KR101697041B1 - Method for data processing for responsive augmented reality card game by collision detection for virtual objects and device for playing responsive augmented reality card game - Google Patents
Method for data processing for responsive augmented reality card game by collision detection for virtual objects and device for playing responsive augmented reality card game Download PDFInfo
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- KR101697041B1 KR101697041B1 KR1020160003626A KR20160003626A KR101697041B1 KR 101697041 B1 KR101697041 B1 KR 101697041B1 KR 1020160003626 A KR1020160003626 A KR 1020160003626A KR 20160003626 A KR20160003626 A KR 20160003626A KR 101697041 B1 KR101697041 B1 KR 101697041B1
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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
- 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
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/04—Card games combined with other games
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- G06K9/78—
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
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Abstract
Description
The present invention relates to a data processing method for a reactive type augmented reality card game and a reactive type augmented reality game play device, and more particularly, And to a reactive type augmented reality card game play apparatus.
Augmented Reality (AR) is a kind of Mixed Reality which is a real and virtual domain. It is a combination of virtual information and real information to enhance information of object, image or image. It is also referred to as extended reality in terms of extending human perception and perception of things by adding additional virtual information to actual information.
Recently, thanks to the proliferation of mobile devices equipped with cameras such as smart phones and tablet computers, augmented reality technology has been expanded to include mobile devices, and various sensor parts for detecting position, direction and inclination of GPS, etc., In this paper, we propose a mobile augmented reality system based on portable mobile devices, which can realize augmented reality by sensing the position, height and direction of a real object using a mobile device.
On the other hand, a card game in which a character appearing in a game and a capacity variable of the character are determined according to a card obtained from each player offline, and a battle game is performed according to a predetermined game rule using the game, , The physical ability, attack power, defense power, and the like are set and used as attributes of the character who proceeds the battle.
The battle game using the above card is still being played as a purely traditional offline card game, and it is implemented in a form of linking with a dedicated game machine, a personal computer, a smart device and a dedicated game server according to the development of IT technology.
In particular, technology and game contents that combine augmented reality technology through a mobile device equipped with a camera and a game using a card are being tried.
In such augmented reality technology, a technique of recognizing a plurality of markers mainly by recognizing each of the markers, and synthesizing the virtual objects corresponding to the recognized markers independently at the positions of the respective markers is generally used. A technique of performing a virtual-object interaction that recognizes and reacts to the distance between markers when one of the markers enters a predetermined distance from another marker can be used.
As a result, the mutual action of the virtual objects is defined in advance according to the inclination, direction, distance, and type (ID) between the markers printed on each card, and the inclination, direction A method of implementing an interaction using a plurality of markers printed on a card by implementing an augmented reality apparatus and method expressing an operation of a virtual object defined in advance according to a type of a marker (ID) when the distance is changed .
In the technique of the following patent document, in a manner of defining a new marker based on the relative position (slope, direction, distance) between the markers printed on the two cards, Lt; / RTI >
However, in the case of the following patent document, since the situation is set in such a manner that animation is assigned by a new marker defined according to the relative position of the printed marker, setting or resetting the game situation by various variables, There is a limited problem.
In other words, when applied to a card battle game, an animation is assigned according to the relative position of the marker, so that the result value is already determined. Therefore, in addition to the animation, It is impossible to process the animation data dynamically according to the setting or the resetting and the change thereof. Therefore, there is a technical limitation to apply to the game which needs various game situation presentation.
In addition, since a new marker is defined according to a situation according to the relative position of each marker and each animation is defined, the number of markers to be printed is increased as the type of the card increases. The number of new markers and animation also increases.
For example, if the number of the markers printed on the card is 10, and the relative position of the markers printed on the two cards is recognized, the number of newly recognized markers and the number of animations allocated to the markers increases by 90.
With the increase in the number of markers to be newly recognized and the increase in the number of animations allocated thereto, the load of the device for processing the augmented reality and the data to be processed increase sharply in the case of the above technique, There is a problem that is not suitable for a limited mobile device.
In addition, a new marker is defined according to the relative position of the markers, and when the relative position values of the plurality of recognized markers, that is, the conditions of angle, distance, and direction do not exactly coincide with each other, There is a problem that the recognition rate is lowered. Especially, when applied to a card battle game in which cards are frequently overlapped, a problem that a new marker itself is not recognized due to image deformation due to overlaps of markers during game play frequently occurs.
