TW201116324A - System architecture and technology for wireless-interactive near field reality game - Google Patents

System architecture and technology for wireless-interactive near field reality game Download PDF

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TW201116324A
TW201116324A TW98138009A TW98138009A TW201116324A TW 201116324 A TW201116324 A TW 201116324A TW 98138009 A TW98138009 A TW 98138009A TW 98138009 A TW98138009 A TW 98138009A TW 201116324 A TW201116324 A TW 201116324A
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game
event
communication device
user
wireless
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TW98138009A
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Chinese (zh)
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Tang-Hsien Chang
Li-Kai Yang
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Tang-Hsien Chang
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Abstract

This invention realizes the gaming method of virtual on-line game and merges it into the daily real living world. The game system architecture includes at least a game communication device of wireless interactive near field realty game, which uses ZigBee IEEE802.15.4 module combined with Bluetooth or EIA-RS232 or Ethernet, infrared or USB, and hereafter called game communication device; a game server management center; an event triggering device specifically for transmitting and receiving game data. The game communication device can be connected with electronic devices equipped with Bluetooth or EIA-RS232 or Ethernet, infrared or USB, such as computer, notebook computer, mobile phone handset, smart phone handset, PDA handset, on-board unit, etc, to realize the wireless function through the ZigBee (IEEE802.15.4) module without the need of connecting through ISP network service provider. The ZigBee (IEEE802.15.4) module of the game communication device can perform wireless communication function of several-hundred meters distance with the ZigBee (IEEE802.15.4) module of other game communication devices and event triggering devices, where the event triggering device can be installed at any location in the real living world for use as the medium or base for user to perform game triggering event. During the game, users use the game communication device for identity identification or interaction, and the game server management center provides users with a virtual real daily living game world, which is connected with the event triggering device through network for performing game events configuration; thus, the game communication device, game server management center and the event triggering device mutually work together to realize the virtual on-line game world in the real living world for achieving the construction of real world online game system.

Description

201116324 九、發明說明: 【發明所屬之技術領域】 本發明是有關於一種將虛擬線上遊戲世界實現並融入於 真實生活世界中,以本發明所指遊Μ通訊废W叙具藍芽或 EIA-RS232或乙太網路或紅外線或通用序列匯流排(USB) 之電子設備如一般電腦、筆記型電腦、一般手機、智慧塑 手機、PDA手機及車載機(On-Board-Unit,OBU)等電子設備 連結使用。夂遊虑通訊Μ置係利用ZigBee(IEEE802.15.4)模組 對事件觸發裝置ZigBee(IEEE802.15.4)模組間通訊以完成身 份識別、互動、遊戲操作,以及遊戲事件觸發的方法及其系 統。 【先前技術】 傳統單機版電玩遊戲’主要的遊戲模式、遊戲發展及面 臨的問題係由遊戲製作者設定,使用者在遊戲的過程中所 面對的情境’皆係利用遊戲中的人工智慧依既有劇情模式 所產生的反應,即使遊戲内容或支線劇情再多,使用者仍 無法跳脫其固定結局,此外單機版遊戲如同形成封閉式的 個人世界’無法與外人同時分享遊戲樂趣。 目前線上遊戲的發展能彌補單機版遊戲的缺點。線上 遊戲是一種電腦軟體系統,可供多名使用者同時於一虛擬 世界中玩樂,每位使用者除了可扮演或控制某種角色外, -般線上遊戲分為三大類’⑴網頁遊戲(佩Game):利用 網站架設方式’提供各使用者共同進行遊戲;⑺網路遊戲 (Network Game).使用者可透過相互連線(區域網路或共用 201116324201116324 IX. Description of the invention: [Technical field to which the invention pertains] The present invention relates to the realization and integration of a virtual online game world into the real life world, and the invention relates to the game communication waste W or Bluetooth or EIA- RS232 or Ethernet or infrared or universal serial bus (USB) electronic devices such as general computers, notebook computers, general mobile phones, smart phones, PDA phones and on-board devices (On-Board-Unit, OBU) The device is used in conjunction.