KR20160114481A - Method of Recording and Replaying Game Video by Object State Recording - Google Patents

Method of Recording and Replaying Game Video by Object State Recording Download PDF

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Publication number
KR20160114481A
KR20160114481A KR1020150041137A KR20150041137A KR20160114481A KR 20160114481 A KR20160114481 A KR 20160114481A KR 1020150041137 A KR1020150041137 A KR 1020150041137A KR 20150041137 A KR20150041137 A KR 20150041137A KR 20160114481 A KR20160114481 A KR 20160114481A
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South Korea
Prior art keywords
information
game
image frame
virtual space
script file
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KR1020150041137A
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Korean (ko)
Inventor
김태우
이동활
임원길
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민코넷주식회사
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Priority to KR1020150041137A priority Critical patent/KR20160114481A/en
Publication of KR20160114481A publication Critical patent/KR20160114481A/en

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/41Structure of client; Structure of client peripherals
    • H04N21/426Internal components of the client ; Characteristics thereof
    • H04N21/42692Internal components of the client ; Characteristics thereof for reading from or writing on a volatile storage medium, e.g. Random Access Memory [RAM]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/432Content retrieval operation from a local storage medium, e.g. hard-disk
    • H04N21/4325Content retrieval operation from a local storage medium, e.g. hard-disk by playing back content from the storage medium
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N5/00Details of television systems
    • H04N5/76Television signal recording
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N5/00Details of television systems
    • H04N5/76Television signal recording
    • H04N5/91Television signal processing therefor
    • H04N5/93Regeneration of the television signal or of selected parts thereof

Abstract

The present invention relates to a method for recording and playing back a game play video in an object state storage manner, and more particularly to a method for recording and playing back a game play video in an object state storage manner, which can significantly reduce the amount of data of a game play video, and which can record and play back the game play video. The method for recording and playing back a game play video in an object state storage manner comprises the steps of: (a) storing a serial number of an image frame, on which a new object appears, in a script file as appearance information when the object appears; (b) storing numerical data in the script file as dynamic state information when the object moves; (c) storing a serial number of an image frame, from which the object disappears, in the script file as disappearance information when the object disappears; and (d) generating playback image frames in which the object is disposed in a virtual space in accordance with the appearance information, in which movements of the object are implemented in the virtual space in accordance with the dynamic state information, and in which the object is eliminated from the virtual space in accordance with the disappearance information, and rendering the playback image frames to be displayed on a screen. The method for recording and playing back a game play video in an object state storage manner according to the present invention provides an effect in which a game play video having a small amount of data can be provided in high quality. Furthermore, the method for recording and playing back a game play video in an object state storage manner according to the present invention records a game play video in accordance with a recent game development environment, thereby providing an advantage in which computational load applied to a game play terminal can be significantly reduced.

Description

BACKGROUND OF THE INVENTION 1. Field of the Invention [0001] The present invention relates to a method of recording and reproducing a game video,

The present invention relates to a game video recording and playback method, and more particularly, to a game video recording and playback method for providing a method of recording and playing back a game video by dramatically reducing the data capacity of the game video.

Recently, a video service system such as YouTube has enabled users to view and play videos in various fields. In addition, as smartphones and tablets become popular, games that can be enjoyed not only in personal computers and game terminals but also in mobile devices are increasing, and users who use them are also increasing. As a result, the number of users who enjoy playing games by uploading their gameplay videos to video services and watching videos uploaded by other users is increasing.

For a server operator providing such a game play image, there are various difficulties in receiving, storing, and transmitting a moving image having a relatively large data capacity.

Also, it is inconvenient for a user who records a game video to upload it to a video server to collect images displayed on the screen in real time on a terminal playing the game and to store the images as a video file which is a set of consecutive image frames. Such a conventional method often gives a heavy burden to the computing device of the user terminal, which often interrupts the game, such as interruption of the game or slowing of the game play speed. Some prior art techniques may intentionally record video by reducing the quality of moving pictures in order to reduce the load of the user terminal computing device. Also, when an image is recorded on a terminal having a low resolution, there is a problem that the image quality is deteriorated and the interest of the user is reduced when the image is reproduced from another terminal.

Patent Document No. 10-2009-0045645 (2009.05.08)

SUMMARY OF THE INVENTION The present invention has been made in view of the above-mentioned problems of the prior art, and it is an object of the present invention to provide a game system capable of recording and playing back a game video which can be reproduced with high image quality, And to provide a storage method game video recording and playback method.