Accordingly, it is not possible to apply the above-described conventional technology to a card battle game, and it is a technique to combine the augmented reality technology and the card battle game. As a technique, the interaction operation between the characters synthesized and displayed in the augmented reality processing device is efficiently processed New technologies are urgently required.
Accordingly, the present invention relates to a technique of combining an augmented reality technique and a card battle game, and is a technique for efficiently processing a interaction between characters displayed in augmented reality processing device, A data processing method, and a reactive type augmented reality card game play device.
It is also possible to recognize a variety of game situations according to a change in the state of a card in real life as the card battle game progresses, and to set a reaction variable, etc., And an object of the present invention is to provide a game method and a reaction type augmented reality card game player.
Furthermore, in the realization of a reactive augmented reality card game data processing method in which augmented reality technology and a card battle game are combined, and a mobile augmented reality in a responsive augmented reality card game device, by reducing a load of a mobile device, Augmented reality card game data processing method and a reactive type augmented reality card game player capable of real-time mobile augmented reality processing even with a mobile device having a processing performance of a real-time mobile augmented reality.
According to an aspect of the present invention, there is provided a method of processing a reactive type augmented reality card game data by collision check of a virtual object of a reaction type augmented reality
Preferably, the object is a predetermined area including a portion of a 3D virtual object of the character, and the ray is a straight line having a predetermined length and direction having a viewpoint on a part of the 3D virtual object of the character.
Preferably, the reaction type ARC game game device sets a position and a size of a collision object of the 3D virtual object of the character of the one or more cards and a viewpoint, length and direction of the ray, .
Preferably, when it is determined that the end point of the ray is in contact with the collision object of the 3D virtual object of the character of the other card, the ability variable of the character of the other card is called and compared with the capacity variable of the character of the other card, Determine the time.
Here, it is preferable that the ability variable of the character of the other card is a physical strength variable, and the ability variable of the character of the other card is an attack power variable.
Also, in the animation execution step (S170), when it is determined that the end point of the ray is in contact with the collision object of the 3D virtual object of the character of the other card, the animation that is called and executed is preferably an animation representing the attacking action of the character Do.
In addition, it is preferable that the attacking variable of the ability variable of the character is subtracted by a predetermined time from the fitness variable of the capacity variable of the character of the other card, and the animation is executed until the subtracted fitness variable value becomes a predetermined value or more .
Preferably, the attack power parameter value subtracted by the predetermined time is increased or decreased by comparing the attribute of the character of the card of the attribute of the card of the card in question.
The attacking variable of the character's ability variable may be subtracted by a predetermined time, and the animation may be executed until the value of the subtracted attacking force variable is equal to or greater than a predetermined value.
According to another aspect of the present invention, there is provided a reaction type augmented reality card game play device by collision check of a virtual object, the game method comprising shooting a video including one or more cards, A device control section, a card image detecting section for processing a photographed image of the at least one card to detect and output a card image and an image printed on the card, and a card image detecting section for searching the card DB stored in advance for the detected card image, A card tracking unit for calculating and outputting the detected position information of the card by processing the detected card image in real time, The 3D virtual object of the character assigned to the card is called from the character DB An augmented reality processing unit for mapping a 3D virtual object of the called character on the captured image of the card according to card position information output from the
Preferably, the card position information includes a position and a direction of the card.
Also preferably, the object is a predetermined area including a part of a 3D virtual object of the character, and the ray is a straight line having a predetermined length and direction having a viewpoint on a part of the 3D virtual object of the character.
Preferably, the position and size of the collision object of the 3D virtual object of the character of the at least one card and the viewpoint, length and direction of the ray are set by the user.
Further, preferably, when it is determined that the end point of the ray is in contact with the collision object of the 3D virtual object of the character of the other card, the ability variable of the character of the other card is called and compared with the capacity variable of the character of the other card, Determine the time.
Here, it is preferable that the ability variable of the character of the other card is a physical strength variable, and the ability variable of the character of the other card is an attack power variable.
Preferably, the animation which is called and executed when the straight line of the ray is judged that the end point is in contact with the impact object of the 3D virtual object of the character of the other card is an animation indicating the attack action of the character.
Further, preferably, the ray is a straight line having a predetermined length and direction having a viewpoint on a part of the card.
According to the present invention as described above, a reactive type augmented reality card game data processing method and a reactive type augmented reality card game play device by collision check of a virtual object that efficiently processes interactions between characters displayed and synthesized in an augmented reality processing device It is possible to provide an effect.
