one sensor module provided in the wear suit, including a function of an inertial sensor or a geomagnetic detection sensor; And
    상기 부스의 일 영역에 설치되는 하나 이상의 적외선 카메라 또는 3D 카메라를 포함하는 가상현실 게임 시스템.Virtual reality game system including one or more infrared camera or 3D camera installed in one area of the booth.
  9. 제 6 항에 있어서,The method of claim 6,
    상기 착용수트는The wear suit is
    상기 착용수트와 길이가 가변되는 와이어를 통해 상기 부스의 중앙의 상방에 설치되는 고정대에 연결되는 가상현실 게임 시스템.And a virtual reality game system connected to a fixing stand installed above the center of the booth through the wire having a variable length with the wear suit.
  10. 제 9 항에 있어서,The method of claim 9,
    상기 와이어는,The wire,
    길이 가변 범위가 적어도 상기 스테이지상에 정의되는 무빙 영역내로 설정되는 가상현실 게임 시스템.A virtual reality game system in which a variable length range is set within at least a moving area defined on the stage.
  11. 제 6 항에 있어서,The method of claim 6,
    상기 스테이지는 상기 액티브 영역을 둘러싸는 무빙 영역이 더 정의되고,The stage is further defined a moving area surrounding the active area,
    상기 무빙 영역은,The moving area,
    지면으로부터 상기 액티브 영역보다 더 높거나, 상기 액티브 영역에 대하여 경사 또는 단차를 갖는 가상현실 게임 시스템.The virtual reality game system higher than the active area from the ground, or has a slope or step with respect to the active area.
  12. 제 6 항에 있어서,The method of claim 6,
    상기 스테이지는 상기 액티브 영역을 둘러싸는 무빙 영역이 더 정의되고,The stage is further defined a moving area surrounding the active area,
    상기 무빙 영역은,The moving area,
    상기 액티브 영역과 서로 다른 재질로 구성되거나, 또는 서로 다른 질감을 갖는 가상현실 게임 시스템.The virtual reality game system composed of different materials or different textures from the active area.
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