JPS63125280A - Game apparatus - Google Patents
Game apparatusInfo
- Publication number
- JPS63125280A JPS63125280A JP61272403A JP27240386A JPS63125280A JP S63125280 A JPS63125280 A JP S63125280A JP 61272403 A JP61272403 A JP 61272403A JP 27240386 A JP27240386 A JP 27240386A JP S63125280 A JPS63125280 A JP S63125280A
- Authority
- JP
- Japan
- Prior art keywords
- index
- imaging means
- player
- distance
- converter
- 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
Links
- 238000003384 imaging method Methods 0.000 claims description 21
- 230000000694 effects Effects 0.000 description 4
- 238000000034 method Methods 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 238000010586 diagram Methods 0.000 description 1
- 238000000926 separation method Methods 0.000 description 1
Classifications
-
- 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
- A63F2300/1087—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 comprising photodetecting means, e.g. a camera
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8029—Fighting without shooting
Landscapes
- Position Input By Displaying (AREA)
Abstract
(57)【要約】本公報は電子出願前の出願データであるた
め要約のデータは記録されません。(57) [Summary] This bulletin contains application data before electronic filing, so abstract data is not recorded.
Description
【発明の詳細な説明】
〔産業上の利用分野〕
本発明は遊戯装置に関し、特に、遊戯者の身体の一部分
に取り付けられた指標を撮像手段で認識し、この指標と
撮像手段までの距離を電子演算処理回路で算出すること
によりデームを行なう遊戯装置に係わるものである。[Detailed Description of the Invention] [Industrial Application Field] The present invention relates to a game device, and in particular, recognizes an indicator attached to a part of a player's body using an imaging means, and measures the distance between this indicator and the imaging means. This relates to a game device that plays a game by calculating with an electronic arithmetic processing circuit.
従来のTVデーム装置は、遊戯者が手でシタイスティッ
ク等を操作したり、あるいは足でマッドスイッチを踏ん
だりしてデームを行なっていた。In conventional TV dame devices, the player operates a hand stick or the like or depresses a mad switch with his or her foot to perform dame.
特に、ボクシング等の′@闘技デームでは単にパンチの
タイミングを押ボタン等で入力するものであった・
〔発明が解決しようとする問題点〕
しかしながら、従来のTV5’−ム部具は、入力すべき
情報が′p!L戯者の手足の動きである場合でも、ジョ
イスティック等のコントローラを操作することにより入
力しなければならなかった。特にボクレンズ等の格闘技
ゲームでは、単にパンチのタイミングを入力するのみで
あり、パンチの方向やスピード等を自由に入力すること
ができなかった。In particular, in combat sports such as boxing, the timing of punches was simply input using push buttons, etc. [Problems to be solved by the invention] However, conventional TV5'-me parts do not allow input. The information that should be given is 'p! Even in the case of movements of the hands and feet of the L player, input had to be made by operating a controller such as a joystick. Particularly in martial arts games such as Vokurenzu, the player simply inputs the timing of the punch, and cannot freely input the direction and speed of the punch.
このために、遊戯者が本当に相手と闘っている様な雰囲
気を味わうことができず、すぐ飽きてしまうという問題
点があった。そして遊戯者が幼児の場合にはコントロー
ラの操作が難しく、思う様にTVデームを楽しむことが
できないという問題点があった。For this reason, there was a problem in that the player could not enjoy the atmosphere of actually fighting an opponent, and the player would quickly get bored with the game. When the player is a young child, it is difficult to operate the controller, and there is a problem that the player cannot enjoy the TV game as desired.
本発明は上記問題点に鑑み案出されたもので、遊戯者の
身体の一部分に取り付けられた指標を認識するための撮
像手段と、この撮像手段のビデオ信号出力をディジタル
信号に変換するためのA−Dコンバータと、このA−D
コンバータのディジタル出力を記憶するための7レーム
・バッフTと、この7レーム・バッファに接続され、撮
像手段における指標の像の大!1さから前記指標と前記
撮像手段との距離を演算するための演算処理手段と、こ
の演算処理手段で演算された距離を入力とするテレビデ
ーム装置とからなることを特徴としている。The present invention was devised in view of the above problems, and includes an imaging means for recognizing an index attached to a part of a player's body, and a system for converting the video signal output of the imaging means into a digital signal. A-D converter and this A-D
A 7-frame buffer T for storing the digital output of the converter, and a large ! The present invention is characterized in that it comprises a calculation processing means for calculating the distance between the index and the imaging means from the first position, and a television deme device which inputs the distance calculated by the calculation processing means.