In addition, according to the present invention, a reactive type augmented reality card game data processing method and a reactive type augmented reality card game play device by collision check of a virtual object are classified into various game situations It is possible to provide an augmented reality card game capable of reactively or dynamically processing animations in response to setting or resetting capability parameters and the like.
Furthermore, in the realization of a reactive augmented reality card game data processing method in which augmented reality technology and a card battle game are combined, and a mobile augmented reality in a responsive augmented reality card game device, by reducing a load of a mobile device, It is possible to process real-time mobile augmented reality even with a mobile device having a processing performance of a mobile device.
BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a diagram for explaining an outline of a reaction type augmented reality card game play device and a card game play method according to the present invention.
2 is a view for explaining a structure of a
3 is a flowchart of a data processing method of a reactive type augmented reality card game by collision check of a virtual object according to the present invention.
4 is a configuration diagram of a reaction type augmented reality card game play device of the present invention.
FIG. 5 is a block diagram of a case where the reaction type augmented reality card game play device of the present invention is implemented as a portable electronic device such as a smart device.
FIG. 6 is a diagram for explaining a hierarchical structure of data used in an embodiment of the present invention; FIG.
FIG. 7 is a diagram for explaining a data field of an in-APP DB of an electronic device used in an embodiment of the present invention; FIG.
8 is a view for explaining an embodiment of a method of setting a colliding object and a ray of the present invention of the present invention.
9 is a diagram for explaining the structure of a 3D virtual object set for a plurality of objects and a plurality of objects for a character of an embodiment of the present invention;
10 is a view for explaining the principle of collision recognition by a colliding object and a ray according to a relative position / direction of a 3D virtual object of a character in an embodiment of the present invention.
11 is a detailed flowchart of an animation playing process of an embodiment of the present invention.
The following detailed description of the invention refers to the accompanying drawings, which illustrate, by way of illustration, specific embodiments in which the invention may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the invention. It should be understood that the various embodiments of the present invention are different, but need not be mutually exclusive. For example, certain features, structures, functions, and characteristics described herein may be implemented in other embodiments without departing from the spirit and scope of the invention in connection with one embodiment. It is also to be understood that the position or arrangement of the individual components within each disclosed embodiment may be varied without departing from the spirit and scope of the invention. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention is to be limited only by the appended claims, along with the full scope of equivalents to which the claims are entitled, if properly explained. In the drawings, like reference numerals refer to the same or similar functions throughout the several views.
Various embodiments of the present invention disclose a data processing method of a reactive type augmented reality card game and a reactive type augmented reality card game play device by collision check of a virtual object.
In this specification, the present invention relates to a data processing method of a reactive type augmented reality card game by collision check of a virtual object, and a reactive type augmented reality card game play device, in which a configuration module of a general purpose electronic device such as a smart device, And in some embodiments the present invention may be implemented as an independent dedicated device that implements the present invention rather than being implemented in a general purpose electronic device such as a smart device.
Accordingly, the present invention may have many or fewer components or configurations of components than those described and illustrated in the present specification and drawings, and the description and various components shown may be implemented within one or more signal processing and / Or an application specific integrated circuit, hardware, software, or a combination of both hardware and software, and may include a separate control (not shown) for controlling the associated hardware, software, or hardware and software of the electronic device, And a control unit (not shown) may be implemented as a general-purpose or dedicated central processing unit of the system when the system is implemented as a single configuration module of a specific system.
In the present specification, the "card" is a general play card, and functions as a target object to be recognized or identified in the photographed image for the implementation of the augmented reality of the card game, that is, the mapping of the 3D virtual object.
The "print image of card" is an image printed on one side of the card to visually identify the card, and includes a visually identifiable character image and image information or character information, and the character image and image information or character information The type of the corresponding card is identified. In the embodiment of the present invention, a battle card in which information such as a capability variable (e.g., physical strength, attack power, defense power) and character name is printed on one side with a battle character image and image information or character information is exemplarily described do.
The "captured image of a card" refers to an image captured by a user through a photographing device control unit such as a camera of a smart device or the like (general purpose) electronic device during a card game, including one or more cards.
The "3D virtual object of the character" is mapped with respect to the card identified through the "print image of the card" or the kind to which the card belongs to form an augmented reality image of the character, still image or a set of image data, and is used as a concept including a static image or a dynamic image or a moving image.
"Animation" means a set of commands or data for giving an animation effect to a predetermined virtual object or a 3D virtual object for a 3D virtual object of the character.
