JPH09192349A - Parallax adjustment device of game machine capable of visualizing three-dimensional image - Google Patents

Parallax adjustment device of game machine capable of visualizing three-dimensional image

Info

Publication number
JPH09192349A
JPH09192349A JP2579996A JP2579996A JPH09192349A JP H09192349 A JPH09192349 A JP H09192349A JP 2579996 A JP2579996 A JP 2579996A JP 2579996 A JP2579996 A JP 2579996A JP H09192349 A JPH09192349 A JP H09192349A
Authority
JP
Japan
Prior art keywords
parallax
mode
game machine
image
stereoscopic
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
JP2579996A
Other languages
Japanese (ja)
Other versions
JP3525970B2 (en
Inventor
Makoto Senda
誠 千田
Akinori Kutsukake
晶紀 沓掛
Yuji Tanaka
裕二 田中
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Taito Corp
Original Assignee
Taito Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Taito Corp filed Critical Taito Corp
Priority to JP02579996A priority Critical patent/JP3525970B2/en
Publication of JPH09192349A publication Critical patent/JPH09192349A/en
Application granted granted Critical
Publication of JP3525970B2 publication Critical patent/JP3525970B2/en
Anticipated expiration legal-status Critical
Expired - Lifetime legal-status Critical Current

Links

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  • Testing, Inspecting, Measuring Of Stereoscopic Televisions And Televisions (AREA)
  • Overhead Projectors And Projection Screens (AREA)
  • Stereoscopic And Panoramic Photography (AREA)
  • Processing Or Creating Images (AREA)
  • Image Generation (AREA)

Abstract

PROBLEM TO BE SOLVED: To enable the tiredness of a game player should be minimized, then thereby a game to be continuously played and a best suited three-dimensional sensation for the liking of the game player to be selected. SOLUTION: Control buttons 1, 2 for adjusting a parallax are provided on a control panel for operating a game machine capable of giving a three- dimensional sensation to a game player. The three-dimensional sensation becomes gradually remote each time the control button 1 is depressed. On the contrary, the three-dimensional sensation becomes more vivid each time the control button 2 is depressed.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【発明の属する技術分野】本発明は、右目用と左目用の
2つの映像源の映像をレンチキュラスクリーンに投影
し、レンチキュラスクリーン上の各投影像を右目と左目
にそれぞれ入射させ視差を与えることにより立体視を体
験できるゲーム機、さらに詳しくいえば、プレイヤ自身
が視差を調整することを可能にしたゲーム機の視差調節
装置に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention is designed to project images from two image sources for the right eye and the left eye onto a lenticular screen, and to project each projected image on the lenticular screen into the right eye and the left eye to provide parallax. More specifically, the present invention relates to a parallax adjusting device for a game machine that allows a player to adjust parallax by themselves.

【0002】[0002]

【従来の技術】ゲームにリアル感および迫力を与えるた
めに立体視を体験できるゲーム機が普及しはじめてい
る。図8は立体視できるゲーム機の一例を示す図であ
り、(a)は側面から見た図,(b)は上から見た図で
ある。ゲーム機の中に右目用のプロジェクタ24と左目
用のプロジェクタ25が配置され、ミラー22および2
3によってプロジェクタ24および25から映写される
映像がレンチキュラスクリーン21上に導かれる。プレ
イヤ26および27は、レンチキュラスクリーン21に
対し所定の位置に座り、投影されるスクリーン上の映像
を見ることにより映像を立体視することができる。
2. Description of the Related Art Game consoles that allow a player to experience stereoscopic vision in order to give the game a realistic feeling and power are becoming popular. 8A and 8B are views showing an example of a game machine capable of stereoscopic viewing. FIG. 8A is a side view and FIG. 8B is a top view. A right-eye projector 24 and a left-eye projector 25 are arranged in the game machine, and mirrors 22 and 2 are provided.
The image projected from the projectors 24 and 25 by 3 is guided onto the lenticular screen 21. The players 26 and 27 can stereoscopically view the image by sitting at a predetermined position on the lenticular screen 21 and viewing the projected image on the screen.