夂 Μ Μ 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 利用 Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z [Prior Art] Traditional single-player video game 'main game mode, game development and problems are set by the game creator, and the situation that the user faces in the course of the game' is based on the artificial intelligence in the game. The reaction of the existing plot mode, even if the game content or the branch story is more, the user can not escape its fixed ending, in addition, the stand-alone version of the game is like forming a closed personal world 'can not share the fun of the game with outsiders at the same time. The current development of online games can make up for the shortcomings of stand-alone games. Online game is a computer software system that allows multiple users to play in a virtual world at the same time. In addition to playing or controlling a certain role, each online game is divided into three categories: (1) web games. Game): Use the website erection method to provide users with the game together; (7) Network Game. Users can connect to each other (local network or share 201116324)

網路)之電腦共同進行遊戲;(3)連線遊戲(〇nline Game):使 用者需利用個人電腦的上網功能,連線進人連線遊戲的某 何服^中心進行軸。當❹者進行線上遊戲時,可斑其 他使用者對話交流,亦可經由不同的互動方式,創造出、各 種不同的賴過程與結果,*簡單線上遊戲的系統技術架 構如第-圖所示,其中包含使用者的個人電腦(桌上型電腦 π或筆記型電腦12),網際網路(Internet)21及遊戲系統伺 服器31(連線遊戲之必需設備)。早期線上遊戲是皆由遠端 主機執行處理,使用者利用Telnet連線至飼服器進行遊戲, 但此模式無法讓使用者獲得華麗的遊戲畫面,因此進而衍 生出在使用者在個人電腦上安裝遊戲軟體之需求,利用自 身電腦處理遊戲畫面的圖形顯示,而遠端伺服器負責處理 訊息交換,此即為目前大多數線上遊戲所採用之模式。 上述線上遊戲模式,受限於個人電腦的網際網路連線 方式以及自身電腦處理遊戲晝面的圖形顯示,以致使用者 必須身處使用網際網路的個人空間及自身電腦面前,方能 進行線上遊戲操作。此外當使用者進行線上遊戲時,除了 藉由個人電腦進行線上虛擬角色的操作外,所產生之缺點 往往係為需抽出生活中額外的時間進行遊戲,無法與現實 世界活動有較密切結合及即時分享。 【發明内容】 本發明之目的在於提供使用者能不受限於因網際網路 與個人電腦的限制條件所產生的空間限制外,亦可讓使用 者在曰常生活處理事務同時進行遊戲玩樂的線上遊戲架構 S] 7 201116324 及其糸統。 於是’本發明<近場實境式遊戲無線互動之系統架構及技術> (Near Field Reality Game System Architecture by Wireless-Interactive Technology)能夠讓使用者不受網際網 路與個人電腦的限制,同時享受線上遊戲所能給與使用者 扮演或控制一個角色外,以及能與其他使用者對話交流等 各種虛擬世界的互動外,在處理曰常生活事務中亦可同時 玩樂於遊戲,更可促進虛擬遊戲世界與真實生活世界某種 程度的結合。 該<近場實境式遊戲無線互動之系統> 100係屬前述第二類 線上遊戲與第三類線上遊戲架構,由二層系統相互建構運 作,一為虛擬系統,係以軟體程式碼為建構體,該建構體 由遊戲玩家機制及遊戲主持機制二大機制組成,遊戲玩家 機制包括角色扮演機制、行為策略機制及聊天交流機制, 遊戲主持機制包括虛擬實境商店機制、遊戲事件導航機制、 事件觸發機制以及虛擬實境轉換機制;二為實境系統,係 以硬體設備裝置為建構體,該建構體包括一遊戲通訊裝置, 一遊戲伺服管理中心、一事件觸發裝置,藉由該實境系統 之硬體設備裝置及虛擬系統之軟體程式結合,將可支持實 境場景式遊戲互動之運作基礎。 該事件觸發裝置可設置於真實世界任何一點,在虛擬 系統中扮演遊戲主持人(Game Master,GM)或非使用者扮演 的角色(Non-Player Character,NPC)為遊戲主持機制之主要 處理媒介,該遊戲主持機制包括虛擬實境商店機制、遊戲 201116324 事件導航機制、事件觸發機制以及虛擬實境轉換機制,當 與遊戲伺服官理中心連線,接收遊戲伺服管理中心認證資 訊時,將進行遊戲主持機制,而事件觸發裝置所具有遊戲 主持機制之功能可為單一項型、雙項型及多項型,如單一 項型,事件觸發裝置為虛擬系統中虛擬商店時,則具有虛 擬實境商店機制;雙項型,如事件觸發裝置為虛擬系統中 的虛擬商店,且該虛擬商店在真實世界中有實體店家,能 提供使用者將遊戲中所獲得之虛擬道具兒換為實體物品時, 則該事件觸發裝置同時具有虛擬實境商店機制及虛擬實境 轉換機制;多項型則可依此類推,同時具有上述任三項以 上之機制。 該遊戲通§fl裝置可設置於一般車輛上或可為個人攜帶 與具藍芽或EIA-RS232或乙太網路或紅外線或通用序列匯 流排(USB)之電子設備連結使用,在虛擬系統中為使用 者控制或扮演角色(Player Character,PC)為遊戲玩家機制 之主要處理媒介’該遊戲玩家機制包括角色扮演機制、行 為策略機制及聊天交流機制,該遊戲通訊裝置能儲存使用 者個人相關遊戲資料及身份認證資料於相連結之電子設備 中’以ZigBee(IEEE802.15.4)模組與其他擁有遊戲通訊裝置 的使用者及事件觸發裝置進行通訊及資料傳送,並利用 ZigBee(IEEE802· 15.4)模組透過與遊戲伺服管理中心連線 之事件觸發裝置進行連線及遊戲資訊交換。 該遊戲伺服管理中心與連線遊戲使用者的遊戲通訊裝 置及事件觸發裝置進行連線運作,當連線遊戲使用者的遊 201116324 戲通訊裝置與事件觸發裝置欲連線進行遊戲主持機制時, 將由遊戲伺服管理中心連線事件觸發裝置,並透過事件觸 發裝置確認雙方身份並發佈認證,以核可連線遊戲使用者 的遊戲通訊裝置與事件觸發裝置進行遊戲主持機制之資料 傳送,以及之間的互動狀況,並同時監控連線使用者與事 件觸發裝置的活動。 因此,在真實世界中任一點設置遊戲主持機制之事件 觸發裝置,當使用者的遊戲通訊設置於車輛上或行動攜帶 時,並位於事件觸發裝置之無線通訊範圍中,使用者的遊 戲通訊設置將透過事件觸發裝置與該管理中心核定認可且 取得認證後,將可進行事件觸發及交流互動;而當使用者 進行遊戲通訊裝置内角色扮演機制、行為策略機制及聊天 交流機制時,則可不需與管理中心核定認可。惟遊戲通訊 裝置初始設定角色扮演機制、線上連線遊戲機制、行為策 略機制以及透過管理中心進行聊天交流時,必需透過事件 觸發裝置與管理中心連線並記錄外,則一般時候使用者可 自行啟動遊戲玩家機制,配合其他多名使用者設置遊戲通 訊裝置於車輛上或行動攜帶時,可進行使用者間的交流互 動以及共同玩樂於遊戲中。藉由以上方法及系統架構,將 可使以在虛擬線上遊戲實境化於現實生活中,以達成使用 者不受網際網路與個人電腦之地點限制,並使遊戲虛擬世 界與真實生活世界做某種程度的結合。 【實施方式】 本發明之前述以及其他技術内容、特點與優點,在以 201116324 將可清楚 下配合參考圖式之一較佳實施例的詳細說明中 的明白。 參考第二圖’本發明遊戲無線互動之―100 表示為一簡單真實世界之街道 景’包含數個遊戲通訊裝置J、 真實世界之數個事件觸發裝置 戲飼服管理中心70。 圖’做為遊戲世界之實境背 2、3、4、5、6、7、設置於 61、62、63、64,以及一遊The computer of the Internet) plays the game together; (3) The online game (〇nline Game): The user needs to use the Internet function of the personal computer to connect to the center of the connection game. When the online game is played, other users can talk and communicate with each other, and different processes and results can be created through different interactions. * The system technology architecture of the simple online game is shown in the figure - It includes the user's personal computer (desktop π or notebook 12), the Internet (Internet) 21 and the game system server 31 (required device for connecting games). The early online games were all processed by the remote host. The user used Telnet to connect to the feeding device for the game, but this mode did not allow the user to get a