The area of the "object of collision" or "object of collision " means a range of data for pixels of the image defined by the area of a predetermined position and size with respect to the 3D virtual object of the character, The "collision object" and the "ray" are defined or set for the image data that is implemented as a distance calculation function having a viewpoint, a length and a direction with respect to a pixel of an image in a straight line and is converted into a pixel.
"Satisfying the collision condition" or "contact with the object area of the ray" means that a part or end point of the ray defined in the pixel data of the image is in the range of data for the pixel of the &Quot; collision detection ".
Hereinafter, a method of processing data of a reactive type augmented reality card game and a reactive type augmented reality card game play device by collision check of a virtual object according to the present invention will be described with reference to the drawings.
FIG. 1 is a diagram for explaining an outline of a reactive type augmented reality card game play device and a card game play method according to the present invention.
A general card game progression mode is a mode in which, in response to a situation in which an opposing player's card is replaced with a card of the player's character in the off-line, the player's opponent's enemy character It is implemented as a situation in which characters are replaced.
On the other hand, in the reactive type augmented reality card game play device and the card game play method of the present invention, the characters assigned to each card are objectized, and each interaction reaction independently generates a specific condition, that is, a collision condition based on each objectized character And is implemented in such a manner that it is operated in each case in the game-play device, if implemented, for example, when the play of the predetermined animation for each character's 3D virtual object satisfies a specific condition for each character.
To this end, the one or
Referring to FIG. 1, a responsive augmented reality card game to which the present invention is applied is basically a play card that includes a character image visually recognizable on one side, one or more cards having image information or character information, 10, the user plays a card game. The present invention simultaneously captures an image including one or
The present invention is a method for processing data of a reactive type augmented reality card game by a collision check of a virtual object, which will be described later, by setting a position and a direction of a
FIG. 2 is a view for explaining the structure of a
A user who plays a card game can not know the attribution information through the card image because the attributes of the character (e.g., water, fire, wind, etc.) are not printed but stored and managed by a separate electronic device.
3 is a flowchart of a data processing method of a reactive type augmented reality card game by collision check of virtual objects according to the present invention.
3, a data processing method of a reactive type augmented reality card game by collision check of a virtual object according to the present invention includes a shooting image receiving step S110, a card recognizing step S120, a card position / direction recognizing step A collision object and a ray setting step S150, a collision sensing step S160 and an animation execution step S170 are performed to display a predetermined animation on the display screen of the character The 3D virtual object of the
The captured image receiving step (S110) controls the image capturing of the image capturing apparatus to receive the captured image of at least one of the captured images, and the image capturing
The card recognizing step (S120) recognizes the print image of the card printed on one or more cards in the taken image of the received one or more cards to determine the type of the card. The card
As the card image to be extracted and recognized, the entire image printed on the card can be used. In this embodiment, the image of the character printed on the card is extracted as a card image and used.
The card position / direction recognizing step (S130) is a process of recognizing the position and direction of one or more cards through the shot image of the received one or more cards, which is performed by the
Considering the characteristics of a card having a typical shape, for example, a shape of a rectangle having a predetermined size and shape, implementing the recognition of the card position / direction using the extracted card image outline can improve the accuracy of the card position and direction recognition And the load used therefor can be reduced.
In the step of displaying the augmented reality image of the character (S140), a 3D virtual object of a character assigned to the card whose type is recognized is called, and a 3D virtual object of the called character is displayed on the card 4 is performed by the augmented
The colliding object and ray setting step S150 is a process of setting a collision object which is a region of a predetermined position and size with respect to a 3D virtual object of the character and setting a ray that is a straight line having a predetermined length and direction, And the animation control unit 60 performs this.
The object may be defined and set as a predetermined area including a part of the 3D
The ray may be defined as a straight line having a predetermined length and direction having a viewpoint on a part of the 3D virtual object of the character. Further, depending on the embodiment, it may be defined and defined as a straight line having a predetermined length and direction having a viewpoint on a part of the card.
Accordingly, in the present invention, the position and size of the colliding object of the 3D
The collision detection step S160 is performed by the animation control unit 60 of FIG. 4 as a process of determining whether the end point of the ray is in contact with the area of the collision object of the 3D virtual object of the character of the other card.
In the animation execution step S170, the augmented
The play time of the animation is determined by calling the ability variable of the character of the other card when the end point of the animation is judged to be in contact with the collision object of the 3D virtual object of the character of the other card, Time can be determined.