【0003】図9は、上記ゲーム機の原理を説明するた
めの図である。レンチキュラスクリーンは多数のかまぼ
こ型レンズを配置して構成されている。2台の右目用と
左目用の液晶プロジェクタからレンチキュラスクリーン
に投影される映像は、レンチキュラスクリーンのかまぼ
こ型レンズの偏光レンズ作用により左右に分離される。
右目用の液晶プロジェクタの映像は右目に、左目用の液
晶プロジェクタの映像は左目にそれぞれ入射する。この
左右の映像のズレによる視差より映像に遠近感が生じ立
体視できる。
FIG. 9 is a diagram for explaining the principle of the game machine. The lenticular screen is configured by arranging a large number of kamaboko type lenses. Images projected from the two right-eye and left-eye liquid crystal projectors onto the lenticular screen are separated into left and right by the polarizing lens action of the kamaboko lens of the lenticular screen.
The image of the liquid crystal projector for the right eye is incident on the right eye, and the image of the liquid crystal projector for the left eye is incident on the left eye. Due to the parallax caused by the displacement of the left and right images, a perspective image is generated and stereoscopic viewing is possible.

【0004】[0004]

【発明が解決しようとする課題】ところで上記ゲーム機
は、実際の立体像を見ているわけではなく装置によって
作られた像を立体視しているため通常の平面画面のゲー
ム機に比較し、プレイヤは非常に疲れやすい。そこで、
疲れをできるだけ解消するため、ゲームを開始してから
一定時間経過した時点で強制的にポーズをかけたり、眼
が疲れた場合には中断を進める警告を発生するようにし
ている。そのため、プレイヤは一定の時間以上連続して
プレイすることができない。また、視差は予め決められ
ているので、プレイヤが望む立体感でプレイすることが
できない。
By the way, the above-mentioned game machine does not see an actual stereoscopic image but stereoscopically sees an image formed by the device, so that it is compared with a normal plane screen game machine. Players are very tired. Therefore,
In order to eliminate tiredness as much as possible, a certain amount of time has passed since the game started, and a pause is compulsorily made, and if the eyes are tired, a warning for advancing the interruption is generated. Therefore, the player cannot play continuously for a certain time or longer. Further, since the parallax is predetermined, it is impossible to play with a stereoscopic effect desired by the player.

【0005】本発明の課題は、プレイヤの疲れを最小限
にでき、それによって連続したプレイを可能とし、さら
にプレイヤの好みに沿った立体感の程度を選択すること
ができるゲーム機の視差調節装置を提供することにあ
る。
An object of the present invention is to provide a parallax adjusting device for a game machine which can minimize the fatigue of the player, thereby enabling continuous play and selecting the degree of stereoscopic effect according to the taste of the player. To provide.

【0006】[0006]

【課題を解決するための手段】前記課題を達成するため
に本発明による立体視を体験できるゲーム機の視差調節
装置は、右目用と左目用の2つの映像源の映像をレンチ
キュラスクリーンに投影し、レンチキュラスクリーン上
の各投影像を右目と左目にそれぞれ入射させ視差を与え
ることにより立体視を体験できるゲーム機において、視
差を調整するための操作部を設け、前記操作部の操作に
よって前記レンチキュラスクリーン上に投影される右目
用と左目用の2つの映像を、それぞれ右方向と左方向か
ら見る視点を変えた映像に変化させることにより、視差
の程度を調整できるように構成してある。また、本発明
は上記構成において、前記視差の程度は、立体視オフモ
ード,各強度段階の立体視モードの複数のモードを有
し、前記操作部の操作によって段階的に選択できるよう
に構成してある。さらに、本発明は上記構成において前
記操作部の操作によってモードが選択されたとき、画面
の一部に選択したモード表示を行うように構成してあ
る。
In order to achieve the above-mentioned object, a parallax adjusting device for a game machine according to the present invention for experiencing stereoscopic vision projects images from two image sources for a right eye and a left eye onto a lenticular screen. In a game machine in which each of the projected images on the lenticular screen is made incident on the right eye and the left eye to give a parallax, an operation unit for adjusting parallax is provided, and the lenticular screen is operated by the operation of the operation unit. The degree of parallax can be adjusted by changing the two images for the right eye and the left eye projected above to images with different viewpoints from the right direction and the left direction, respectively. Further, in the above-mentioned configuration according to the present invention, the degree of parallax has a plurality of modes of a stereoscopic off mode and a stereoscopic mode of each intensity level, and the degree of parallax can be selected stepwise by operating the operation unit. There is. Further, according to the present invention, when the mode is selected by the operation of the operation unit in the above configuration, the selected mode is displayed on a part of the screen.