According to another aspect of the present invention, there is provided a method for recording and playing back game moving image data, the method comprising: defining objects, characters, and backgrounds appearing in a three- A method for recording and playing back a game video, which stores and reproduces a video of a game developed using a game development tool for generating an image frame in a space at a predetermined time interval and displaying the image frame on a screen, (a) when a new object appears in the virtual space while the user is playing the game, numerical data of the object's identification number, position coordinates and direction in the virtual space, and serial number of the image frame in which the object appears Storing in the script file as entry information; (b) storing numerical data defining the motion of the object in the script file as dynamic state information for each serial number of the image frame when the object appeared in step (a) moves in the virtual space; (c) storing the identification number of the exited object and the serial number of the image frame exiting the object in the script file as exiting information when the object emerging in step (a) exits from the virtual space; And (d) searching, by the library of the game, shape information of the object corresponding to the identification number of the object stored in the script file, and storing the object in the virtual space according to the entry information corresponding to the serial number of the image frame And generating a playback image frame that realizes an object moving in accordance with the dynamic state information in the virtual space and deletes the object in the virtual space according to the redirection information and renders the playback image frame on the screen .

According to the present invention, there is an effect that a game-play moving picture having a small data capacity can be provided with high image quality.

According to the present invention, there is an advantage that the operation load of the game play terminal can be drastically reduced by recording the game video according to the recent game development environment.

Hereinafter, a method for recording and playing a game moving image in the object state storing method according to the present invention will be described in detail with reference to the preferred embodiments.

The object state storing method game moving picture recording and reproducing method of the present embodiment is used in a game developed using a game developing tool provided to develop a game based on a three-dimensional object in a three-dimensional space.

Game development tools such as Unity 3D are widely used for 3D development. These existing development tools are designed so that game developers can easily create objects (characters, props, backgrounds, weapons, etc.) used in the game and place them in the virtual space of the game for movement or operation. Such a game development tool is configured to display an image of a game on a frame by frame basis. For example, in the case of Unity 3D, images of 50 frames per second are generated and sequentially displayed on the screen to realize a game image. When a game developer defines the movement or movement of a three-dimensional object within a virtual space, the game development tool automatically calculates the real-time shape of the object according to the operation of the game player and renders an image of 50 frames per second on the screen Thereby realizing the shape of the game. The frame per second (FPS) of the game shape may vary depending on the development tool. In addition, the operation of the objects appearing in the game is also performed frame by frame. For example, the movement of a gun in a game to shoot a bullet is stored as three-dimensional mesh data composed of 100 frames. In a real game, when a gun operates to fire a gun, the gun is sequentially transformed according to 100 frames in a predetermined virtual space, and the game engine realizes rendering of an image mapped to each frame of all objects in the virtual space And displayed on the screen. It is possible to implement motion pictures by variously controlling the speed of motion according to the mapping method of the frame serial number of the motion and the serial number of the absolute frame of the entire virtual space of the game even if the motion is composed of the same number of frames.

The present invention is intended to provide a method for effectively recording and reproducing images of a game, compared with a conventional streaming method, using the recent game development environment.

The method of recording and playing back a game moving image of the present invention is configured such that the developer is included in the game program when the developer develops the game and is performed as one of the functions of the game program. For example, if a user clicks a button for recording a game play situation while playing a game, the game video is recorded by the present invention and stored in the form of a script file according to the present invention. A user can play a video stored in a script file using a game program or a playback program developed exclusively.

A concrete method of storing and playing back moving pictures according to the present embodiment will be described in such a game play environment.

First, the game engine monitors the objects in the virtual space of the game while the user plays the game. These objects are objects that exist in the virtual space from the beginning of the game, objects that appear or disappear in the virtual space according to the game play situation of the user, objects that are fixed at a specific position in the virtual space and then remain stationary, Objects that move along and change shapes. The object state storage method game moving picture recording and playback method of this embodiment records the entry / exit and stop / operation states of the respective objects in the virtual space in the following manner.

If a new object appears in the virtual space while the user is playing the game, numerical data of the object's identification number, position coordinates and directions in the virtual space, and the serial number of the image frame in which the object appears are stored in the script file (Step (a)). When a recording start command is transmitted by a user pressing a recording button, the objects in the virtual space are monitored. When a new object appears in the virtual space, the identification number of the object and the serial number of the image frame at that point are stored in the script file do. Also, numerical data of the position coordinate and direction are stored together with the position of the emerging object in the virtual space.

