JP5439367B2 - ゲームギアリングを変更するための方法 - Google Patents
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Description
ゲームプラットフォームの例に、ソニープレイステーションまたはソニープレイステーション2(PS2)があり、これらはそれぞれ、ゲームコンソールの形で販売されている。周知のように、ゲームコンソールはモニタ(通常はテレビ)と接続されて、手持ち式のコントローラによってユーザとのインタラクションを可能にするように設計されている。ゲームコンソールは、CPU、処理量の多いグラフィック操作のためのグラフィックシンセサイザ、ジオメトリ変換を実行するためのベクトル装置などの特化した処理ハードウェアと、その他の繋ぎとなるハードウェア即ちグルーハードウェア、ファームウェアおよびソフトウェアなどを備えて設計される。また、ゲームコンソールは、ゲームコンソールによるローカルプレイを行うためにゲームのコンパクトディスクを受け容れるための光ディスクトレイを備えて設計される。また、ユーザが、インターネット上で他のユーザと対戦して、または、他のユーザと一緒にインタラクティブにプレイすることができるオンラインゲームも可能である。
Claims (18)
- コンピュータゲームプログラムとのインタラクティブなインタフェースを可能にするコンピュータ実装された方法であって、
ユーザ入力を受け取り、ユーザ入力を前記コンピュータゲームプログラムに無線で送信するための手持ち式の入力デバイスにおいて、前記コンピュータゲームプログラムのインタラクティブなコンポーネントに関連づけられた複数のギアリングパラメータをアクティブにするステップと、
前記コンピュータゲームプログラムのインタラクティブなコンポーネントであって、前記インタラクティブなインタフェースを可能にするために前記送信されたユーザ入力を受信するインタラクティブなコンポーネントを特定するステップと、
ユーザ入力を検出し、前記送信されたユーザ入力が指示する場合、前記インタラクティブなコンポーネントに前記複数のギアリングパラメータの一つを適用するステップとを含み、
前記適用されるギアリングパラメータは、前記ユーザ入力と、前記コンピュータゲームプログラムの実行中に前記インタラクティブなコンポーネントが反応するレートとの間のスケーリング率を定義し、
前記インタラクティブなコンポーネントが反応するレートの適用は、前記コンピュータゲームプログラムの実行中に起きるイベントに対して定義され、
前記複数のギアリングパラメータの間を不連続に切り替えられるように前記複数のギアリングパラメータのそれぞれが選択可能であることを特徴とする方法。 - 前記ユーザ入力をモニタし、前記適用されるギアリングパラメータに変化が起きたかどうかを決定するステップと、
前記適用されるギアリングパラメータに変化が起きた場合に、更新されたギアリングパラメータを適用するステップとを含み、
前記更新されたギアリングパラメータは新しいスケーリング率を定義するものであることを特徴とする請求項1に記載のコンピュータゲームプログラムとのインタラクティブなインタフェースを可能にするコンピュータ実装された方法。 - 前記入力デバイスは、3つの直交軸における並進および回転移動を検出することのできる動きセンサにもとづいてユーザ入力を受け取ることを特徴とする請求項1に記載のコンピュータゲームプログラムとのインタラクティブなインタフェースを可能にするコンピュータ実装された方法。
- 音を検出するステップと、
前記音を処理して前記音がユーザ入力にマッピングされるかどうかを決定するステップと、
前記音が前記ユーザ入力にマッピングされる場合、前記ユーザ入力を適用して、前記コンピュータゲームプログラムの実行中に前記ギアリングパラメータの一つを適用するステップとをさらに含むことを特徴とする請求項1に記載のコンピュータゲームプログラムとのインタラクティブなインタフェースを可能にするコンピュータ実装された方法。 - 前記適用されるギアリングパラメータは、前記コンピュータゲームの異なるインタラクティブなコンポーネントに適用されるべき複数の異なるスケーリング率を含むことを特徴とする請求項1に記載のコンピュータゲームプログラムとのインタラクティブなインタフェースを可能にするコンピュータ実装された方法。
- 前記適用されるギアリングパラメータは、グラフィカルユーザインタフェースを用いて設定可能であることを特徴とする請求項1に記載のコンピュータゲームプログラムとのインタラクティブなインタフェースを可能にするコンピュータ実装された方法。
- 選択されたユーザ入力に応答してビデオゲームのコンポーネントによる反応の変化を指示するコンピュータ実装された方法であって、
入力デバイスにおいて前記ビデオゲームのインタラクティブなコンポーネントを制御する主要なユーザ入力を受け取るステップと、
前記主要なユーザ入力に対して前記ビデオゲームの前記インタラクティブなコンポーネントの反応をスケーリングする率を定義する複数のギアリングを定義するステップと、
二次的なユーザ入力に応答して前記複数のギアリングの2以上の間でユーザによる制御されたインタラクティブな切り替えを可能にするステップとを含み、
前記入力デバイスは、前記ユーザ入力を前記ビデオゲームに無線で送信する手持ち式の入力デバイスであり、
前記インタラクティブなコンポーネントが反応するレートの適用は、前記ビデオゲームの実行中に起きるイベントに対して定義され、
前記複数のギアリングの間を不連続に切り替えられるように前記複数のギアリングのそれぞれが選択可能であることを特徴とする方法。 - 複数のギアリングのそれぞれを異なる二次的なユーザ入力にマッピングすることにより、前記複数のギアリングの間を不連続に切り替えることを可能にすることを特徴とする請求項7に記載のコンピュータ実装された方法。
- 前記複数のギアリングと異なる二次的なユーザ入力との間のマッピングは、グラフィカルユーザインタフェースを用いて設定可能であることを特徴とする請求項8に記載のコンピュータ実装された方法。