For example, if the ability variable of the character of the other card is a fitness variable, and if the ability variable of the character is an attack variable, the attack variable of the ability variable of the character of the other card is preset in the fitness variable of the capacity variable of the character of the other card And the animation is executed until the subtracted fitness variable value is equal to or greater than a predetermined value. In the case of the present embodiment, the predetermined value is implemented as 0 by executing the animation until the subtracted fitness variable becomes zero.
On the other hand, the predetermined damage variable value, namely, the attack power / Sec, is increased or decreased by comparing the attribute of the character of the card, for example, water, fire, wind and the character of the other card, The amount of time-off of the stamina variable can be adjusted.
For example, when the attribute of the character of the card playing the attack animation is higher than the attribute of the other card, the attack power variable value that is subtracted per hour, that is, the attack power / Sec is increased so that the short-time attack animation is played. The attack power / Sec is reduced, and as a result, the long-time attack animation is played.
The priority of the attribute is set in advance in the order of, for example, fire <fire <fire <fire> ... and stored in the electronic device.
According to an embodiment of the present invention, the attack power variable of the ability variable of the character is reduced by a predetermined time when the attribute of the character of the card is not dominant, The execution time of the animation can be preset or adjusted in various ways using the capability variable value and the attribute.
As described above, the play time of the animation of the character can be determined by comparing the fitness variable such as the fitness variable of the other card or the damage variable of the card.
When applied to a battle game, in the animation execution step (S170), when it is determined that the end point of the ray is in contact with a collision object of a 3D virtual object of a character of another card, the animation called and executed is indicative of an attack operation of the character Animation can be used.
Hereinafter, a concrete implementation method of a data processing method of a reactive type augmented reality card game by collision check of virtual objects according to the present invention will be described with reference to embodiments of the drawings described later.
FIG. 4 is a block diagram of a reaction type augmented reality card game play device of the present invention, and FIG. 5 is a block diagram of a case in which a reaction type augmented reality card game play device of the present invention is implemented as a portable electronic device such as a smart device.
The data processing method of a reactive type augmented reality card game by collision check of a virtual object of the present invention is implemented by the reactive type augmented reality card game play device of Fig. 4, and the system of Fig. 4 is implemented by a portable electronic device such as a smart device .
Referring to FIG. 4, the reaction type augmented reality card
The photographing
The card
The
The
The calculation of the three-dimensional position value may be performed by comparing the color values of each pixel of the card image, or by comparing the feature points, or by changing values thereof, or by changing the characteristic of the card having a rectangular shape in which a typical shape, The outline of the card image that has been extracted and recognized can be extracted and the shape of the card, for example, a shape of a rectangle of a previously stored card, can be compared and calculated.
It is also possible to use only the feature point information of the card image without using the entire card image as the target even in tracking the card position change. In addition, according to an embodiment, the card position information includes the recognized card slope value calculated from the three-dimensional position value, in addition to the three-dimensional position value of the card calculated from the card image, .
The calculation of the slope value may be performed by comparing the color values of respective pixels of the card image, by comparing the feature points, or by changing values thereof, or by considering characteristics of a card having a typical shape, for example, The outline of the extracted card image can be extracted and the inclination value can be calculated through comparison with the rectangle shape of the card stored in advance.
The extracted printed whole image or the image of the character printed on the card may be extracted and used as a card image, and only the outline of the card image may be used. Considering the characteristics of a card having a typical shape, for example, a shape of a rectangle having a predetermined size and shape in advance, it is advantageous to use the outline of the card image extracted and recognized to recognize one or more of the card positions or directions, It is more preferable because it improves the recognition accuracy and reduces the load to be used.
The augmented
The
If the
In this case, the transmitted animation may be a video preset for the 3D virtual object of the character, and in some embodiments, it means a set of commands or data for giving an animation effect to the 3D virtual object.
The responsive augmented reality card game play device of the present invention can be implemented as a general electronic device combined with a hardware configuration of a smart device and an application mounted thereon. And a smart electronic device such as a smart device.
5, the
The
The
The
The
The
The
The input /
The
The
The wireless communication may use at least one of, for example, LTE, LTE-A, CDMA, WCDMA, UMTS, WiBro, or GSM as the cellular communication protocol. The wired communication may include at least one of a universal serial bus (USB), a high definition multimedia interface (HDMI), a recommended standard 232 (RS-232), a plain old telephone service (POTS) . The telecommunications network may include, for example, at least one of a computer network (e.g., a LAN or WAN), the Internet, or a telephone network.
