KR20080100608A - Virtual game apparatus and method based on ubiquitous motion awareness - Google Patents
Virtual game apparatus and method based on ubiquitous motion awareness Download PDFInfo
- Publication number
- KR20080100608A KR20080100608A KR1020070046512A KR20070046512A KR20080100608A KR 20080100608 A KR20080100608 A KR 20080100608A KR 1020070046512 A KR1020070046512 A KR 1020070046512A KR 20070046512 A KR20070046512 A KR 20070046512A KR 20080100608 A KR20080100608 A KR 20080100608A
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
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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
- A63F13/45—Controlling the progress of the video game
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04W—WIRELESS COMMUNICATION NETWORKS
- H04W84/00—Network topologies
- H04W84/18—Self-organising networks, e.g. ad-hoc networks or sensor networks
Abstract
The present invention relates to a sensory game system based on behavior recognition in a ubiquitous environment. The present invention measures a player's position change and speed change through a 3-axis sensor, and wirelessly measures the measured data. After receiving the instrument-mounted first node transmitting a radio frequency (RF) signal and the RF data transmitted from the instrument-attached first node, the position change and the speed change of the player are measured by a sensor. And a sink node for receiving the RF signal transmitted from the second device attached to the device, the first device attached to the device, and the second device attached to the device, and the data received from the sink node. And receiving a situation processing server for transmitting the data to a game console if there is no abnormality in the received data.
Description
1 is a block diagram of a game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.
2 is an explanatory diagram of an X-Z axis angle measuring method of a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.
FIG. 3 (a) is a block diagram of the first node attached to the instrument shown in FIG.
FIG. 3 (b) is a block diagram of the instrumented second node shown in FIG. 1.
4 is a schematic diagram of a scheduling game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.
5 is a structural diagram of a data packet of a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.
6 is a control flowchart of a tactile game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.
7 is a control flowchart of a situation processing server in a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.
* Description of symbols on the main parts of the drawings *
10: situation processing server 20: sink node
30: Mechanism-attached first node 40: Mechanism-attached second node
The present invention relates to a sensory game system based on behavior recognition in a ubiquitous environment. More specifically, the present invention relates to a sensory experience based on behavior recognition in a ubiquitous environment in which a character's position is measured using data measured by a 3-Axis acceleration sensor. Type game system.
In general, most conventional games are mainly arcade games using joysticks. However, as technology has advanced and users' desire for games has been diversified, it is necessary to develop a new style of game to replace the conventional game. In Japan, Nintendo has developed a sensational game that is known as NDS.
As shown in the above situation, a new innovation strategy is needed in the Korean game industry, and as a strategy, we are trying to develop a haptic game using the ubiquitous environment.
Ubiquitous environment refers to an environment in which a user can freely access a network regardless of a location without being aware of a computer or a network. In order to build a ubiquitous network, information technology (IT) must be advanced. In other words, it is difficult to provide communication capability to all devices without generalization of convergence technology, broadband, and low price of IT devices. Therefore, when the ubiquitous era opens, IT utilization in various spaces such as automobiles, homes, and outdoors is increasing and network The size and scope of the IT industry is expected to grow further, as the number of computer users connected to the network increases.
Ubiquitous game is a game aiming for unlimited interconnection anytime, anywhere by creating a new game space integrating virtual space and physical space using the ubiquitous environment described above. RFID technology that reads information embedded in IC chip by non-contact wireless method, USN technology that wirelessly Ad-Hoc networking information collected through various sensors, and all broadcasting and communication networks such as internet network, telephone, cable TV and wireless network It requires BcN (Broadband convergence Network) technology and realistic 3D technology.
However, in developing a haptic game using such a ubiquitous environment, there is a problem that it is difficult to accurately identify the location of a user or a mechanism to be used.
The present invention is to solve the above problems, an object of the present invention is to provide a game-based game system based on the behavior recognition in the ubiquitous environment to measure the position of the character using the data measured by the 3-Axis acceleration sensor will be.
The present invention for achieving the above object is a mechanism for measuring the position change and the speed change of the player through a 3-axis (3-Axis) sensor, and transmits the measured data as a radio frequency (RF) signal After receiving the RF data transmitted from the attachable first node and the instrument attachable first node, measuring the position change and the speed change of the player through a sensor, and attaching the instrument to transmit the measured data as an RF signal. If the second node, the first device attached to the instrument and the second device attached to the sink node receiving the RF signal and the data received from the sink node is input, if there is no abnormality in the received data game It includes a situation processing server for transmitting the data to the console.
