JP2009536406A - ゲームプレイ中にコンピュータ生成アバターに感情的特徴を与える方法 - Google Patents
ゲームプレイ中にコンピュータ生成アバターに感情的特徴を与える方法 Download PDFInfo
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Abstract
Description
本明細書に記載する技術を用いることで、プレーヤの応答を画面上のアバターで表すことによって、複数プレーヤによるゲームでのユーザの体感性を高めることができる。アバターとは、ユーザが、複数プレーヤ環境またはネットワーク環境で他の参加者に自分を表すためにカスタマイズ可能なアイコンまたはグラフィックのことである。アバターは、目、眉毛、鼻、口、衣服、アクセサリーなどの特徴を含む多種多様なパラメータを使ってカスタマイズすることができる。アバターに加えられるカスタマイズの可能性には数に制限がなく、上記に挙げた数種類の特徴は、限定的になるように意図されたものではない。
Claims (20)
- ゲームプレイイベントに対するユーザの反応に応答してアバターを修正し、前記アバターが、第1のユーザおよび第2のユーザの一方または両方を表し、前記ゲームプレイイベントが、コンピュータプログラムの実行と、コンピュータプログラムの少なくとも一部を実行するコンピュータシステムへのユーザ入力とから生じる、コンピュータで実行される方法であって、
ゲームプレイを実行するステップと、
前記第1および第2のユーザの一方または両方の反応をモニタするステップと、
ゲームプレイのディスプレイエリアの側部に沿って、前記第1および第2のユーザの一方または両方のアバター描写を表示するステップと、
ゲームプレイの実行中、前記第1および第2のユーザのモニタされた反応に応答して、前記第1および第2のユーザの一方または両方のアバター描写の反応を修正するステップとを含む、コンピュータで実行される方法。 - 前記アバター描写が、表示されたアバター描写によって、前記第1および第2のユーザの一方または両方の動き、顔の反応、または音として聞こえる反応の少なくとも1つを識別する、請求項1に記載の方法。
- 前記ゲームプレイがオンラインで実行され、前記第1および第2のユーザの各々のコンピュータシステムが、前記第1および第2のユーザのそれぞれのコンピュータシステムおよびインターネット接続上で接続されたネットワークコンピュータで部分的に実行されるコンピュータプログラムとのインタラクションを行う、請求項1に記載の方法。
- 前記第1および第2のユーザの一方または両方の反応をモニタするステップが、
前記第1のユーザのビデオをキャプチャするステップと、
前記第1のユーザの動きを検出するステップと、
前記第1のユーザの検出された動きを前記第1のユーザのアバター描写にマッピングするステップと、
前記第1または第2のユーザのいずれかのコンピュータシステムに接続されたディスプレイ画面上に前記アバター描写を表示するステップとを含む、請求項1に記載の方法。 - 前記第1および第2のユーザの一方または両方の反応をモニタするステップが、
前記第1のユーザおよび前記第2のユーザの音声をキャプチャするステップと、
前記キャプチャされた音声から得られた言葉を検出するステップと、
前記言葉のうちの選択された言葉が、ゲームプレイ中に前記第1のユーザと第2のユーザとの間で通信されるように、前記検出された言葉をフィルタリングするステップとを含む、請求項1に記載の方法。 - 前記アバター描写の反応を修正するステップが、
顔の反応、頭の動き、および手の動きの1つを、ゲームプレイのディスプレイエリアの側部に沿って表示するステップと、
前記第1のユーザと前記第2のユーザとの間でゲームプレイ反応を通信するように、ほぼリアルタイムに前記アバター描写を継続的に更新するステップとを含む、請求項1に記載の方法。 - ゲームプレイイベントに対するユーザの反応に応答してアバターを修正し、前記アバターが、第1のユーザおよび第2のユーザの一方または両方を表し、前記ゲームプレイイベントが、コンピュータプログラムの実行と、コンピュータプログラムの少なくとも一部を実行するコンピュータシステムへのユーザ入力とから生じる、コンピュータで実行される方法であって、
ゲームプレイを実行するステップと、
前記第1および第2のユーザの一方または両方の反応をモニタするステップと、
ゲームプレイのディスプレイエリアの側部に沿って、前記第1および第2のユーザの一方または両方のアバター描写を表示するステップと、
ゲームプレイの実行中、前記第1および第2のユーザのモニタされた反応に応答して、前記第1および第2のユーザの一方または両方のアバター描写の反応を修正するステップとを含み、前記アバター描写が、ゲームプレイイベントに応答して自動的に少なくとも部分的に修正され、自動的に修正されたとき、前記アバター描写の修正が、前記第1のユーザまたは前記第2のユーザのモニタされた反応とすべて一致しない、コンピュータで実行される方法。 - 前記アバター描写が、表示されたアバター描写によって、前記第1および第2のユーザの一方または両方の動き、顔の反応、または音として聞こえる反応の少なくとも1つを識別する、請求項7に記載の方法。
- 前記ゲームプレイがオンラインで実行され、前記第1および第2のユーザの各々のコンピュータシステムが、前記第1および第2のユーザのそれぞれのコンピュータシステムおよびインターネット接続上で接続されたネットワークコンピュータで部分的に実行されるコンピュータプログラムとのインタラクションを行う、請求項7に記載の方法。
- 前記第1および第2のユーザの一方または両方の反応をモニタするステップが、
前記第1または第2のユーザのいずれかのビデオをキャプチャするステップと、
前記第1または第2のユーザの動きを検出するステップと、
前記第1または第2のユーザの検出された動きを前記第1または第2のユーザのアバター描写にマッピングするステップと、
前記第1または第2のユーザの一方のコンピュータシステムに接続されたディスプレイ画面上に前記アバター描写を表示するステップとを含む、請求項7に記載の方法。 - 前記第1および第2のユーザの一方または両方の反応をモニタするステップが、