 Since the objects of the game used in the game are already stored in the library used by the game engine, it is possible to construct the moving picture later by inquiring the object from the library if the identification number of the object is known. As described above, according to the present invention, since a game is displayed on a screen in units of image frames rendered at predetermined time intervals, storing the serial number of the image frame in which the object appears is performed by storing the time in which the object appears in the virtual space It means. The information defined by the identification number of the emerging object, the coordinate and direction, and the serial number of the emerging image frame will be referred to as appearance information. If there is other information needed to initially place the object in the virtual space, this information may also be stored as appearance information.

When the user starts to record the game while playing the game, the identification number, position coordinates and direction of all the objects already existing in the virtual space of the game are stored as entry information corresponding to the serial number of the first image frame.

In this way, objects such as backgrounds and small objects in the virtual space are fixed without moving. Such fixed objects need only be arranged and displayed in a virtual space until disappearing, so there is no need to store additional data for the subsequent generation of image frames.

However, in the case of moving objects, it is necessary to record the state of the change in order to generate an image frame according to the passage of time, so that it is possible to reproduce the game video at a later time.

In this embodiment, if the object appeared in step (a) moves in the virtual space, numerical data defining the movement of the object for each serial number of the image frame is stored in the script file as dynamic state information (step (b)). That is, the movement of the object along with the passage of time is stored in the script file. The method of storing the motion of the object can be performed in two ways. If the object moves without changing the shape, store the position coordinates and direction of the object corresponding to the serial number of each image frame in the script file. That is, it stores the position and direction of the object according to the passage of time. In addition to the position and orientation of the object corresponding to each serial number of the image frame, if the object is moving in shape (when the character is walking or the tool is operating) The identification number (that is, what kind of operation) and the serial number of the frame defining the operation are stored in the script in correspondence with the serial number of the image frame. If an object is deformed in shape, such an action is already stored in a library of the game engine, and how such an action (how the object's three-dimensional shape changes) is stored frame by frame. Therefore, if the frame serial number of the object operation corresponding to the serial number of the image frame generating the moving image is known, it is possible to implement the change of the shape of the object with the passage of time. In some cases, the serial number of the image frame and the frame serial number of the object operation may be mapped on a one-to-one basis. In this case, the object operation time and the video time of the game flow at the same speed. If the serial number of the object operation is mapped to the serial number of the image frame by increasing the number of the equidistant sequence with tolerance of 3, the corresponding operation of the object in the game moving image is performed at a speed three times faster than the case described above. The information stored in step (b) is referred to as dynamic state information as described above.

Through the above-described process, it is possible to store a relatively small amount of data in the virtual space, and the variation of the moving objects of the moving objects over time.

Next, when the object emerging in step (a) is exited from the virtual space, the identification number of the exited object and the serial number of the image frame exited from the object are stored in the script file as the exiting information (step (c)). In step (a), the object stored as the appearance information is processed to exist in the virtual space regardless of whether the object is moving or not, and the image frame is generated in a state where it is disposed in the virtual space. If an object leaves the virtual space, such as a character being killed or an item being destroyed during game play, the exit time is stored in the script file in the form of the serial number of the image frame. That is, the identification number of the exited object and the serial number of the image frame at the time of exiting the object are stored in the script file as the exiting information. When the exit information is stored as described above, the above-described step (b) does not record the movement of the exited object. In this way, the capacity of the script file can be reduced.

The process of storing the game moving image according to the present embodiment is completed through the above-described process.

The process of reproducing the moving image stored in the form of a script file is performed through step (d). (d) is a step of reproducing the game video in a manner that real-time rendering of the video of the game is performed on the screen using the appearance information, the dynamic state information, the ejection information stored in the script file, and the information of the game object stored in the library used by the game engine do. There may be entitlement information, dynamic state information and ejection information corresponding to each serial number of the image frame according to the passage of time. In the sequence number of the first image frame, step (a) is performed so that all the objects on the screen including the basic background object of the game and the appearance information of all the objects in the virtual space that are not shown on the screen are recorded. In accordance with the above-mentioned information, the shape information of the object corresponding to the identification number of the object included in the appearing information is retrieved from the library of the game in the virtual space in which the game moving image is reproduced, An image frame generated at the time of reproduction using a script file is called a playback image frame to distinguish it from an image frame displayed on the screen). In this state, the next playback image frames are sequentially rendered on the screen. The motion of the objects is implemented according to the dynamic state information described above to generate the next playback image frames. As the playback time progresses (according to the progression of the serial number of the image frame), if the appearance information exists, a new object is placed in the virtual space. If the exiting information exists according to the progress of the reproduction time, the corresponding object is deleted in the virtual space. In the case of the dynamic state information of the object whose shape changes as described above, a playback image frame in which a shape changing according to the correspondence between the serial number of the frame of the motion and the serial number of the image frame is implemented in the virtual space is generated, .

