JP2010257461A - ネットワークゲーム用の共有ゲーム空間を創出する方法およびシステム - Google Patents
ネットワークゲーム用の共有ゲーム空間を創出する方法およびシステム Download PDFInfo
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Abstract
【解決手段】1つの現実の世界領域には、ユーザならびにユーザの環境を捉えたビデオデータを生成するために1つまたは複数のビデオカメラが設けられている。それぞれの現実の世界空間を参照して共有仮想空間が創出される(340)。特定の用途に応じて、共有仮想空間に様々な仮想オブジェクトおよび表示オブジェクトが組み込まれている。ゲーム空間で複数のプレイヤによってプレイされ得るビデオゲームでは様々なルールおよび採点機構と共に、そのような共有仮想空間が使用されてもよく、その空間では、プレイヤの動きは、ネットワーク上の他のプレイヤとの物理的近さおよび物理的対話についての共感を生じさせるように解釈される。
【選択図】図3D
Description
Claims (15)
- 複数のプレイヤによってプレイされるネットワークビデオゲーム用の共有ゲーム空間を創出する方法であって、
必ずしも同一の場所に位置していない1つまたは複数の現実の世界空間に関する1つまたは複数のデータストリームを受け取るステップであって、前記データストリームがそれぞれ、前記プレイヤのうちの少なくとも1人が前記ネットワークビデオゲームをプレイする前記現実の世界空間のうちの1つに関するビデオデータを含み、前記データストリームが前記現実の世界空間および前記プレイヤの様々な動きの三次元表示を得るために使用されるステップと、
前記現実の世界空間の前記三次元表示を参照して前記共有ゲーム空間を創出するステップであって、前記共有ゲーム空間におけるいくつかのオブジェクトが前記現実の世界空間における前記プレイヤのそれぞれの動きに対応して反応するステップと、
を含む方法。 - 前記現実の世界空間のそれぞれが、そこでのプレイヤの動きが少なくとも1つのカメラによって捉えられかつ前記共有ゲーム空間における対応するオブジェクトを制御するように使用される有効なプレイエリアを含む、請求項1に記載の方法。
- 前記有効なプレイエリアが前記カメラの視野を超え、前記カメラの前記視野を超える前記有効なプレイエリアの一部に含まれる前記プレイヤの前記動きが前記プレイヤによって握持されているコントローラ内の慣性センサによって追跡される、請求項1または2に記載の方法。
- 前記現実の世界空間の前記三次元表示を参照して前記共有ゲーム空間を創出する前記ステップが、
所定の基準に従って、前記現実の世界空間の前記三次元表示の少なくとも一部を前記共有ゲーム空間に組み込むステップと、
前記ビデオゲームに係る前記共有ゲーム空間に1つまたは複数の仮想オブジェクトを創出するステップと、
1つまたは複数の表示オブジェクトを組み込むステップであって、前記表示オブジェクトのいくつかはそれぞれ、前記プレイヤのうちの一人に対応しかつ前記プレイヤに従って移動し、前記表示オブジェクトの他のいくつかはそれぞれ、前記現実の世界空間のうちの1つにおける静止オブジェクトに対応しているステップと、
を含む、請求項1または2に記載の方法。 - 前記共有ゲーム空間に、前記仮想および表示オブジェクト間での様々な対話を可能にするゲームルールを組み込むステップをさらに含み、
前記データストリームの前記それぞれが、前記ビデオデータと共に前記プレイヤの前記様々な動きを得るためのセンサデータをさらに含む、請求項4に記載の方法。 - 前記ビデオデータが、前記現実の世界空間のうちの1つにおいて、前記コントローラの最大6つの絶対角運動および並進運動を得るために前記センサデータと共に使用される、請求項5に記載の方法。
- 前記現実の世界空間の前記三次元表示を参照して前記共有ゲーム空間を創出する前記ステップが、
前記現実の世界空間の前記三次元表示をそれぞれ得るステップと、
1つまたは複数のスティッチング、マージ、モーフィング、スーパインポーズまたは組み込み技術によって前記三次元表示を組み合わせるステップと、
所定の要求に従って前記共有ゲーム空間を処理するステップと、
前記オブジェクト間の対話のために前記ゲーム空間に様々なルールおよび採点機構を組み込むステップと、