前記第1のユーザおよび前記第2のユーザの音声をキャプチャするステップと、
前記キャプチャされた音声から得られた言葉を検出するステップと、
前記言葉のうちの選択された言葉が、ゲームプレイ中に前記第1のユーザと第2のユーザとの間で通信されるように、前記検出された言葉をフィルタリングするステップとを含む、請求項7に記載の方法。 - 前記アバター描写の反応を修正するステップが、
顔の反応、頭の動き、および手の動きの1つを、ゲームプレイのディスプレイエリアの側部に沿って表示するステップと、
前記第1のユーザと前記第2のユーザとの間でゲームプレイ反応を通信するように、ほぼリアルタイムに前記アバター描写を継続的に更新するステップとを含む、請求項7に記載の方法。 - ゲームプレイイベントに応答してアバターを自動的に修正し、前記アバターが第1のユーザを表し、前記ゲームプレイイベントが、コンピュータプログラムの実行と、コンピュータプログラムの少なくとも一部を実行するコンピュータシステムへのユーザ入力とから生じる、コンピュータで実行される方法であって、
ゲームプレイ中に生じたアクションを識別するために、ゲームプレイイベントをモニタするステップと、
前記ゲームプレイアクションに対する応答を視覚的に伝えるために、ゲームプレイ中に生じる識別されたアクションに応答して、前記第1のユーザを表す前記アバターのグラフィック画像を修正するステップと、
前記第1のユーザを表す前記アバターの修正されたグラフィック画像を第2のユーザに表示するステップと、
第1のユーザを表す前記修正されたアバターにより、前記第2のユーザが、前記第1のユーザに生じたゲームプレイアクションを知ることができる方法。 - ゲームプレイイベントに応答してアバターを自動的に修正するコンピュータ実装方法であって、ゲームプレイ中に生じるアクションが、コンピュータ規定のアクションと、前記第1または第2のユーザのいずれかによって引き起こされたり命令されたりするアクションとを含む、請求項13に記載の方法。
- ゲームプレイイベントに応答してアバターを自動的に修正するコンピュータ実装方法であって、前記アバターのグラフィック画像が、前記アバターの少なくとも顔の表示を含む、請求項13に記載の方法。
- ゲームプレイイベントに応答してアバターを自動的に修正するコンピュータ実装方法であって、前記ゲームプレイのアクションに対する応答を伝えることが、目の特徴、口の特徴、眉毛の特徴、またはそれらの組み合わせの1つの変化を表示するために、前記アバターの顔を修正するステップを含む、請求項15に記載の方法。
- ゲームプレイイベントに応答してアバターを自動的に修正するコンピュータ実装方法であって、
前記第1および第2のユーザの一方または両方の反応をモニタするステップと、
前記第1のユーザまたは前記第2のユーザの前記アバターの前記グラフィック画像を表示するステップと、
ゲームプレイの実行中、前記第1および第2のユーザのモニタされた反応に応答して、前記第1および第2のユーザの一方または両方のアバターの反応を修正するステップとをさらに含み、
前記第1または第2のユーザのいずれかのモニタされた反応に基づいて、前記アバターの反応を修正するステップが、ゲームプレイイベントに基づいて自動修正するステップに追加される、請求項13に記載の方法。 - ゲームプレイイベントに応答してアバターを自動的に修正し、前記ゲームプレイがオンラインで実行され、前記第1および第2のユーザの各々のコンピュータシステムが、前記第1および第2のユーザのそれぞれのコンピュータシステムおよびインターネット接続上で接続されたネットワークコンピュータで部分的に実行されるコンピュータプログラムとのインタラクションを行う、請求項13に記載の方法。
- ゲームプレイイベントに対するユーザの反応に応答してアバターを修正するためのプログラム命令を有し、前記アバターが、第1のユーザおよび第2のユーザの一方または両方を表し、前記ゲームプレイイベントが、コンピュータプログラムの実行と、コンピュータプログラムの少なくとも一部を実行するコンピュータシステムへのユーザ入力とから生じる、コンピュータ可読媒体であって、
ゲームプレイを実行するためのプログラム命令と、
前記第1および第2のユーザの一方または両方の反応をモニタするためのプログラム命令と、
ゲームプレイのディスプレイエリアの側部に沿って、前記第1および第2のユーザの一方または両方のアバター描写を表示するためのプログラム命令と、
ゲームプレイの実行中、前記第1および第2のユーザのモニタされた反応に応答して、前記第1および第2のユーザの一方または両方のアバター描写の反応を修正するためのプログラム命令とを含む、コンピュータ可読媒体。 - 前記アバター描写が、表示されたアバター描写によって、前記第1および第2のユーザの一方または両方の動き、顔の反応、または音として聞こえる反応の少なくとも1つを識別する、請求項1に記載のコンピュータ可読媒体。
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EP2194509A1 (en) | 2010-06-09 |
EP2016562A2 (en) | 2009-01-21 |
US8766983B2 (en) | 2014-07-01 |
WO2007130693A3 (en) | 2008-03-06 |
US20080001951A1 (en) | 2008-01-03 |
WO2007130691A2 (en) | 2007-11-15 |
WO2007130693A2 (en) | 2007-11-15 |
WO2007130691A3 (en) | 2008-11-20 |
US20070260984A1 (en) | 2007-11-08 |
US8601379B2 (en) | 2013-12-03 |
EP2016562A4 (en) | 2010-01-06 |
US20070268312A1 (en) | 2007-11-22 |
JP4921550B2 (ja) | 2012-04-25 |
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