以上の様に構成された本発明は、遊戯者の身体の一部に
取り付けられた指標を撮像手段で認雑し、この撮像手段
のビデオ信号出力をA−Dコンバータでディジタル信号
に変換し、このディジタル信号を7レーム・バッファに
記憶し、前記撮像手段における指標の像の大きさから、
撮像手段と指標との距離を演算処理手段で演算し、この
距離信号をテレビデーム装置の入力側に導入することに
より、ゲームを行なうものである。The present invention configured as described above recognizes an index attached to a part of the player's body using an imaging means, converts the video signal output of the imaging means into a digital signal using an A-D converter, This digital signal is stored in a 7-frame buffer, and based on the size of the image of the index in the imaging means,
The game is played by calculating the distance between the image pickup means and the index using the arithmetic processing means and inputting this distance signal to the input side of the television deme device.
本発明の一実施例を図面に基づいて説明すると、1はビ
デオカメラであって、遊戯者の身体の一部分に取り付け
られた指標aを認識するものである。An embodiment of the present invention will be described based on the drawings. Reference numeral 1 denotes a video camera that recognizes an indicator a attached to a part of the player's body.
ビデオカメラ1は撮像手段の1つであり、ITV(工業
用カメラ)、ビジコン管等の撮像管を用いたビデオカメ
ラやC0D(電荷結合デバイス)等の固体撮像素子を用
いたビデオカメラを使用することができる。なお、オプ
ティックRAMを用いたゲイジタルカメラを採用するこ
ともできるが、いずれの場合にも適当な光学レンズを使
用する必要があるのはもちろんである。2は入力処理部
であって、ビデオカメラ1のビデオ信号アナログ出力を
処理するものであり、雑音処理等を行なっている。The video camera 1 is one of the imaging means, and may be a video camera using an image pickup tube such as an ITV (industrial camera) or a vidicon tube, or a video camera using a solid-state image pickup device such as a C0D (charge-coupled device). be able to. Note that it is also possible to employ a gagetal camera using an optical RAM, but of course it is necessary to use an appropriate optical lens in either case. Reference numeral 2 denotes an input processing section which processes the video signal analog output from the video camera 1 and performs noise processing and the like.
3は高速A−Dコンバータであって、入力処理部2の出
力信号をディジタル信号に変換するものである。この高
速A−Dコンバータ3は8ビツトの画像処理用A−Dコ
ンバータであることが望ましい、4はフレーム・バッフ
ァであり、高速A−Dコンバータ3のディジタル出力を
記憶するもので、512X512X8ビツトの画像用メ
モリICを使用することができる。なお、カラー画像処
理を行なう場合には、ビデオカメラ1のR−G−B出力
信号をそれぞれ3つづつの入力処理部2,2゜2と高速
A−Dコンバータ3,3.3とフレーム・バッファ41
414で独立に処理するのが望ましい。Reference numeral 3 denotes a high-speed AD converter, which converts the output signal of the input processing section 2 into a digital signal. This high-speed A-D converter 3 is preferably an 8-bit image processing A-D converter. 4 is a frame buffer that stores the digital output of the high-speed A-D converter 3, and is 512 x 512 x 8 bits. An image memory IC can be used. When performing color image processing, the R-G-B output signals of the video camera 1 are processed through three input processing units 2, 2.2, high-speed A-D converters 3, 3.3, and a frame buffer. 41
It is preferable to process them independently at 414.
5は演算処理手段であって、ビデオカメラ1における指
11mの像の大きさから指標aとビデオカメラ1との距
離を演算するものである。すなわち、まず遊戯者の指標
aを認識し、ビデオカメラ1のレンズによる像の大きさ
を算出する必要がある。Reference numeral 5 denotes a calculation processing means that calculates the distance between the index a and the video camera 1 from the size of the image of the finger 11m on the video camera 1. That is, it is first necessary to recognize the player's index a and calculate the size of the image formed by the lens of the video camera 1.
指標aのa!識には、入力画像データをあらかじめ設定
された基準パターン・データと比較するパターンマツチ
ングや、色彩によるマツチング法が適用できる。また、
ビデオカメラ1に白黒ITV(工業用カメラ)を採用し
、指標aとほぼ同色の色フィルタをビデオカメラ1のレ
ンズに装着すれば、極めて安価な認識装置を提供するこ
とができる。a of index a! For this purpose, pattern matching, which compares input image data with preset reference pattern data, and color matching can be applied. Also,
If a monochrome ITV (industrial camera) is used as the video camera 1, and a color filter having substantially the same color as the index a is attached to the lens of the video camera 1, an extremely inexpensive recognition device can be provided.