を含む、請求項1に記載の方法。 - 前記共有ゲーム空間に仮想の音源があり、前記プレイヤに対応するオブジェクトが前記仮想の音源に近づくと、前記プレイヤに聞こえる音が大きくなる、請求項7に記載の方法。
- 1つまたは複数の現実の世界空間に関する1つまたは複数のデータストリームを受け取る前記ステップが、前記ネットワークビデオゲームに参加しているゲームコンソールのうちの1つである専用の装置または前記インターネット上の専用の計算装置において行なわれ、
前記更新された共有ゲーム空間を前記専用の装置から前記参加中のゲームコンソールに供給するステップと、
前記参加中のゲームコンソールのそれぞれに前記更新された共有ゲーム空間のコピーをキャッシングするステップと、
適度に近い対応を維持するように可能な限り頻繁に他の参加中のゲームコンソールからの情報によって前記ゲーム空間の前記コピーを更新するステップと、
をさらに含む、請求項1に記載の方法。 - ネットワークビデオゲーム用の共有ゲーム空間を創出するシステムであって、
必ずしも同一の場所に位置しておらずかつそれぞれのデータストリームを提供する複数のプレイエリアであって、前記プレイエリアのそれぞれには少なくとも1つのカメラおよびコンソールが備えられ、前記カメラが、前記共有ゲームをプレイするためにコントローラを握持している少なくとも1人のプレイヤがいる前記プレイエリアのうちの1つを監視するために設置されており、前記コンソールが、前記プレイヤの様々な動きを捉えたビデオデータおよびセンサデータの両方を含む前記データストリームのうちの1つを提供するプレイエリアと、
前記プレイエリアから前記データストリームをそれぞれ受け取りかつ前記プレイエリアの三次元表示を参照して前記共有ゲーム空間を創出するように構成されたホスティングマシンであって、前記共有ゲーム空間におけるオブジェクトの少なくともいつくかの動きが前記プレイエリアにおけるプレイヤのそれぞれの動きに反応するホスティングマシンと、
を含むシステム。 - 前記現実の世界空間がそれぞれ、前記プレイヤの動きが前記カメラによって捉えられかつ前記共有ゲーム空間において対応するオブジェクトを制御するために使用される有効なプレイエリアを含み、前記有効なプレイエリアが、前記カメラの1つまたは複数の視野、前記カメラの光学パラメータおよび周囲照明条件によって画定される、請求項10に記載のシステム。
- 前記ホスティングマシンが、
所定の基準に従って前記共有ゲーム空間に前記現実の世界空間の前記三次元表示の少なくとも一部を組み込む操作と、
前記ビデオゲームに係る前記共有ゲーム空間において1つまたは複数の仮想オブジェクトを創出する操作と、
1つまたは複数の表示オブジェクトを組み込む操作であって、前記表示オブジェクトのいくつかがそれぞれ前記プレイヤのうちの一人と対応しかつ前記プレイヤに従って移動し、前記表示オブジェクトの他のいくつかがそれぞれ前記現実の世界空間の1つにおける静止オブジェクトに対応している操作と、
を行なうように構成されている、請求項10または11に記載のシステム。 - 前記ホスティングマシンが、前記共有ゲーム空間に前記仮想および表示オブジェクト間での様々な対話を可能するためのゲームルールを組み込む操作を行なうように構成されている、請求項12に記載のシステム。
- 前記ホスティングマシンが、前記ネットワークビデオゲームに参加しているゲームコンソールのうちの1つである専用の装置またはネットワーク上の専用の計算装置である、請求項13に記載のシステム。
- 前記ビデオデータおよびセンサデータが前記プレイヤの前記動きを推測するように処理される、請求項10〜14のいずれか1項に記載のシステム。
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Also Published As
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CN101872241B (zh) | 2014-07-16 |
US20090221368A1 (en) | 2009-09-03 |
EP2243525A3 (en) | 2011-01-26 |
CN101872241A (zh) | 2010-10-27 |
EP2243525A2 (en) | 2010-10-27 |
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