【0007】[0007]

【発明の実施の形態】以下、図面を参照して本発明の実
施の形態を詳しく説明する。図1は本発明による視差調
節装置を適用した立体視を経験できるゲーム機のコント
ロールパネル部分を示す平面図である。図2は図1のゲ
ーム機の背面図である。図1の上方がスクリーン側であ
り、左右の座席4a,4bに2名のプレイヤが座ること
ができる。各座席4a,4bの前にはプレイ用のレバー
3a,3bが配置されている。レバー3a,3bの間に
は視差を調整するための操作ボタン1および2が設置さ
れている。プレイヤはゲームスタート前またはプレイ中
に操作ボタン1または2を押すことにより視差を調整で
きる。
Embodiments of the present invention will be described below in detail with reference to the drawings. FIG. 1 is a plan view showing a control panel portion of a game machine to which a parallax adjusting device according to the present invention can be applied to experience stereoscopic vision. FIG. 2 is a rear view of the game machine of FIG. The upper side of FIG. 1 is the screen side, and two players can sit on the left and right seats 4a and 4b. Play levers 3a and 3b are arranged in front of the seats 4a and 4b. Operation buttons 1 and 2 for adjusting parallax are installed between the levers 3a and 3b. The player can adjust the parallax by pressing the operation button 1 or 2 before the game starts or during the play.

【0008】図3は、操作ボタンの操作方法を説明する
ための図である。ゲーム開始時には3D標準モードにな
っており、操作ボタン1または2を押すことにより3D
のモードを変えることができる。操作ボタン1を1回押
すと、3D弱モードになる。さらに1回押すと、3Dオ
フモードになる。反対に操作ボタン2を1回押すと、3
D強モードになる。連続して押し続けると一定時間毎に
モードが切り替えられていく。
FIG. 3 is a diagram for explaining a method of operating the operation buttons. At the start of the game, it is in 3D standard mode, and by pressing operation button 1 or 2
You can change the mode of. When the operation button 1 is pressed once, the mode becomes the 3D weak mode. Press it once more to enter 3D off mode. On the contrary, if you press the operation button 2 once, 3
It becomes D strong mode. If you keep pressing it continuously, the mode will switch at regular intervals.

【0009】図4は、操作ボタンでモードを選択したと
きの画面表示の一例を示す図である。レンチキュラスク
リーン5の上部に選択されたモードが表示される。例え
ば、3Dの弱が選択されれば、「−3D 弱−」の表示
がなされ、プレイヤはどの視差の立体視を行うのかを認
識することができる。この表示は一定時間点灯した後、
消えるようになっている。
FIG. 4 is a diagram showing an example of a screen display when a mode is selected with the operation button. The selected mode is displayed at the top of the lenticular screen 5. For example, if 3D weak is selected, "-3D weak-" is displayed, and the player can recognize which parallax of stereoscopic vision is to be performed. After this display lights for a certain period of time,
It is supposed to disappear.

【0010】図5は、スクリーン上に形成される各モー
ドの投影像の例を示す図である。図5において、3Dオ
フモードでは、左右のプロジェクタから投影される各映
像は、同じ位置から見た同じ映像であり、左右の目には
視差は生じないので映像は平面的に見える。3D弱モー
ドでは、右目で見る投影像は右方向に僅かにずれた位置
で見たときの映像であり、この映像はスクリーン上では
僅かに左方向にずれた形で投影される。同様に左目で見
るスクリーン上の投影像は僅かに右方向にずれた形で投
影される。そのため、左右の視線の交差する位置がスク
リーン上より僅かにプレイヤ側に移動し、移動した分が
浮き上がって見えることになる。
FIG. 5 is a diagram showing an example of a projected image of each mode formed on the screen. In FIG. 5, in the 3D off mode, the images projected from the left and right projectors are the same images viewed from the same position, and the left and right eyes have no parallax, so that the images look planar. In the 3D weak mode, the projected image viewed by the right eye is an image when viewed at a position slightly displaced to the right, and this image is projected on the screen in a form slightly displaced to the left. Similarly, the projected image on the screen viewed by the left eye is projected with a slight shift to the right. Therefore, the position where the left and right lines of sight intersect moves slightly to the player side from the screen, and the moved amount appears to float.