また、同一の焦点距離のレンズで同一の指標aを撮影す
る場合においで、このレンズによる指標aの像の大きさ
は、レンズから指標aの距離が離れるに従って小さくな
る。すなわち、このレンズの像の大きさと前記距離の対
応関係を演算処理手段5に記憶させれば、指[aの移動
l!離を算出することができる。更に、移動時間を検出
すれば指標aの移動速度を算出することが可能となる。Furthermore, when photographing the same index a with a lens having the same focal length, the size of the image of the index a produced by this lens becomes smaller as the distance of the index a from the lens increases. That is, if the correspondence between the size of the lens image and the distance is stored in the arithmetic processing means 5, the movement l! of the finger [a! The separation can be calculated. Furthermore, by detecting the travel time, it is possible to calculate the travel speed of the index a.
6は、テレビデーム装置であって、本実施例ではボクシ
ングデームのプログラムが収納されている。このテレビ
デーム装W16の入力側には、遊戯者の繰り出すパンチ
の距離、方向、スピード等が入力される様になっている
。R戯者が腕の一部分に指標aを取り付ければ、演算処
理手段5によりパンチの距離、方向、スピードを算出す
ることができる。特に指ffaを球体にすれば、撮影方
向に関係な(パンチのスピード等を計算することができ
る。Reference numeral 6 denotes a television deme device, which stores a boxing deme program in this embodiment. The distance, direction, speed, etc. of the punch thrown by the player are inputted to the input side of the television deme device W16. If the R player attaches the index a to a part of his arm, the arithmetic processing means 5 can calculate the distance, direction, and speed of the punch. In particular, if the finger ffa is made into a sphere, it is possible to calculate the speed of the punch, etc., which is related to the shooting direction.
以上の様に構成された本実施例は、遊戯者の腕の一部分
に指標aを取り付け、遊戯者がテレビデーム装置6のデ
ィスプレイ61に表われた相手に向かってパンチを繰り
出せば、ビデオカメラ1が遊戯者を撮影し、演算処理手
段5が指標aを認識するとともに、遊戯者のパンチのス
ピード、方向。In this embodiment configured as described above, the indicator a is attached to a part of the player's arm, and when the player throws a punch toward the opponent displayed on the display 61 of the television dame device 6, the video camera 1 takes a picture of the player, and the arithmetic processing means 5 recognizes the index a and records the speed and direction of the player's punch.
距離を算出してテレビデーム装W16に出力することに
より、ボクシングゲームのプログラムに従ってあたかも
格闘技を行なっている様な雰囲気を味わうことができる
。By calculating the distance and outputting it to the TV DEME equipment W16, it is possible to enjoy the atmosphere as if performing martial arts according to a boxing game program.
なお、本実施例においては、TVゲーム装置にボクシン
グデームを採用した場合について説明したが、格闘技デ
ームに限ることなく遊戯者の身体の動きを入力情報とす
るTVデームであれば足りる。更に、テレビデーム装置
6は単独のデーム専用機であってもよく、一般のパソコ
ンであってもよい、そして、本実施例全体を1つの専用
機として構成することも可能である。また、演算処理手
段5において、画像の特徴抽出を確実に行なうために種
々のディジタル処理を行なうことが望ましい、そして、
ビデオカメラ1のレンズがズームレンズの場合には、焦
点距離の変動により像の大きさが変化するので、演算処
理手段5で補償する必要がある。In the present embodiment, a case has been described in which a boxing game is adopted as a TV game device, but the present invention is not limited to a martial arts game, and any TV game that uses the player's body movements as input information will suffice. Further, the television deme device 6 may be a single deme-dedicated device or a general personal computer, and the entire embodiment can be configured as one deme-dedicated device. Further, it is desirable that the arithmetic processing means 5 perform various digital processing in order to reliably extract features of the image, and
If the lens of the video camera 1 is a zoom lens, the size of the image changes due to changes in focal length, so it is necessary to compensate for this in the arithmetic processing means 5.
以上の様に構成された本発明は、遊戯者の身体の一部に
取り付けられた指標を撮像手段で認識し、この撮像手段
のビデオ信号出力をA−Dコンバータでディジタル信号
に変換し、このディジタル信号を7レーム・バッフTに
記憶し、前記撮像手段における指標の像の大きさから、
撮像手段と指標との距離を演算処理手段で演算し、この
距離信号をテレビデーム装置の入力側に導入することに
よリデームを行うように構成されているので、ジョイス
ティック等のコントローラを操作することなく、遊戯者
の手足の動きを直接入力情報とするすることができると
いう効果がある。The present invention configured as described above recognizes an index attached to a part of the player's body using an imaging means, converts the video signal output of the imaging means into a digital signal using an A-D converter, and converts the video signal output from the imaging means into a digital signal. The digital signal is stored in a 7-frame buffer T, and based on the size of the image of the index in the imaging means,
The distance between the imaging means and the index is calculated by the arithmetic processing means, and this distance signal is introduced into the input side of the television deme device to perform redame, so that it is not necessary to operate a controller such as a joystick. This has the effect that the movements of the player's limbs can be used directly as input information.