gorgeous game screen, so it was derived from the user's installation on the PC. The game software needs to use its own computer to process the graphical display of the game screen, while the remote server is responsible for processing the message exchange, which is the mode adopted by most online games. The above online game mode is limited by the Internet connection mode of the personal computer and the graphic display of the game inside the computer, so that the user must be in the personal space of the Internet and in front of the computer to be online. Game operation. In addition, when users play online games, in addition to the operation of online virtual characters by personal computers, the disadvantages are often that they need to take extra time in the game to play, and can not be closely combined with real-world activities and instant. share it. SUMMARY OF THE INVENTION The object of the present invention is to provide a user with a space limitation caused by limitations of the Internet and a personal computer, and also allows the user to play games while playing a daily life. Online game architecture S] 7 201116324 and its system. Thus, the present invention <Near Field Reality Game System Architecture by Wireless-Interactive Technology> enables users to be free from the limitations of the Internet and personal computers, while Enjoy the interaction of various virtual worlds such as online games that can give users a role to play or control a role, and can communicate with other users. In addition to dealing with everyday life, you can also play games at the same time, and promote virtual The game world is combined with the real life world to some extent. The <Near Field Reality Game Wireless Interactive System> 100 belongs to the aforementioned second type of online game and the third type of online game architecture, which are constructed by two layers of systems, one is a virtual system, and the software code is used. For the constructor, the construct consists of two mechanisms: game player mechanism and game hosting mechanism. The game player mechanism includes role-playing mechanism, behavioral strategy mechanism and chat communication mechanism. The game hosting mechanism includes virtual reality store mechanism and game event navigation mechanism. The event triggering mechanism and the virtual reality conversion mechanism; the second is the real-world system, which is a hardware device device, the constructor includes a game communication device, a game servo management center, and an event trigger device. The combination of the hardware device of the real system and the software of the virtual system will support the operational basis of the interactive scene-based game interaction. The event triggering device can be set at any point in the real world, and plays a Game Master (GM) or a Non-Player Character (NPC) in the virtual system as the main processing medium of the game hosting mechanism. The game hosting mechanism includes a virtual reality store mechanism, a game 201116324 event navigation mechanism, an event trigger mechanism, and a virtual reality conversion mechanism. When connected to the game servo government center, the game servo management center authentication information is received, and the game host is played. Mechanism, and the function of the game hosting mechanism of the event triggering device may be single-type, dual-type and multi-type, such as single-type, and the event triggering device is a virtual store in the virtual system, and has a virtual reality store mechanism; The dual item type, such as the event triggering device is a virtual store in the virtual system, and the virtual store has a physical store in the real world, and can provide the user to change the virtual item obtained in the game into a physical item, then the event The trigger device has both a virtual reality store mechanism and a virtual reality conversion mechanism; The polytype can be deduced by analogy, and has the above three or more mechanisms. The game can be set up on a general vehicle or can be used by individuals to connect with electronic devices with Bluetooth or EIA-RS232 or Ethernet or infrared or universal serial bus (USB) in a virtual system. Controlling or playing a role (PC) is the main processing