【0011】3D標準モードでは、各投影像は左右方向
に標準的にずれた位置で見たときの映像であり、予め設
定されている投影像であり、標準的な立体像を見ること
ができる。3D強モードでは、各投影像は左右方向に相
当大きくずれた位置で見たときの映像であり、プレイヤ
側に極端に飛び出した立体像となる。図6は、本発明に
よる視差調節装置を適用したゲーム機の回路の実施の形
態を示す回路ブロック図である。(a)の回路図では右
目用プリント回路ボード(PCB)は左目用PCBと同
じであるので省略してある。(b)はCPUの機能をブ
ロックで示した図である。(a)において、入出力回路
15は右目用の入出力回路に接続され、左目用と右目用
の映像について同期がとられる。
In the 3D standard mode, each projected image is an image when viewed at a position that is standardly shifted in the left-right direction, is a preset projected image, and a standard stereoscopic image can be viewed. . In the 3D strong mode, each projected image is an image when viewed at a position that is considerably deviated in the left-right direction, and is a stereoscopic image that is extremely projected to the player side. FIG. 6 is a circuit block diagram showing an embodiment of a circuit of a game machine to which the parallax adjustment device according to the present invention is applied. In the circuit diagram of (a), the printed circuit board (PCB) for the right eye is the same as the PCB for the left eye and is therefore omitted. FIG. 6B is a block diagram showing the functions of the CPU. In (a), the input / output circuit 15 is connected to the input / output circuit for the right eye, and the images for the left and right eyes are synchronized.

【0012】ROM14には、ゲーム全体を制御するプ
ログラム等が格納され、RAM13はCPU11のワー
クエリア等となる。操作部9からの入力信号は入力制御
回路10を介してCPU11に入力される。CPU11
はプログラムおよび入力信号に基づき演算を行い、3D
画像生成回路12に対し3次元像を作るための情報を送
る。3D画像生成回路12は、ポリゴンデータの3次元
座標をプレイヤを原点とする視点座標系に変換する3次
元演算回路,この3次元座標をスクリーン上の2次元座
標に変換する透視変換回路,透視変換されたポリゴンが
スクリーンに入るか否かを決めるクリッピング回路,各
ポリゴンをZ代表値を基準に並べ変えるソーティング回
路等より構成され、デフォルト値として設定されている
立体視標準モードあるいは操作部9により指定された立
体視オフモード,立体視弱モード,立体視強モードの3
D映像信号を生成する。左目用プロジェクタ8はこの映
像をレンチキュラスクリーン5に投影する。
The ROM 14 stores programs for controlling the entire game, and the RAM 13 serves as a work area for the CPU 11. An input signal from the operation unit 9 is input to the CPU 11 via the input control circuit 10. CPU11
Calculates 3D based on the program and input signal
Information for forming a three-dimensional image is sent to the image generation circuit 12. The 3D image generation circuit 12 is a three-dimensional arithmetic circuit for converting three-dimensional coordinates of polygon data into a viewpoint coordinate system having a player as an origin, a perspective conversion circuit for converting the three-dimensional coordinates into two-dimensional coordinates on a screen, and a perspective conversion. The stereoscopic standard mode set as a default value or specified by the operation unit 9 is composed of a clipping circuit for deciding whether or not the formed polygon enters the screen, a sorting circuit for rearranging each polygon based on the Z representative value, and the like. Stereoscopic off mode, stereoscopic weak mode, and stereoscopic strong mode
Generate a D video signal. The left-eye projector 8 projects this image on the lenticular screen 5.

【0013】(b)において、左目用のCPU11は、
各操作信号の入力によりゲームを処理するゲーム処理部
16,操作信号の入力を検出するボタン検出部17,ボ
タン検出部17の検出モードに基づいた量だけ左方向に
ずらして見たときの映像を算出するビュー映像算出部1
9および検出モードの視差の表示を行う視差バリエーシ
ョン表示部18の機能ブロックを備えている。右目用の
PCBのCPUも同様な機能ブロックを備えている。図
7は、立体視モード切替動作のみに注目したフローチャ
ートである。ゲームがスタートすると、CPU11はゲ
ーム処理部16によりゲーム処理しており(ステップ
(以下、「S」という)701)、ボタン検出部17に
よりモード切り替えのための信号が入力するか否かを見
張っている(S702)。
In (b), the CPU 11 for the left eye is
A game processing unit 16 that processes a game by inputting each operation signal, a button detection unit 17 that detects the input of an operation signal, and an image when viewed by shifting to the left by an amount based on the detection mode of the button detection unit 17. View video calculation unit 1 for calculation
9 and the functional block of the parallax variation display unit 18 that displays the parallax in the detection mode. The CPU of the PCB for the right eye also has similar functional blocks. FIG. 7 is a flowchart focusing only on the stereoscopic mode switching operation. When the game starts, the CPU 11 performs the game processing by the game processing unit 16 (step (hereinafter, referred to as “S”) 701), and the button detection unit 17 watches whether the signal for mode switching is input. (S702).

