JP2013535039A - 仮想世界処理装置及び方法 - Google Patents
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
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- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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- A—HUMAN NECESSITIES
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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- A—HUMAN NECESSITIES
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
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- A—HUMAN NECESSITIES
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1025—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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Abstract
Description
120 適応RV
130 適応RV/VR
140 仮想世界
Claims (13)
- ベンディングセンサから検出位置の角度値及び前記ベンディングセンサの特性を示すセンサ特性を受信する受信部と、
前記角度値及び前記センサ特性に基づいて、前記検出位置に対応する仮想世界のオブジェクトを制御する制御情報を生成する処理部と、
前記生成された制御情報を仮想世界に送信する送信部と、
を備えることを特徴とする仮想世界処理装置。 - 前記センサ特性は、前記ベンディングセンサが測定することのできる前記角度値の最大値及び最小値を含むことを特徴とする請求項1に記載の仮想世界処理装置。
- 前記処理部は、前記角度値が前記最大値よりも小さいか同一であり、前記最小値よりも大きいか同一である場合に前記制御情報を生成することを特徴とする請求項2に記載の仮想世界処理装置。
- 前記センサ特性は、前記検出位置の個数を含むことを特徴とする請求項1に記載の仮想世界処理装置。
- 前記センサ特性は、前記検出位置の間の距離を含むことを特徴とする請求項1に記載の仮想世界処理装置。
- 前記角度値は、前記検出位置に対して複数の前記ベンディングセンサが前記角度値を測定する場合、前記複数のベンディングセンサが測定した複数の角度値の和であることを特徴とする請求項1に記載の仮想世界処理装置。
- 第1検出位置に対する第1角度値及び第2検出位置に対する第2角度値に基づいて、前記第1検出位置と前記第2検出位置との間に位置する第3検出位置に対する第3角度値を計算する演算部をさらに備え、
前記処理部は、前記第1角度値、前記第2角度値、前記第3角度値及び前記センサ特性に基づいて前記制御情報を生成することを特徴とする請求項1に記載の仮想世界処理装置。 - 前記センサ特性は、2進数フォーマットに符号化されたメタデータであることを特徴とする請求項1に記載の仮想世界処理装置。
- 前記2進数フォーマットに符号化されたメタデータは、位置個数(Num of Locations)、軸個数(numOfAxes)及びセンサ個数(numOfSensors)のうち少なくとも1つの属性に対するデータフィールドを含むことを特徴とする請求項8に記載の仮想世界処理装置。
- ベンディングセンサから検出位置の角度値及び前記ベンディングセンサの特性を示すセンサ特性を受信するステップと、
前記角度値及び前記センサ特性に基づいて、前記検出位置に対応する仮想世界のオブジェクトを制御する制御情報を生成するステップと、
前記生成された制御情報を仮想世界に送信するステップと、
を含むことを特徴とする仮想世界処理方法。 - 前記角度値は、前記検出位置に対して複数の前記ベンディングセンサが前記角度値を測定する場合、前記複数のベンディングセンサが測定した複数の角度値の和であることを特徴とする請求項10に記載の仮想世界処理方法。
- 第1検出位置に対する第1角度値及び第2検出位置に対する第2角度値に基づいて、前記第1検出位置と前記第2検出位置との間に位置する第3検出位置に対する第3角度値を計算するステップをさらに含み、
前記制御情報を生成するステップは、前記第1角度値、前記第2角度値、前記第3角度値及び前記センサ特性に基づいて前記制御情報を生成することを特徴とする請求項10に記載の仮想世界処理方法。 - コンピュータにより実行されると、該コンピュータに請求項10から請求項12のいずれか1項の方法を実行させるプログラム。
Applications Claiming Priority (5)
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KR10-2010-0033947 | 2010-04-13 | ||
KR20100033947 | 2010-04-13 | ||
KR10-2011-0024448 | 2011-03-18 | ||
KR1020110024448A KR101835413B1 (ko) | 2010-04-13 | 2011-03-18 | 가상 세계 처리 장치 및 방법 |
PCT/KR2011/002408 WO2011129543A2 (ko) | 2010-04-13 | 2011-04-06 | 가상 세계 처리 장치 및 방법 |
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WO2021182264A1 (ja) * | 2020-03-11 | 2021-09-16 | ソニーグループ株式会社 | 情報処理装置、情報処理方法及び情報処理プログラム |
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US9597592B2 (en) | 2017-03-21 |
JP2016026342A (ja) | 2016-02-12 |
KR101835413B1 (ko) | 2018-03-09 |
EP2559463A2 (en) | 2013-02-20 |
KR20110114439A (ko) | 2011-10-19 |
WO2011129543A2 (ko) | 2011-10-20 |
JP5801872B2 (ja) | 2015-10-28 |
CN102858413B (zh) | 2014-10-29 |
WO2011129543A3 (ko) | 2012-02-02 |
US20130093665A1 (en) | 2013-04-18 |
EP2559463A4 (en) | 2014-02-26 |
CN102858413A (zh) | 2013-01-02 |
CN104281262A (zh) | 2015-01-14 |
EP2559463B1 (en) | 2020-10-07 |
JP6316251B2 (ja) | 2018-04-25 |
CN104281262B (zh) | 2017-08-01 |
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