medium of the game player mechanism. The game player mechanism includes a role-playing mechanism, a behavioral strategy mechanism, and a chat communication mechanism. The game communication device can store the user's personal related game. Data and identity data are communicated and transmitted by ZigBee (IEEE802.15.4) module to other users and event trigger devices with game communication devices in the connected electronic devices, and ZigBee (IEEE802· 15.4) mode is used. The group exchanges and exchanges game information through the event trigger device connected to the game servo management center. The game server is connected to the game communication device and the event trigger device of the connected game user. When the game user's tour 201116324 game communication device and the event trigger device are to be connected to the game hosting mechanism, The game servo management center connects the event triggering device, and confirms the identity of both parties through the event triggering device and issues the authentication, to verify the data transmission of the game hosting mechanism and the event triggering device of the connected game user, and between Interactive status and monitor the activity of connected users and event triggers. Therefore, the event triggering device of the game hosting mechanism is set at any point in the real world. When the user's game communication is set on the vehicle or carried in the mobile, and is located in the wireless communication range of the event triggering device, the user's game communication setting will be After the event triggering device and the management center approve and obtain the authentication, the event triggering and communication interaction can be performed; and when the user performs the role playing mechanism, the behavior policy mechanism and the chat communication mechanism in the game communication device, the The management center approves the approval. However, when the game communication device initially sets the role-playing mechanism, the online connection game mechanism, the behavioral strategy mechanism, and the chat communication through the management center, it must be connected to the management center through the event triggering device and recorded, and then the user can start it normally. The game player mechanism, in conjunction with other users to set up the game communication device on the vehicle or carry it in the mobile, can perform interaction and interaction between the users and play in the game. With the above method and system architecture, it will be possible to make the virtual online game live in real life, to achieve the user's freedom from the Internet and the location of the personal computer, and to make the game virtual world and the real life world A certain degree of integration. The above and other technical contents, features and advantages of the present invention will be apparent from the following detailed description of the preferred embodiments of the accompanying drawings. Referring to the second figure, the "100" of the wireless interactive game of the present invention is represented as a simple real-world street scene comprising a plurality of game communication devices J, and a number of event triggering devices in the real world. Figure 'as the real world of the game world 2,3,4,5,6,7, set at 61,62,63,64, and a tour

遊戲通訊置卜2、3、4、5、6、7分別代表不_ 使用者’遊戲通訊裝置3、7係為設置於車輛中,遊戲通訊 裝置1、2、4、5、6係為使用者隨身攜帶中,而遊戲通訊 裝置3、4、5、6之使用者以ZigBee(IEEE8〇2 15 4)模組透 過與遊戲伺服管理中心連線,所有遊戲通訊裝置正進行遊 戲操作及事件觸發,僅各遊戲通訊裝置所進行之遊戲操作 及事件觸發所需之條件及狀況不相同,本實施列中,各遊 戲通訊裝置之使用者位於該簡單真實世界街道各地點,正 進行遊戲主持機制及遊戲玩家機制,目的係表示線上遊戲 使用者不受網際網路與個人電腦之地點限制,於真實世界 處理生活事務中,可同時進行線上遊戲,再搭配設置於真 實世界中之事件觸發裝置可建構較完整之近場實琦 旅互動之年絲。 