【0014】ボタン検出部17にモード切替えのための
操作信号が入力した場合、ボタン検出部17は、まずオ
フモードか否かを判断する(S703)。オフモードで
なければ、弱モードか否かを判断する(S704)。弱
モードでなければ標準モードか否かを判断する(S70
5)。標準ードでなければ強モード処理に移行する。ビ
ュー映像算出部19はオフモード,弱モード,標準モー
ドおよび強モードに応じ、視差オフ処理,視差弱処理,
視差標準処理または視差強処理のいずれかを行う(S7
06,S708,S710,S712)。視差バリエー
ション表示部18は、オフモード表示,弱モード表示,
標準モード表示および強モード表示のいずれかの表示を
レンチキュラスクリーン5上に行う(S707,S70
9,S711,S713)。そして、一定時間(例え
ば、5秒間)表示した後、表示を終了する(S714,
S715)。
When an operation signal for mode switching is input to the button detection unit 17, the button detection unit 17 first determines whether or not it is the off mode (S703). If it is not the off mode, it is determined whether or not it is the weak mode (S704). If it is not the weak mode, it is determined whether or not it is the standard mode (S70).
5). If it is not standard mode, the mode shifts to strong mode processing. The view video calculation unit 19 determines whether the parallax is off, the parallax is weak, the standard mode, and the strong mode.
Either parallax standard processing or parallax strong processing is performed (S7).
06, S708, S710, S712). The parallax variation display section 18 includes an off mode display, a weak mode display,
Either the standard mode display or the strong mode display is displayed on the lenticular screen 5 (S707, S70).
9, S711, S713). Then, after displaying for a fixed time (for example, 5 seconds), the display is ended (S714, S714).
S715).

【0015】[0015]

【発明の効果】以上、説明したように本発明は、立体視
モードを調整するための視差調整装置を備えているの
で、プレイ中に目の疲れを感じた場合には、いつでも立
体視モードをオフにし疲れを軽減させてゲームを続行さ
せることができる。また、立体視の程度を選択できるの
で、個人の好みに応じた立体感を得ることができ、また
映像の演出に応じ適した立体感を得ることもできる。さ
らに、立体感を掴みづらいプレイヤもオフからオンに切
り替えることにより、2D映像と3D映像の相違を認識
させることができる。
As described above, the present invention is provided with the parallax adjusting device for adjusting the stereoscopic mode, so that if the user feels tired during play, the stereoscopic mode is always set. You can turn it off to reduce fatigue and continue the game. In addition, since the degree of stereoscopic viewing can be selected, it is possible to obtain a stereoscopic effect according to personal preference, and it is also possible to obtain a stereoscopic effect suitable for the presentation of the image. Furthermore, even a player who has difficulty in obtaining a stereoscopic effect can recognize the difference between 2D video and 3D video by switching from off to on.

【図面の簡単な説明】[Brief description of the drawings]

【図1】本発明による視差調節装置を適用した立体視を
経験できるゲーム機のコントロールパネル部分を示す平
面図である。
FIG. 1 is a plan view showing a control panel portion of a game machine to which a parallax adjusting device according to the present invention can be applied for stereoscopic viewing.

【図2】図1のゲーム機の背面図である。FIG. 2 is a rear view of the game machine shown in FIG.

【図3】操作ボタンの操作方法を説明するための図であ
る。
FIG. 3 is a diagram for explaining a method of operating an operation button.

【図4】操作ボタンでモードを選択したときの画面表示
の一例を示す図である。
FIG. 4 is a diagram showing an example of a screen display when a mode is selected with an operation button.

【図5】スクリーン上に形成される各モードの投影像の
例を示す図である。
FIG. 5 is a diagram showing an example of a projected image of each mode formed on a screen.