そして、特にボクシング等の格闘技ゲームでは、遊戯者
の腕に指標を取り付けることにより、パンチのスピード
、方向等を直接入力することができるので遊戯者が本当
に相手と闘っている様な雰囲気を味わうことができ、コ
ントローラが不要なので幼児でもTVデームを楽しむこ
とができるという卓越した効果がある。Particularly in martial arts games such as boxing, by attaching indicators to the player's arm, it is possible to directly input punch speed, direction, etc., giving the player the feeling of actually fighting the opponent. This has the outstanding effect of allowing even young children to enjoy TV Dayme since no controller is required.
第1図は本発明の一実施例を示す説明図である。
1・・・ビデオカメラ 2・・・入力処理部3・・・高
速A−Dコンバータ
4・・・フレーム拳バッファ
5・・・演算処理手段
6・・・テレビデーム装置FIG. 1 is an explanatory diagram showing one embodiment of the present invention. DESCRIPTION OF SYMBOLS 1...Video camera 2...Input processing unit 3...High speed A-D converter 4...Frame fist buffer 5...Arithmetic processing means 6...Television device
Claims (3)
識するための撮像手段と、この撮像手段のビデオ信号出
力をディジタル信号に変換するためのA−Dコンバータ
と、このA−Dコンバータのディジタル出力を記憶する
ためのフレーム・バッファと、このフレーム・バッファ
に接続され、撮像手段における指標の像の大きさから前
記指標と前記撮像手段との距離を演算するための演算処
理手段と、この演算処理手段で演算された距離を入力と
するテレビゲーム装置とからなることを特徴とする遊戯
装置。(1) An imaging means for recognizing an index attached to a part of the player's body, an A-D converter for converting the video signal output of the imaging means into a digital signal, and an A-D converter for converting the video signal output of the imaging means into a digital signal. a frame buffer for storing digital output; a calculation processing means connected to the frame buffer for calculating the distance between the index and the imaging means from the size of the image of the index in the imaging means; 1. A gaming device comprising a television game device that inputs a distance calculated by a calculation processing means.
る特許請求の範囲第1項記載の遊戯装置。(2) The gaming device according to claim 1, wherein the imaging means includes a color filter having the same color as the index.
出し、指標の移動速度を演算する特許請求の範囲第1項
記載の遊戯装置。(3) The game device according to claim 1, wherein the calculation means calculates a change in the distance between the index and the imaging means, and calculates the moving speed of the index.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP61272403A JPS63125280A (en) | 1986-11-15 | 1986-11-15 | Game apparatus |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP61272403A JPS63125280A (en) | 1986-11-15 | 1986-11-15 | Game apparatus |
Publications (2)
Publication Number | Publication Date |
---|---|
JPS63125280A true JPS63125280A (en) | 1988-05-28 |
JPH0217188B2 JPH0217188B2 (en) | 1990-04-19 |
Family
ID=17513414
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP61272403A Granted JPS63125280A (en) | 1986-11-15 | 1986-11-15 | Game apparatus |
Country Status (1)
Country | Link |
---|---|
JP (1) | JPS63125280A (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH02209169A (en) * | 1989-02-07 | 1990-08-20 | Yamaha Corp | Video controller |
JPH0453230U (en) * | 1990-09-10 | 1992-05-07 | ||
US5616078A (en) * | 1993-12-28 | 1997-04-01 | Konami Co., Ltd. | Motion-controlled video entertainment system |
-
1986
- 1986-11-15 JP JP61272403A patent/JPS63125280A/en active Granted
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH02209169A (en) * | 1989-02-07 | 1990-08-20 | Yamaha Corp | Video controller |
JPH0453230U (en) * | 1990-09-10 | 1992-05-07 | ||
US5616078A (en) * | 1993-12-28 | 1997-04-01 | Konami Co., Ltd. | Motion-controlled video entertainment system |
Also Published As
Publication number | Publication date |
---|---|
JPH0217188B2 (en) | 1990-04-19 |
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R250 | Receipt of annual fees |
Free format text: JAPANESE INTERMEDIATE CODE: R250 |
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R250 | Receipt of annual fees |
Free format text: JAPANESE INTERMEDIATE CODE: R250 |
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EXPY | Cancellation because of completion of term |