- 前記入力デバイスは3つの直交軸における前記入力デバイスの並進および回転運動を検出する機能を有し、前記ビデオゲームは、3つの直交軸における前記入力デバイスの並進および回転運動に対する反応性を有することを特徴とする請求項7に記載のコンピュータ実装された方法。
- コンピュータプログラムのインタラクティブなコンポーネントに対するギアリングパラメータのユーザによる制御された適用を可能にするコンピュータ実装された方法であって、
ユーザ入力を受け取り、少なくとも部分的には前記コンピュータプログラムを実行しているコンピュータシステムにユーザ入力を無線で送信するための手持ち式の入力デバイスにおいて、前記コンピュータプログラムのインタラクティブなコンポーネントに関連づけられた複数のギアリング比の適用を可能にするステップと、
前記入力デバイスから、特定のタイプのユーザ入力であるギアリングトリガを受信するステップと、
前記ギアリングトリガに関連づけられたギアリングパラメータであって、前記コンピュータシステムに関連づけられた第1メモリに格納され、ユーザ入力と、前記コンピュータプログラムの実行中に前記インタラクティブなコンポーネントが反応するレートとの間のスケーリング率を定義するギアリングパラメータを調べるステップと、
前記ギアリングパラメータを第1メモリから、適用されるギアリングパラメータを格納するための第2メモリへコピーするステップと、
前記第2メモリから取得された前記適用されるギアリングパラメータを用いて前記コンピュータプログラムを実行する結果、前記ユーザ入力と前記コンピュータプログラムの実行中に前記インタラクティブなコンポーネントが反応するレートとの間のスケーリング率にしたがって次のユーザ入力が反応するステップとを含み、
前記インタラクティブなコンポーネントが反応するレートの適用は、前記コンピュータプログラムの実行中に起きるイベントに対して定義され、
前記複数のギアリングパラメータの間を不連続に切り替えられるように前記複数のギアリングパラメータのそれぞれが選択可能であることを特徴とする方法。 - 前記入力デバイスは3つの直交軸における前記入力デバイスの並進および回転運動を検出する機能を有し、前記コンピュータプログラムは、3つの直交軸における前記入力デバイスの並進および回転運動に対する反応性を有することを特徴とする請求項11に記載のコンピュータ実装された方法。
- 前記コンピュータシステムはコンピュータネットワークの一部であり、前記コンピュータプログラムは前記コンピュータネットワークの他のユーザとの間の相互作用を可能にすることを特徴とする請求項11に記載のコンピュータ実装された方法。
- 前記コンピュータプログラムの実行は、前記コンピュータネットワークに接続されたコンピュータシステム間で共有可能であることを特徴とする請求項13に記載のコンピュータ実装された方法。
- コンピュータゲームプログラムのインタラクティブなコンポーネントの反応を変えるためのコンピュータ実装された方法であって、
ユーザ入力を受け取り、少なくとも部分的には前記コンピュータプログラムを実行しているコンピュータシステムにユーザ入力を無線で送信するための手持ち式の入力デバイスにおいて、3つの直交軸における並進および回転運動を検出する機能を可能にするステップと、
ユーザ入力をマッピングして前記コンピュータゲームプログラムのインタラクティブなコンポーネントを制御するステップと、
ユーザ入力を検出し、ギアリングパラメータを特定のインタラクティブなコンポーネントに適用するステップと、
前記ユーザ入力に関連づけられたギアリングパラメータであって、前記コンピュータシステムに関連づけられた第1メモリに格納され、ユーザ入力と、前記コンピュータプログラムの実行中に前記インタラクティブなコンポーネントが反応するレートとの間のスケーリング率を定義するギアリングパラメータを調べるステップと、
前記ギアリングパラメータを格納メモリから、適用されるギアリングパラメータを保持するアクティブメモリへコピーするステップと、
次のユーザ入力に対して前記適用されるギアリングパラメータを用いて前記コンピュータプログラムを実行するステップとを含み、
前記インタラクティブなコンポーネントが反応するレートの適用は、前記コンピュータゲームプログラムの実行中に起きるイベントに対して定義され、
前記複数のギアリングパラメータの間を不連続に切り替えられるように前記複数のギアリングパラメータのそれぞれが選択可能であることを特徴とする方法。 - 前記コンピュータシステムはコンピュータネットワークの一部であり、前記コンピュータゲームプログラムは前記コンピュータネットワークの他のユーザとの間の相互作用を可能にすることを特徴とする請求項15に記載のコンピュータ実装された方法。
- 前記格納メモリは前記コンピュータゲームプログラムに対する複数のギアリングパラメータを格納することを特徴とする請求項15に記載のコンピュータ実装された方法。
- 前記複数のギアリングパラメータのそれぞれが異なるユーザ入力にマッピングされることで、ユーザが前記複数のギアリングパラメータから特定のギアリングパラメータをインタラクティブに選択することが可能になることを特徴とする請求項17に記載のコンピュータ実装された方法。
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JP2010531491A (ja) | 2010-09-24 |
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US10369466B2 (en) | 2019-08-06 |
US20170282069A1 (en) | 2017-10-05 |
US20080009348A1 (en) | 2008-01-10 |
WO2009002503A1 (en) | 2008-12-31 |
US9682319B2 (en) | 2017-06-20 |
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