FIG. 6 is a diagram for explaining a hierarchical structure of data used in an embodiment of the present invention, and FIG. 7 is a view for explaining a data field of an in-APP DB of an electronic device used in an embodiment of the present invention.
The data used in the present invention is stored in a DB (not shown) of an electronic device or an application program installed in the DB. Referring to FIG. 6, the data is classified into a card type The 3D virtual object data and the animation related data for the character associated with the character are stored in association with each attribute in the lower part of the image, and the position and size of the colliding object are defined by the attributes of the 3D virtual object data and the animation data, The viewpoint, length and direction of the ray are defined, and an audio source to be played together with 3D virtual object data and animation is defined and stored.
7, card images (
The 3D virtual object of each character assigned to each card in association with each card or the link (
At least one animation assigned to a 3D virtual object of each character is placed in a standby state (
FIG. 8 is a view for explaining an embodiment of a method of setting a colliding object and a ray according to the present invention, FIG. 9 is a view for explaining the structure of a 3D virtual object set for a plurality of colliding objects and a ray for a character of an embodiment of the present invention FIG. 10 is a view for explaining the principle of collision recognition by a collision object and a ray according to a relative position / direction of a 3D virtual object of a character in an embodiment of the present invention.
8 to 9, the collision object or the collision object area of the present invention refers to a range of data on pixels of an image defined as a region of a predetermined position and size with respect to a 3D virtual object of a character, The ray may be defined as a distance calculation function having a viewpoint, a length and a direction with respect to a pixel of the image in a straight line having a predetermined length and direction, and may be defined by various methods defined for the image data to be converted into pixels.
In the case of FIG. 8, the colliding body or the region of the colliding body is set to a predetermined area including the entire 3D virtual object of the character.
8 (a), the ray is set as a straight line having a predetermined length and direction having a viewpoint on a part of the 3D virtual object of the character. In the embodiment of FIG. 8 (b) Is set as a straight line having a predetermined length and direction having a viewpoint on a part of the card.
In the case of FIG. 9, a plurality of collision bodies or collision object regions are set as one or more predetermined areas including a 3D virtual object part of the character, and one or more of them are set.
Accordingly, it is possible to set the position and size of the collision object of the 3D virtual object of the character of the at least one card and the viewpoint, length and direction of the ray, and thus can be optimally applied to various game environments.
10, when a collision condition is satisfied, that is, when a ray comes into contact with a collision object area, a part or end point of the ray defined in the pixel data of the image is in the range of data for the collision object pixel, The
In the case of FIG. 10 (a), when all the 3D virtual objects of the characters of both cards satisfy the collision condition according to the position and the direction of the card, the animation preliminarily set for the 3D virtual object of the characters of both cards of both cards is called And is mapped and displayed on the shot image of the card.
In the case of FIG. 10 (b), when only the 3D virtual object of the character of one card satisfies the collision condition according to the position and direction of the card, the animation preset for the 3D virtual object of the character of the card satisfying the collision condition And is mapped and displayed on the shot image of the card satisfying the collision condition.
In the case of FIG. 10 (b), all of the 3D virtual objects of the characters of the two cards do not satisfy the collision condition. Therefore, no animation is called or executed for the 3D virtual objects of the characters of the two cards.
11 is a detailed flowchart of an animation playing process according to an embodiment of the present invention.
In the present invention, the execution time of the animation is determined on the basis of a capability variable of a character set in advance as an element of a battle game, and when it is determined that the player has made contact with an object of conflict, a capacity variable of a character of another card is called, Thereby determining the play time of the animation.
In the present embodiment, a physical strength variable is used as a capacity variable of a character of another card, and an ability variable of the character is used as an attack variable to determine a play time of the animation. Etc.) is taken into consideration, and an animation which is called and executed is used to indicate an attacking operation of the character.
In the present embodiment, if the ability variable of the character of the other card is a physical fitness variable, and if the ability variable of the character is an attack power variable, the attack variable of the character's ability variable in the physical fitness variable of the character of the other card is And the animation is executed until the subtracted fitness variable value is equal to or greater than a predetermined value. In the case of the present embodiment, the animation is executed until the subtracted fitness variable becomes 0, and the preset value is 0.
Here, the predetermined value of the attack power variable, i.e., the attack power / Sec, is increased or decreased by comparing the attribute of the card's character, for example, water, fire, Can be adjusted.
For example, when the attribute of the character of the card playing the attack animation is higher than the attribute of the other card, the attack power variable value that is subtracted per hour, that is, the attack power / Sec is increased so that the short-time attack animation is played. The attack power / Sec is reduced, and as a result, the long-time attack animation is played.