As described above, when the method of storing and reproducing moving picture information, dynamic state information, and ejection information in units of image frames is used, the conventional method of collecting and storing images displayed on the game play screen It has the advantage of recording and playing game videos with a remarkably small data capacity. In addition, since the progress of the game is recorded in the script file, it is possible to freely adjust and reproduce the image quality of the moving picture according to the situation. In addition, various videos can be edited by modifying entry information, dynamic state information, and exit information included in the script file. It is possible to edit a much wider range of videos, such as replacing the shape of an object appearing in a video or modifying a motion of an object instead of editing a video by cutting and pasting a video of a predetermined time period.

The method of recording and playing back game video of the present invention as described above is a method of accumulating and displaying objects appearing in a virtual space on the basis of progression of serial numbers of respective image frames according to time, . That is, it may be difficult to know all the information about the object to be displayed on the screen by only the appearance information, the dynamic state information, and the exit information corresponding to the image frame serial number at a specific point in time.

Accordingly, when the user instructs the script file to be reproduced from a specific point in time without reproducing the script file from the beginning, the image is displayed on the screen through the following process.

The reproduction information frame from the beginning of the script file to the playback start point designated by the user and the change of the dynamic state information and the ejection information are calculated and then the playback image frame is generated and rendered.

In such a case, it may take time for the user to feel discomfort when reproducing the script file from a specific playback start point. That is, when the time of the moving picture stored in the script file is relatively long and the computing ability of the system for reproducing the moving picture is poor, it may take a relatively long time to calculate the change of the object from the first reproduction image frame to the reproduction start point.

In this case, the key frame information may be stored in a script file as follows.

The following key frame information is additionally stored in the script file when the movie is recorded in the form of a script file through steps (a), (b), and (c) described above. The identification number of all the objects displayed in the virtual space for each specific image frame interval, the numerical data of the position coordinates and directions of the objects in the virtual space, and the serial number of the image frame are stored in the script file as key frame information (e) step). The interval of the image frame storing the key frame information may be a predetermined time interval (for example, one minute interval), or may be a time interval Information can be stored. The key frame information includes identification numbers of all the objects existing in the virtual space and information necessary for generating a playback image frame using the object in a similar manner to the appearance information. For example, if an object performs an operation on the serial number of the image frame corresponding to the key frame, the serial number of the operation and the frame serial number of the operation between the serial number and the number are also stored as the key frame information.

If the key frame information includes the script file, step (d) is performed using the key frame information when the moving image is reproduced from the intermediate playback start point designated by the user. That is, instead of calculating the change of objects from the first image frame to the reproduction start point, a change of objects from the previous key frame is calculated based on the reproduction start point, and a reproduction image frame is generated and rendered. Since key frame information includes information of most objects to be displayed on the screen, objects are arranged in the virtual space by using the information, and after the change is calculated up to the reproduction start point using the dynamic state information, . When key frame information is used as described above, there is an advantage that all changes from the first image frame to the reproduction start point need not be calculated.

As described above, a method of recording and playing a game moving image by the method of recording and playing a game moving image according to the present invention has been described. Hereinafter, a method of recording and storing audio information added to a moving picture as described above will be described.

When you play the game, various sound effects and background music will appear. Such audio is also stored in a library of game engines as individual sound objects.

When the user starts to record the video of the game, it monitors whether a new sound object starts to be reproduced while the user is playing the game, and monitors the identification number of the sound object and the serial number of the image frame in which the sound object starts to be reproduced And stores it in a script file (step (f)). It is to save the sound object in a script file in a manner similar to the way of storing the entry information earlier. By storing only the time point at which the sound object starts to be reproduced, it is possible to reproduce the sound object at an appropriate time without difficulty in reproducing the recorded image.

That is, in the step (d), the audio information of the sound object corresponding to the identification number of the sound object stored in the script file is retrieved from the library of the game while rendering the reproduction image frame, and sound appearance information To reproduce the sound object.

The key frame information described above and the information of the sound object as described above can also be included. That is, if the identification number of the sound object being reproduced on the basis of the serial number of the image frame corresponding to the key frame and the reproduction elapsed time of the sound object are stored, even if the movie is reproduced from the middle of the script file, The screen can be effectively reproduced in synchronization.

Depending on the type of game, there may be a case where the movement of moving objects in the virtual space is provided as various camera views or the user can select a camera view to be displayed on the screen.

In this case, you can record the movement of the camera in the following way and play the movie accordingly.