本系統中事件觸發裝置除可設置於一般都市街道外, 亦可設置於真實世界各地,如風景區、市郊區或山野間皆 可’事件觸發裂置能透過GSM/GPRS/3G/4G/寬頻/光纖通 訊與遊戲伺服管理中心連線,但亦可視其事件觸發農置之 11 201116324 遊戲主持_之需求,不需與遊戲伺服管理中心連線,σ :將此事件觸發裝置視為一類似定點之遊戲通訊裝置,The game communication settings 2, 3, 4, 5, 6, and 7 respectively represent that the user's game communication devices 3 and 7 are installed in the vehicle, and the game communication devices 1, 2, 4, 5, and 6 are used. The user of the game communication device 3, 4, 5, and 6 is connected to the game servo management center through the ZigBee (IEEE8〇2 15 4) module, and all game communication devices are performing game operations and event triggering. The conditions and conditions required for the game operation and event triggering performed by each game communication device are different. In this embodiment, the users of the game communication devices are located at various locations on the simple real world street, and the game hosting mechanism is being performed. The game player mechanism aims to indicate that online game users are not restricted by the location of the Internet and personal computers. In the real world, they can simultaneously play online games and then build event trigger devices that can be constructed in the real world. The more complete near-field real Qi travel interactive year of silk. In this system, the event triggering device can be installed in the real urban streets, and can also be set in real worlds, such as scenic spots, suburbs or mountains. Event triggering can be transmitted through GSM/GPRS/3G/4G/broadband. / Fiber-optic communication and game servo management center connection, but it can also be triggered by the event of the 11 201116324 game host _ demand, do not need to connect with the game servo management center, σ: this event trigger device as a similar fixed point Game communication device,

:主要運作功能仍以事件觸發襞置所主導之遊戲主持機制 '、,、目的’故在本實例中將不另說明事件觸發裝置不與遊戲 伺服管理中心連線之設置及運作。而遊戲通訊裝置之使用 者亦可位於真實世界各地進行遊戲,除需與遊戲伺服管理 中〜連線時’戦透過事件觸發裝置與軸舰管理中心 連線傳送㈣至賴舰管理^,而關於近場實培七色 進行方式,將於下文中再作詳 述0 為簡化說明起見,本實施例中僅以第二圖各中遊戲通 訊裝置與事件觸發裝置所在地點來說明,但*應以此作為 本實施例之限制。吾人亦應了解,每一遊戲通訊裝置與事 件觸發裝置所採用之zigBee(IEEE8〇2 15 4)模組,其中有天 線或電線圈(Antenna or Coil)、無線電收發暨資訊解碼器 (Transceiver with Decoder)及中央處理控制器或微處理控制 器(Central Processing Unit,CPU or Micro Controller Unit, MCU) ’藉由以上所述元件搭配運作,將可控制資訊的獲取 及傳輸’係為利用無線通訊技術傳送資訊之管道,由於上 述乃習用技術’故在此不再贅述ZigBee(IEEE802.15.4)模 組。 配合參考第三圖遊戲通訊裝置0及第四圖事件觸發裝 置10與一般電腦、筆記型電腦、一般手機、智慧型手機、 PDA手機及車载機(0ri-Board-Unit,OBU)...等等具藍芽或 12 201116324 RS232或乙太網路或紅外線或通用序列匯流排(uSB ) 之電子設備連結使用較佳實施例之設計配置,第三圖為遊 戲通訊裝Ϊ 0可設置於車輛中,則為車載之遊戲通訊裝置3、 7,亦可將其攜帶於使用者身上,則為攜帶之遊戲通訊裝置 1、2、4、5、6,其差別為放置遊戲通訊裝置方式不同,而 遊戲通訊裝置〇内具有zigBee(IEEE8Q2.丨5 Μ模組視斑一 般電腦、筆記型電腦301、-般手機、智慧型手機3〇2、 PDA 手機 303 及車載機(〇n_B〇ard_Unit, 〇Βυ)3〇4 等電子 設備連結需求,搭配藍芽311或eia_rs232 Μ]或乙太 網路313或紅外線314或通用序列匯流排(職)315元 件傳送資料。該zigBee(IEEE802.15 4)模組為2 45GHz頻 率收發解讀中短程無線訊息,其範圍為零至數百公尺不等 (其詳細值域需視無線射頻模組内所設置之功率效能而定), 由此中短程U專送功能’將可進行遊戲中遊戲事件導航 機制、事件觸發機制、聊天交流機制、虛擬實境商店機制 以及虛擬實境轉換機制等,需使用者具遊戲多通訊裝置且 以位於中短程通訊範圍⑽觸發條件,方能進行遊戲之操 作。 ’、 而與遊戲通訊裝置之電子設備存有電腦程式碼及縫 _纖無羞錢益雜式碼’以及❹者於通^境式遊 雌目«料’糾麵仙裝置職表之 主程式、身份識別資料、角色松演 機制資料、行為策略機制資料等等,這些資料可以在使用 者初始設定遊戲資料前安裝灌置完成,而使用者在進行遊 201116324 戲過程中亦儲存修改部份資料,以提供使用者於近場實境式 遊戲無線互動之系統中有一行為儲存點,此行為儲存點可記錄 使用者在近場實境式遊戲無線互動之系統中之遊戲進度,同時 此行為儲存點亦將儲存備份於遊戲伺服管理中心70,其用 途主要用為核對不當篡改電子設備内之行為儲存點,當核 對認證發生問題時,遊戲伺服管理中心70將採取適當應對 措施以保護近場實境式遊戲無線互動之系統運作,行為儲存點 之儲存方式為即時儲存,即當使用者進行近場實境式遊戲無線 互動之系統中會與遊戲祠服管理中心同步儲存。 同時該電子設備是具有複數個供使用者按壓的按鍵或 手筆輸入面版及畫面顯示器,可以供使用者進行操作,即 當使用者欲對所扮演或操控之角色進行指令下達或動作時, 則需藉由輸入面版進行操作,以進行在近場實境式遊戲無線互 動之系統中所需之反應動作,例如使用者進行聊天交流機制、 事件觸發之確認或在虛擬實境商店買賣虛擬道具之確認等。 操作面版之功能按鍵包括文字數字輸入按鍵、項目選擇確 認按鍵,以及狀態顯示鍵,其文字數字輸入按鍵係為輸入 語句所用,主要為聊天交流時需表達語言所用,可與其他 使用者聊天交流,項目選擇確認按鍵係為選取項目所用, 可選取顯示於電子設備之晝面顯示器上的項目及選單,例 如遇遊戲事件導航機制、事件觸發機制或虛擬實境商店機 制時可利用項目選擇確認按鍵確認事件觸發及虛擬道具選 取,狀態顯示鍵則包括使用者自身所在位置顯於晝面顯示 器上,亦可顯示使用者所扮演或控制之角色的相關狀態, 201116324 :括角色扮演機制中的相關狀態值及行為策略機制資料 第四圖與第三圖遊戲通訊裝置設備不同之處在於事件 觸發裝置1G需與遊戲伺服管理中心連線,因此與事件觸發 震置連結之電子設備需具網路通訊功能322,能藉由Gsm /GPRS /3G/4G無線通訊或寬頻/光纖網路有線通訊與遊戲 伺服管理中心做長程遠端通訊,由此長程通訊功能,並搭 配GPS 323全球定位系統,提供遊戲伺服管理中心追踪使 用者所在位置並識別其身份後,將可進行遊戲中需藉由遊 戲伺服管理中心為媒介,以及需定位識別完成為觸發條件 之遊戲操作。 ' 事件觸發裝置10,依在實境場景式遊戲互動中主導不 同遊戲主持機制,可設置於真實世界任何適當地方,如第 二圖中事件觸發裝置61、62、63、64,而以事件觸發裝置 1〇為各類型事件觸發裝置之集合完整體,亦即事件觸發裝 置10為元整配置之事件觸發裝置,例如一號事件觸發裝置 61及一號事件觸發寰置62為近場實境式遊戟A線互動之率絲夕 事件觸發機制及遊戲事件導航機制用途;三號事件觸發裝 置63及四號事件觸發裝置64分別為近場f燎忒蝣齚盔綠g包 左產屋之虛擬實境商店機制以及虛擬實境轉換機制用途。遊 戲通訊裝置與事件觸發裝置皆具有ZigBee(IEEE802.15.4) 模組通訊功能,網路通訊功能322能以有線或無線方式與 遊戲伺服管理中心70連線,搭配GPS 323全球定位系統, 提供遊戲伺服管理中心70確認其所在位置並認證其收發之 15 201116324 資訊等,以確保各事件觸發裝置遊戲系統運作正常。