According to an embodiment of the present invention, the attacking variable of the ability variable of the character is deducted by a predetermined time when the attribute of the character of the card is not superior, and the animation is repeated until the value of the subtracted attacking variable is equal to or greater than a predetermined value It can also be executed.
As described above, the play time of the animation of the character is determined by comparing the fitness variable such as the physical strength variable of the other card or the damage variable of the card, thereby maximizing the game element.
Referring to FIG. 11, in the present embodiment, when the augmented reality image of the character is displayed in the step of displaying the augmented reality image (S140) of the character, and the object and the ray are set in the object and the ray setting step S150, A wait motion animation is executed on the 3D virtual object. Depending on the embodiment, the execution of the atmospheric motion animation may be replaced by a persistent representation of the augmented reality image of the 3D virtual object.
The collision detection repeatedly performs a collision detection method for determining whether the end point of the straight line of the ray is in contact with the area of the collision object of the 3D virtual object of the character of the other card in the collision detection step (S160).
Then, when the collision is detected, the 3D virtual object of the character is changed to the attack state, and an animation (attack Ani) for displaying the attacking action of the character is executed, and the attack variable of the character per hour (Attacking power / Sec) is subtracted every second, and continues until the fitness variable of the opponent reaches 0, and when the fitness variable of the opponent reaches 0, the 3D virtual object of the character is changed to the stop state to display the attacking action The animation (attack Ani) is stopped, and the animation of the stop state is played. Then, the designated animation (for example, animation showing the victory) is played once and then ended. In this case, the character of the card in the battle game is displayed as winning.
If the value of the attack power variable of the character per hour of the card (attack power / Sec) is subtracted every second from the fitness variable of the opponent character, the process further comprises checking the opponent's attribute, When the attribute is superior to the opponent's attribute, the value of the attack variable of the character per hour of the character of the card (attack power / Sec) is increased and consequently the execution time of the animation (attack Ani) If the attribute of the card is not superior to the opponent's attribute, the value of the attack power variable of the character per hour (attack power / Sec) decreases, and as a result, the execution time of the animation (attack Ani) .
As described above, the present invention has been described with reference to particular embodiments, such as specific elements, and specific embodiments and drawings. However, it should be understood that the present invention is not limited to the above- And various modifications and changes may be made thereto by those skilled in the art to which the present invention pertains.
Accordingly, the spirit of the present invention should not be construed as being limited to the embodiments described, and all of the equivalents or equivalents of the claims, as well as the following claims, belong to the scope of the present invention .
10: card 20: electronic device
30: 3D virtual object of the character 210: photographing apparatus control unit
220: Card image detection unit 230: Card recognition unit
240: card tracking unit 250: augmented reality processing unit
260: Animation control unit
Claims (15)
(S110) of a card that controls the image capturing of the image capturing apparatus to receive a captured image of at least one of the captured at least one card,
A step S120 of recognizing a type of the card by recognizing a print image of a card printed on one or more cards in a captured image of one or more cards received by the reactive type augmented reality card game player,
(S130) of recognizing the position and direction of one or more cards through a captured image of the received at least one card,
The reactive type augmented reality card game player calls the 3D virtual object of the character assigned to the card whose type is recognized and displays the 3D virtual object of the called character on the captured image of the card in accordance with the position and direction of the card A step of displaying an augmented reality image of a character to synthesize and display a character's augmented reality image,
A responding augmented reality card game player sets an object which is a region of a predetermined position and size with respect to a 3D virtual object of the character and sets a ray in a straight line having a predetermined length and direction, ),
A collision sensing step (S160) of determining whether an end point of the straight line of the ray is in contact with an area of a collision object of a 3D virtual object of a character of another card,
And an animation execution step (S170) in which the reactive type augmented reality card game player device calls and executes an animation preset for the 3D virtual object of the character,
In the collision detection step S160, when the end point of the line of the ray is judged to be in contact with the area of the collision object of the 3D virtual object of the character of the other card, the animation execution step S170 calls and executes the predetermined animation, And displaying the mapped object on the captured image of the card by collision check of the virtual object.
Wherein the object is a predetermined area including a part of a 3D virtual object of a character and the ray is a straight line having a predetermined length and direction having a viewpoint on a part of the 3D virtual object of the character, A method for processing a response type augmented reality card game data by checking.
