JP4979660B2 - 体感の導入を通じたエンタテインメントソフトウェアを強化するための方法と装置 - Google Patents
体感の導入を通じたエンタテインメントソフトウェアを強化するための方法と装置 Download PDFInfo
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Description
その他の機能及び利点は記述、図面、及び請求項によって明示されている。
(i)ビデオシェイク:エミュレータがビデオのリダイレクトを行って、動き又は振動しているように見せる、
(ii)ビデオキュー:エミュレータがビデオ出力を、例えば明るさ及び/又は強度を変更したり、アイコンやその他に効果の記述を表示したりして変更する、
(iii)オーディオ効果:エミュレータが振動効果を伝えるためにオーディオ信号を発生させる。
なお、本発明を要約すると、体感の導入を通してエンタテインメントを強化する方法には、エンタテインメントソフトウェア実行中に信号をモニタリングし、モニタリングされた信号が所定基準を満たしていることを認識し、及び、エンタテインメント体験を強化するためにハプティックコントロール信号を発生させることが含まれる。モニタリングされる信号には、例えば、オーディオ信号、ビデオ信号、データ信号、コントロール信号、及び同類の信号が含まれる。エンタテインメントソフトウェアには、例えばビデオゲーム、視聴覚作品、オーディオ作品、及びこれらに類するものが含まれる。体感の導入を通してエンタテインメントソフトウェアを強化するためのデバイスには、少なくとも1つのプロセッサ及びそのプロセッサと連結している出力ユニットが含まれ、ハプティックコントロール出力を含む。プロセッサはエンタテインメントソフトウェアの実行中に少なくとも1つの信号をモニタリングし、そのモニタリングされた信号が所定基準を満たしていることを認識し、かかる認識に対応してハプティックコントロール信号を発生し、及び発生したハプティックコントロール信号を出力ユニットのハプティックコントロール出力を通して出力するように設定される。
12 プロセッサ
14 出力ユニット
16 体感アクチュエータ
20 ステップ
51 コントローラ
53 デバイス
53 体感導入デバイス
55 マイクロフォン
55 マイクロフォン入力
100 エミュレーションガターゲットシステム
100 ターゲットシステム
100 レガシーターゲットシステム
102 エモーションエンジン
102 メインプロセッサモジュール
104 グラフィックシンセサイザー
106 入力ー出力プロセッサ
108 サウンドプロセッサユニット
118 ターゲットプログラム
123 オンチップメモリ
124 コプロセッサ
126 ベクトルユニット
130 グラフィックインターフェイスコントローラ
134 メインバス
136 タイマー
142 コントローラ
200 ターゲットシステム
Claims (15)
- 第1のビデオゲームプラットフォームにおいて、第2のビデオゲームプラットフォーム用に書かれたビデオゲームの実行をエミュレートおよび強化する方法であって、
前記第1のビデオゲームプラットフォームのエミュレータが、前記第2のビデオゲームプラットフォーム用に書かれたビデオゲームを実行できる環境をエミュレートし、
前記エミュレータが、前記ビデオゲームの実行中に少なくとも1つの信号をモニタリングし、
前記モニタリングされた信号のうち少なくとも1つの信号が所定基準を満たしていることを認識し、
前記所定基準を満たしたことの認識に応じて、
前記エミュレータが、体感コントロール信号を発生し、および/または、前記エミュレータが、前記ビデオゲームにより生成されたビデオ、オーディオ、もしくは体感組み込みのエフェクトを、前記第1のビデオゲームプラットフォームにより実行された別の、もしくは強化されたエフェクトにリダイレクトする、方法。 - 請求項1記載の方法であって、前記ビデオゲーム実行中に少なくとも1つの信号のモニタリングには、オーディオ信号のモニタリングが含まれるものである方法。
- 請求項1記載の方法であって、更に、ビデオゲームを特定し、
特定されたビデオゲームに対応する所定基準を特定し、
前記少なくとも1つのモニタリングされた信号が所定基準を満たしていることの認識には、少なくとも1つのモニタリングされた信号が特定された所定基準を満たしていることの認識が含まれる方法。 - 請求項3記載の方法であって、更に、ユーザー設定可能な体感の導入オプションに基づいて所定基準を満たしているとの認識に応答して体感コントロール信号が発生されるように、ユーザー設定可能な体感の導入オプションを受信する方法。
- 請求項4記載の方法であって、ユーザー設定可能な体感の導入オプションには特定されたビデオゲームに特有のオプションが少なくとも1つ含まれる方法。
- 請求項1の方法であって、更に、生じた体感コントロール信号に対応して、信号をワイヤレス通信リンクを通して体感が有効なデバイスに送信し、その送信された信号が体感を有効化する方法。
- 請求項6記載の方法であって、体感が有効なデバイスがビデオゲームコントローラである方法。
- 請求項6記載の方法であって、体感が有効なデバイスがビデオゲームコントローラに取り付けられている方法。
- 請求項1記載の方法であって、所定基準に閥値が含まれる方法。
- 請求項1記載の方法であって、所定基準にパターンが含まれる方法。
- 請求項1記載の方法であって、生じた体感コントロール信号が振動をコントロールする方法。
- 請求項1記載の方法であって、生じた体感コントロール信号がフォースフィードバックをコントロールする。
- ビデオゲームプラットフォームであって、
少なくとも1つのプロセッサと、
前記少なくとも1つのプロセッサに結合されて体感コントロール出力を含む出力ユニットと、
第2のビデオゲームプラットフォームのために書かれたビデオゲームを実行するように設定されたエミュレータと、
前記モニタリングされた信号を受信する信号インターセプターと、体感組み込み、および/または、効果のリダイレクトを扱い、強化されたコントロール信号を出力コントローラーに出力するようになっているコントロール信号エンハンサーと、を備えるエミュレーション強化デバイスと、を含み、
前記少なくとも1つのプロセッサが、前記ビデオゲームの実行中に少なくとも1つの信号をモニタリングし、少なくとも1つのモニタリングされた信号が所定基準を満たしていることを認識し、所定基準を満たしていると認識されたことに応答して体感コントロール信号を発生させ、及びその発生させた体感コントロール信号を出力ユニットの体感コントロール出力を通して出力するように設定されている、ビデオゲームプラットフォーム。 - 請求項13記載のビデオゲームプラットフォームであって、更に体感コントロール出力に連結した振動体感アクチュエータを含むビデオゲームプラットフォーム。
- 請求項13記載のビデオゲームプラットフォームであって、更に、少なくとも1つのプロセッサに連結したネットワークインターフェイスからなり、そのネットワークインターフェイスを用いて所定基準を更新するビデオゲームプラットフォーム。
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EP (1) | EP2039404A3 (ja) |
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US9849372B2 (en) | 2012-09-28 | 2017-12-26 | Sony Interactive Entertainment Inc. | Method and apparatus for improving efficiency without increasing latency in emulation of a legacy application title |
JP5225847B2 (ja) * | 2006-09-08 | 2013-07-03 | パナソニック株式会社 | 情報処理端末、音楽情報生成方法、およびプログラム |
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CN101391146A (zh) | 2009-03-25 |
JP2009072600A (ja) | 2009-04-09 |
EP2039404A2 (en) | 2009-03-25 |
KR20090031332A (ko) | 2009-03-25 |
CN101391146B (zh) | 2013-06-19 |
EP2039404A3 (en) | 2010-05-12 |
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