而與 之相連結之電子設備儲存有可執行之電腦程式碼以及各事 件觸發裝置所需主導遊戲主持機制之執行程式碼,操作内 容則是用於需人工處理監控之遊戲機制,例如虛擬實境商 店之貝賣及虛擬實境轉換機制處等,亦可供使用者攜帶其 各自遊戲通訊裝置連結之電子設備,在事件觸發裝置84: The main operation function is still based on the game hosting mechanism ',, and purpose' led by the event triggering device. Therefore, in this example, the setting and operation of the event triggering device not connected to the game servo management center will not be described. The user of the game communication device can also play in the real world, in addition to the connection with the game servo management, the connection between the event triggering device and the axis ship management center (4) to the navigation management ^, and The near-field practice seven-color mode will be described in detail below. For the sake of simplicity, in the present embodiment, only the location of the game communication device and the event trigger device in the second figure is explained, but * This is a limitation of this embodiment. We should also understand the zigBee (IEEE8〇2 15 4) module used in each game communication device and event trigger device, including antenna or electric coil (Antenna or Coil), radio transceiver and information decoder (Transceiver with Decoder) And the central processing unit (CPU or Micro Controller Unit, MCU) 'through the above-mentioned components, the controllable information acquisition and transmission' is transmitted by wireless communication technology. The information pipeline, because the above is a conventional technology, so the ZigBee (IEEE802.15.4) module will not be described here. With reference to the third picture game communication device 0 and the fourth picture event trigger device 10 and general computers, notebook computers, general mobile phones, smart phones, PDA phones and car-mounted devices (0ri-Board-Unit, OBU)... Such as Bluetooth or 12 201116324 RS232 or Ethernet or infrared or universal serial bus (uSB) electronic device connection using the design configuration of the preferred embodiment, the third picture is game communication device 0 can be set in the vehicle In the case of the in-vehicle game communication device 3, 7, it can also be carried on the user, which is the portable game communication device 1, 2, 4, 5, 6, the difference is that the way of placing the game communication device is different. The game communication device has zigBee (IEEE8Q2.丨5 Μ module view general computer, notebook computer 301, general mobile phone, smart phone 3〇2, PDA mobile phone 303 and in-vehicle device (〇n_B〇ard_Unit, 〇 Βυ)3〇4 and other electronic device connection requirements, with Bluetooth 311 or eia_rs232 Μ] or Ethernet 313 or infrared 314 or universal serial bus (service) 315 components to transmit data. The zigBee (IEEE802.15 4) mode The group is 2 45 GHz frequency transceiver solution Reading short-range wireless messages ranging from zero to hundreds of meters (the detailed range depends on the power performance set in the RF module), so the medium- and short-range U-delivery function will be available In-game game event navigation mechanism, event trigger mechanism, chat communication mechanism, virtual reality store mechanism, and virtual reality conversion mechanism, etc., require the user to have a game multi-communication device and can be triggered by the medium and short-range communication range (10). The operation of the game. 'And the electronic device with the game communication device has computer code and seam _ fiber no shame money and miscellaneous code' and the 于 于 通 ^ 境 境 « « « « 料 料The main program, identification data, role loosening mechanism data, behavioral strategy mechanism data, etc., can be installed and installed before the user initially sets the game data, and the user also stores during the tour 201116324. Modifying some of the information to provide a user with a behavioral storage point in the system of near-field reality game wireless interaction. This behavior storage point can record the user's presence. The progress of the game in the wireless interactive system of the field-based game, and the behavior storage point will also be stored and backed up in the game servo management center 70, and its purpose is mainly to check the behavior storage point in the improperly tampering electronic device when the verification occurs. When the problem occurs, the game servo management center 70 will take appropriate measures to protect the system operation of the near-field reality game wireless interaction. The storage method of the behavior storage point is instant storage, that is, when the user performs near-field reality game wireless interaction. The system will be stored synchronously with the game management center. At the same time, the electronic device has a plurality of