And a conflict setting step (SlOO) in which the reactive type augmented reality card game playing apparatus 200 sets the position and size of the impact object of the 3D virtual object of the character of the one or more cards and the viewpoint, length and direction of the ray Wherein the virtual reality object is a virtual reality object.
The play time of the animation is determined by calling the ability variable of the character of the other card and comparing it with the ability variable of the character of the other card when it is determined that the end point of the ray is in contact with the collision object of the 3D virtual object of the character of the other card Augmented reality card game data processing method by collision check of virtual objects.
Wherein the capability variable of the character of the other card is a fitness variable, and the capability variable of the character is a damage variable.
The animation executed when the end point of the ray is judged to be in contact with the collision object of the 3D virtual object of the character of the other card in the animation execution step (S170) is an animation for displaying the attacking action of the character A method for processing augmented reality card game data by collision check of virtual objects.
Wherein the animation is executed until the attack variable of the ability variable of the character is subtracted by a predetermined time from the fitness variable of the capacity variable of the character of the other card and the subtracted value is equal to or greater than a predetermined value, A method of processing a response type augmented reality card game data by collision check.
Wherein the predetermined ATD variable value is incremented or decremented by comparing the attribute of the character of the other card of the character of the card of the card in question by the collision check of the virtual object.
A photographing apparatus control section (210) for photographing an image including one or more cards and generating and outputting a photographing image of one or more photographed cards;
A card image detecting unit (220) for processing the captured image of the at least one card to detect and output the card image and the image printed on the card;
A card recognizing part (230) for recognizing the type of the card by searching the card DB stored in advance for the detected card image and outputting the card information;
A card tracking unit 240 for processing the detected card image in real time and calculating and outputting the detected position information of the card;
The 3D virtual object of the character assigned to the card is called from the character DB according to the card information output from the card recognition unit 230 and the 3D virtual object of the called character is displayed on the card position An augmented reality processing unit 250 for mapping the augmented reality images of the character on the photographed image of the card according to the information and transmitting the synthesized augmented reality images to the display unit,
Sets an object which is a region of a predetermined position and size with respect to a 3D virtual object of the character, sets a ray that is a straight line having a predetermined length and direction, and sets an end point of the ray as a 3D virtual object And an animation controller 260 for calling an animation of a predetermined character according to a result of the determination,
If the end point of the line of the ray is in contact with the area of the collision object of the 3D virtual object of the character of the other card, the animation control unit 260 calls a preset animation of the predetermined character according to the result, (250) to control the augmented reality processing unit (250) so as to be mapped on the captured image of the card, and to control the augmented reality processing unit (250).
Wherein the card position information includes a position and a direction of the card.
Wherein the object is a predetermined area including a part of a 3D virtual object of a character and the ray is a straight line having a predetermined length and direction having a viewpoint on a part of the 3D virtual object of the character, Reactive Augmented Reality Card Gameplay Device by Check.
Wherein a position and size of a 3D object of a 3D virtual object of a character of the at least one card and a viewpoint, a length and a direction of the ray are input from a user, and the response type augmented reality card game play Device.
The play time of the animation is determined by calling the ability variable of the character of the other card and comparing it with the ability variable of the character of the other card when it is determined that the end point of the ray is in contact with the collision object of the 3D virtual object of the character of the other card Augmented reality card game device by collision check of a virtual object.
Wherein the ray is a straight line having a predetermined length and direction with a viewpoint on a part of the card.
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KR1020160003626A KR101697041B1 (en) | 2016-01-12 | 2016-01-12 | Method for data processing for responsive augmented reality card game by collision detection for virtual objects and device for playing responsive augmented reality card game |
PCT/KR2016/009604 WO2017069396A1 (en) | 2015-10-23 | 2016-08-29 | Data processing method for reactive augmented reality card game and reactive augmented reality card game play device, by checking collision between virtual objects |
JP2017551718A JP6397143B2 (en) | 2015-10-23 | 2016-08-29 | Data processing method of reactive augmented reality card game by collision check of virtual object and reactive augmented reality card game play device |
US15/563,213 US10532271B2 (en) | 2015-10-23 | 2016-08-29 | Data processing method for reactive augmented reality card game and reactive augmented reality card game play device, by checking collision between virtual objects |
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KR1020170002847A Division KR101740213B1 (en) | 2017-01-09 | 2017-01-09 | Device for playing responsive augmented reality card game |
KR1020170002836A Division KR101740212B1 (en) | 2017-01-09 | 2017-01-09 | Method for data processing for responsive augmented reality card game by collision detection for virtual objects |
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