The camera information including the position and direction of the virtual camera in the virtual space of the virtual camera which is photographed and displayed on the screen while the user plays the game is stored in the script file (step (g)). This is similar to storing the object's previous information.

In the case where the position or direction of the virtual camera changes or the focus changes, the step (b) adds camera information for each image frame to the dynamic state information and stores the information in the script file.

When a script file including camera information is reproduced as described above, a reproduction image frame is generated by reflecting the camera information corresponding to the serial number of each image frame, and rendered on the screen.

By editing the camera information of the script file including the camera information as described above, it is possible to edit such that the game play situation that is more dramatic than the game play is reproduced.

Claims (6)

A game in which objects, characters, and backgrounds appearing in a virtual space defined three-dimensionally in a game are defined as objects and objects are displayed as image frames at a predetermined time interval on the screen in the virtual space and displayed on the screen An object state recording method for storing and playing a moving picture of a game developed using a development tool,
(a) when a new object appears in the virtual space while the user is playing the game, numerical data of the object's identification number, position coordinates and direction in the virtual space, and serial number of the image frame in which the object appears Storing the information as entry information in a script file;
(b) storing numerical data defining the motion of the object in the script file as dynamic state information for each serial number of the image frame when the object appeared in step (a) moves in the virtual space;
(c) storing the identification number of the exited object and the serial number of the image frame exiting the object in the script file as exiting information when the object emerging in step (a) exits from the virtual space; And
(d) searching, by the library of the game, shape information of the object corresponding to the identification number of the object stored in the script file, and storing the object in the virtual space according to the appearance information corresponding to the serial number of the image frame And generating a playback image frame for implementing the object moving in accordance with the dynamic state information in the virtual space and deleting the object in the virtual space according to the redirection information and rendering the playback image frame on the screen. Object state storage method Game video recording and playback method.
The method according to claim 1,
In the step (d), when the script file is reproduced from the playback start point specified by the user, the change of the script file to the playback start point is calculated using the appearance information of the script file, the dynamic state information, And generating and rendering a playback image frame from the object state storage method.
The method according to claim 1,
(e) an identification number of all objects displayed in the virtual space, numerical data of position coordinates and directions in the virtual space, and serial numbers of the image frames are stored in the script file as key frame information for each specific image frame interval Further comprising the steps of:
Wherein, in the step (d), when the script file is reproduced from a playback start point designated by the user, objects are arranged in the virtual space using the key frame information immediately before the playback start point, And a rendering image frame starting from the reproduction start point is generated and rendered.
4. The method according to any one of claims 1 to 3,
Wherein, when the shape of the object changes in the step (b), the changing shape of the object is previously stored at predetermined time intervals, and the dynamic state information includes a serial number of each shape of the object whose shape changes, And storing the dynamic state information as a dynamic state information, the method comprising: storing a change in the shape of the object and a rate of the change in the script file;
(D) is a method of generating a reproduction image frame by retrieving a serial number of a shape of the object corresponding to a serial number of the image frame to the library of the game, thereby displaying a change in the shape of the object A method for recording and playing a game video.
4. The method according to any one of claims 1 to 3,
(f) If a new sound object starts to be reproduced while the user is playing the game, the identification number of the sound object and the serial number of the image frame in which the sound object starts to be reproduced are stored in the script file as sound appearance information Further comprising the steps of:
In the step (d), audio information of the sound object corresponding to the identification number of the sound object stored in the script file is retrieved from the library of the game while the reproduction image frame is rendered, And reproducing the sound object according to the corresponding sound appearance information.
4. The method according to any one of claims 1 to 3, wherein
(g) storing camera information including a position and a direction of a virtual camera in the virtual space that photographs the virtual space while the user is playing the game and displays the virtual space on the screen, in the script file and,
(B) adding the camera information to the dynamic state information for each image frame and storing the camera state information in the script file when the position or direction of the virtual camera changes or the focus changes,
Wherein the step (d) comprises: generating the playback image frame corresponding to the camera information for each of the image frame serial numbers, and rendering the playback image frame on the screen.
KR1020150041137A 2015-03-24 2015-03-24 Method of Recording and Replaying Game Video by Object State Recording KR20160114481A (en)

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CN113992906A (en) * 2021-09-22 2022-01-28 上海船舶工艺研究所(中国船舶工业集团公司第十一研究所) CAVE system multi-channel synchronous simulation method based on Unity3D

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CN113992906B (en) * 2021-09-22 2024-04-05 上海船舶工艺研究所(中国船舶集团有限公司第十一研究所) Multi-channel synchronous simulation method of CAVE system based on Unity3D

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