The RF signal may include start data, X-axis tilt data, Z-axis tilt data, acceleration change data, and end data.
In addition, the situation processing server analyzes the start data and the end data from the input data, and distinguishes whether it is a first device attached to a device or a second device attached to a device.
In addition, the X-axis inclination data and Z-axis inclination data, the acceleration value of the X, Y, Z axis measured by the 3-axis acceleration sensor is obtained using the following equation.
[Equation]
(ADCVertical is the value of acceleration applied to X or Y axis, θ is X, Z axis angle)
In addition, the acceleration change data is that when the acceleration of gravity of about 1.5g (15m / s²) or more, even if more than one axis of the X-axis, Y-axis, Z-axis measured by the 3-axis acceleration sensor, the acceleration change data Is determined.
In addition, the first device attached to the instrument has a standby state for a predetermined time after the RF transmission for scheduling, the second device attached to the instrument transmits the RF data while the first device attached to the standby state.
The situation processing server is also connected to the sink node via a serial communication port.
Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the drawings. As shown in FIG. 1, in the ubiquitous environment-based game system based on behavior recognition in a ubiquitous environment, a
The instrument-attached
The
The
2 is an explanatory diagram of an X-Z axis angle measuring method of a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention.
The analog acceleration value of 3-Axis (X, Y, Z) of 3-Axis acceleration sensor is converted to digital acceleration value using Analog to digital Converter, and Y-Axis is used for centrifugal force measurement. Y-Axis is used for angle and centrifugal force measurements. The angle of X-Z-Axis is used to move up, down, left and right of the character and is generated due to the gravitational acceleration of the earth, as shown in Equation 1 below.
(ADCVertical is the value of acceleration applied to X or Y axis, θ is X-Z axis angle)
The centrifugal force data of X, Y, and Z-Axis is used in ubiquitous games to hit a ball or swing a stick (e.g. golf clubs, drums, etc.) and to act independently of the character's movement using angles. If the gravitational acceleration of more than 1.5g (15m / s²) acts on at least one of the axes, it is designed to hit the ball or swing the stick.
Centrifugal force of the object is shown in Equation 2 below.
(ω: magnitude of angular velocity, m: mass, V: magnitude of velocity of object, r: radius of circular motion)
Therefore, the acceleration is a =-v² / r, the speed V is expressed by the following equation (3) if the length of the forearm of the person is about 0.4m.
(a: acceleration, r: radius of circular motion, m: distance, s: second)
Therefore, when moving at a speed of about 0.77m / s, the effect of hitting a ball or wielding a stick.
3 (a) and 3 (b) are block diagrams showing the instrumented
4 is a scheduling schematic diagram of a behavior-based game system in a ubiquitous environment according to an embodiment of the present invention, wherein the first and
5 is a structural diagram of an RF data packet of a behavior-based game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention. As shown in FIG. 5, the start and end data of the
FIG. 6 is a control flowchart of a tactile game system based on behavior recognition in a ubiquitous environment according to an embodiment of the present invention, in which a player executes a game (500). In
7 is a control flowchart of a
The
As described in detail above, the present invention is a haptic game using a ubiquitous environment, so the movement of the character is required to move up and down, left and right and enough to be grafted to various games in which the acceleration is applied by the snap of the hand, You can enjoy more convenient and interesting games.
Claims (7)
Priority Applications (1)
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KR1020070046512A KR20080100608A (en) | 2007-05-14 | 2007-05-14 | Virtual game apparatus and method based on ubiquitous motion awareness |
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KR1020070046512A KR20080100608A (en) | 2007-05-14 | 2007-05-14 | Virtual game apparatus and method based on ubiquitous motion awareness |
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KR1020070046512A KR20080100608A (en) | 2007-05-14 | 2007-05-14 | Virtual game apparatus and method based on ubiquitous motion awareness |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2012087851A2 (en) * | 2010-12-22 | 2012-06-28 | Microsoft Corporation | Sensing user input using the body as an antenna |
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2012087851A2 (en) * | 2010-12-22 | 2012-06-28 | Microsoft Corporation | Sensing user input using the body as an antenna |
WO2012087851A3 (en) * | 2010-12-22 | 2013-01-03 | Microsoft Corporation | Sensing user input using the body as an antenna |
US8665210B2 (en) | 2010-12-22 | 2014-03-04 | Microsoft Corporation | Sensing user input using the body as an antenna |
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