【図6】本発明による視差調節装置を適用したゲーム機
の回路の実施の形態を示す回路ブロック図である。
FIG. 6 is a circuit block diagram showing an embodiment of a circuit of a game machine to which the parallax adjustment device according to the present invention is applied.

【図7】立体視モード切替動作のみに注目したフローチ
ャートである。
FIG. 7 is a flowchart focusing only on the stereoscopic mode switching operation.

【図8】立体視できるゲーム機の一例を示す図であり、
(a)は側面から見た図,(b)は上から見た図であ
る。
FIG. 8 is a diagram showing an example of a game machine capable of stereoscopic viewing,
(A) is a side view and (b) is a top view.

【図9】図8のゲーム機の原理を説明するための図であ
る。
9 is a diagram for explaining the principle of the game machine of FIG.

【符号の説明】[Explanation of symbols]

1,2…操作ボタン 3a,3b…レバー 4a,4b…座席 5…スクリーン 7…左目用PCB 8…左目用プロジェクタ 9…操作部 10…入力制御回路 11…CPU 12…3D画像生成回路 13…RAM 14…ROM 15…入出力回路(I/O) 16…ゲーム処理部 17…ボタン検出部 18…視差バリエーション 19…ビュー映像算出部 1, 2 ... Operation buttons 3a, 3b ... Lever 4a, 4b ... Seat 5 ... Screen 7 ... Left eye PCB 8 ... Left eye projector 9 ... Operation part 10 ... Input control circuit 11 ... CPU 12 ... 3D image generation circuit 13 ... RAM 14 ... ROM 15 ... Input / output circuit (I / O) 16 ... Game processing unit 17 ... Button detection unit 18 ... Parallax variation 19 ... View image calculation unit

Claims (3)

【特許請求の範囲】[Claims] 【請求項1】 右目用と左目用の2つの映像源の映像を
レンチキュラスクリーンに投影し、レンチキュラスクリ
ーン上の各投影像を右目と左目にそれぞれ入射させ視差
を与えることにより立体視を体験できるゲーム機におい
て、 視差を調整するための操作部を設け、 前記操作部の操作によって前記レンチキュラスクリーン
上に投影される右目用と左目用の2つの映像を、それぞ
れ右方向と左方向から見る視点を変えた映像に変化させ
ることにより、視差の程度を調整できるように構成した
ことを特徴とする立体視を体験できるゲーム機の視差調
節装置。
1. A game in which stereoscopic vision can be experienced by projecting images from two image sources for the right eye and the left eye onto a lenticular screen, and projecting each projected image on the lenticular screen into the right eye and the left eye to give parallax. In the machine, an operation unit for adjusting parallax is provided, and two viewpoint images for the right eye and the left eye projected on the lenticular screen by operating the operation unit are changed from right and left viewpoints, respectively. A parallax adjustment device for a game machine, which is configured so that the degree of parallax can be adjusted by changing the displayed image.
【請求項2】 前記視差の程度は、立体視オフモード,
複数の立体視モードを有し、前記操作部の操作によって
段階的に選択できることを特徴とする請求項1記載の立
体視を体験できるゲーム機の視差調節装置。
2. The degree of the parallax is a stereoscopic off mode,
The parallax adjustment device for a game machine according to claim 1, wherein the parallax adjustment device has a plurality of stereoscopic modes and can be selected step by step by operating the operation unit.
【請求項3】 前記操作部の操作によってモードが選択
されたとき、画面の一部に選択したモード表示を行うこ
とを特徴とする請求項1記載の立体視を体験できるゲー
ム機の視差調節装置。
3. The parallax adjusting device for a game machine according to claim 1, wherein when a mode is selected by operating the operation unit, the selected mode is displayed on a part of the screen. .
JP02579996A 1996-01-19 1996-01-19 A parallax adjustment device for a game machine that can experience stereoscopic viewing Expired - Lifetime JP3525970B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP02579996A JP3525970B2 (en) 1996-01-19 1996-01-19 A parallax adjustment device for a game machine that can experience stereoscopic viewing

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP02579996A JP3525970B2 (en) 1996-01-19 1996-01-19 A parallax adjustment device for a game machine that can experience stereoscopic viewing

Publications (2)

Publication Number Publication Date
JPH09192349A true JPH09192349A (en) 1997-07-29
JP3525970B2 JP3525970B2 (en) 2004-05-10

Family

ID=12175906

Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Link
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