buttons or handwriting input plates and screen displays for the user to press, which can be operated by the user, that is, when the user wants to When the role played or manipulated is commanded to be released or acted upon, the input panel is required to perform the reaction actions required in the system of near-field reality game wireless interaction, such as the user performing a chat communication mechanism, Confirmation of event triggering or confirmation of buying and selling virtual items in a virtual reality store. The function buttons of the operation panel include an alphanumeric input button, an item selection confirmation button, and a status display button, and the alphanumeric input button is used for inputting a sentence, and is mainly used for expressing a language during chat communication, and can chat with other users. The item selection confirmation button is used for selecting items, and the items and menus displayed on the face display of the electronic device can be selected, for example, the item selection confirmation button can be used when the game event navigation mechanism, the event trigger mechanism or the virtual reality store mechanism is used. Confirm the event trigger and virtual item selection. The status display button includes the user's own position on the face display, and can also display the relevant status of the role played or controlled by the user. 201116324: Relevant status in the role-playing mechanism Value and behavioral strategy mechanism The fourth picture is different from the third picture game communication device. The event triggering device 1G needs to be connected to the game servo management center. Therefore, the electronic device connected with the event triggering is required to have network communication function. 322, can pass Gsm / GPRS / 3G / 4G wireless Or broadband/fiber-optic network wired communication and game servo management center for long-distance remote communication, and thus long-distance communication function, and with GPS 323 global positioning system, providing game servo management center to track the user's location and identify their identity, will It can be used in the game by the game servo management center as the medium, and the game operation needs to be positioned and recognized as the trigger condition. The event triggering device 10, which occupies different game hosting mechanisms in the context-based game interaction, can be set to any suitable place in the real world, such as the event triggering devices 61, 62, 63, 64 in the second figure, and triggered by events. The device 1 is a complete set of various types of event triggering devices, that is, the event triggering device 10 is an event triggering device configured by the meta-configuration, for example, the first event triggering device 61 and the first event triggering device 62 are near-field reality The interactive A-line interaction rate triggers the event mechanism and the game event navigation mechanism; the third event trigger device 63 and the fourth event trigger device 64 are respectively virtual of the near field f燎忒蝣齚 helmet green g package left housing estate The use of the real-world store mechanism and the virtual reality conversion mechanism. Both the game communication device and the event trigger device have the ZigBee (IEEE802.15.4) module communication function, and the network communication function 322 can be connected to the game servo management center 70 in a wired or wireless manner, and is equipped with a GPS 323 global positioning system to provide game servo. The management center 70 confirms its location and authenticates its 15 201116324 information, etc., to ensure that the event triggering device game system is functioning properly. The connected electronic device stores the executable computer code and the execution code of the leading game hosting mechanism required by each event triggering device, and the operation content is used for a game mechanism that needs manual processing and monitoring, such as virtual reality. The store's shell selling and virtual reality conversion mechanism, etc., are also available for users to carry electronic devices connected to their respective game communication devices, in the event triggering device 84.

ZlgBee(IEEE802.15.4)模組的無線通訊範圍内,進行遊戲事 件之觸發,而與事件觸發裝置相連線之電子設備顯示輸出 之信號。 遊戲伺服管理中心70能以無線或有線方式與各事件 觸發裝置相連線,遊戲伺服管理中心7〇具有一遊戲資料管 理系統7卜遊戲資料交換系統72,以及身份識別認證系統 73。遊戲資料管理系統71主以管理各連線之遊戲通訊裝置 及事件觸發裝置於真實世界所在之位置並可將其顯示於管 理中心之地理資訊系統(GIS)畫面中,以及儲存各遊戲通訊 裝置及事件觸發裝置之活動資料以及相關狀態資料,例如 虛擬實境商店之交易活動、使用者所扮演或控制之角色狀 態資料等,遊戲資料交換系統72,則為管理任何遊戲通訊 裝置與事件觸發裝置之間的訊息傳送,身份識別認證系統 73則為儲存各遊戲通訊裝置及事件觸發裝置的認證資料並 發佈給予核定後之識別資料。 該莖揚實境式遊戲無绫互動之系統1〇〇係為二層系統相互 建構運作,一為虛擬系統,係以軟體程式碼為主導體,該 主導體為遊戲玩家機制及遊戲主持機制,遊戲玩家機制包 201116324 括角色扮演機制、行為策略機制及聊天交流機制,遊戲主 持機制包括虛擬實境商店機制、遊戲事件導航機制、事件 觸發機制以及虛擬實境轉換機制;二為實境系統,係以硬 體設備裝置將結合虛擬遊戲世界並表現於現實世界中,該 硬體設備裝置包括一事件觸發裝置、一遊戲通訊裝置,一 遊戲伺服管理中心,藉由該實境系統之硬體設備裝置及虛 擬系統之軟體程式相互配合,將可建構近場實境式遊齡盔韓石 鱼左表毯之運作基礎。 延星寬無線互動之系統之實境系統與虛擬系統交 互運作進行方式主分為與遊戲伺服管理中心7〇連線及無連 線二類。第二圖中除一號攜帶之遊戲通訊裝置1、二號攜帶 之遊戲通喊置2、七鮮狀稍魏裝置7與遊戲飼服 b理中匕70無連線外,其他遊戲通訊裝置及事件觸發裝置 皆與中心連線, 本簡化實施例中將舉部份遊戲玩家機制及 遊戲主持_為例說明與遊油服f理巾心、7 g連線及無連 線之觸發流程。In the wireless communication range of the ZlgBee (IEEE802.15.4) module, the game event is triggered, and the electronic device connected to the event trigger device displays the output signal. The game servo management center 70 can be connected to each event triggering device in a wireless or wired manner. The game servo management center 7 has a game data management system 7 and a game material exchange system 72, and an identification authentication system 73. The game material management system 71 mainly manages the connected game communication devices and event trigger devices in the real world and can display them in the geographic information system (GIS) screen of the management center, and store the game communication devices and The activity data of the event triggering device and the related status data, such as the transaction activity of the virtual reality store, the role status data played or controlled by the user, etc., the game material exchange system 72 is for managing any game communication device and event trigger device. For the message transmission, the identity authentication system 73 stores the authentication data of each game communication device and the event trigger device and issues the identification data after verification. The system of the stalk-and-realistic game is a two-tier system that is constructed and operated by each other. One is a virtual system, which is a software-based code. The main body is a game player mechanism and a game hosting mechanism. Game player mechanism package 201116324 includes role-playing mechanism, behavioral strategy mechanism and chat communication mechanism. The game hosting mechanism includes virtual reality store mechanism, game event navigation mechanism, event trigger mechanism and virtual reality conversion mechanism. Second, the reality system, The hardware device device will be combined with the real game world, and the hardware device device includes an event trigger device, a game communication device, a game servo management center, and a hardware device device of the real system. And the software program of the virtual system cooperates with each other, which will be able to construct the operation basis of the left-hand carpet of the near-field real-life helmet. The implementation of the real-world system and the virtual system of the Yanxingkuan wireless interactive system is divided into two categories: the connection with the game servo management center and the non-connection. In the second picture, except for the game communication device that is carried on the 1st, the game that is carried on the 2nd, the game is placed on the 2nd, the 7th fresh device, the device 7 and the game feed service, the B-70 is not connected, and other game communication devices and The event triggering devices are all connected to the center. In the simplified embodiment, some game player mechanisms and game hosts are used as examples to illustrate the triggering process with the oil service, the 7 g connection, and the no connection.

制,配合第五圖第六圖, .置1欲與二號攜帶之遊 則一號攜帶之遊戲通訊 電子設備操作,以 4觸發訊息,在發送前需 中心70連線,如步驟 1不採用與遊戲伺服管 ’於顯示晝面器36顯示 [S1 17 201116324 ==而=者可利用操作*版35進行動作選取, 若針方107 @ 嗌機制疋否成功,如步驟106 , 之列人㈣】心進行聊天交__,反 之二熟帶之遊戲通訊裝置2亦會執行步驟綱 若為財程服管理中心7〇連線,如步_System, in conjunction with the sixth figure of the fifth figure, set the game to be carried with the No. 2 tour, the game communication electronic device carried on the 1st, with 4 trigger messages, the center 70 connection is required before sending, if step 1 is not used And the game servo tube 'displayed on the display kneader 36 [S1 17 201116324 == and = can use the operation * version 35 to select the action, if the needle side 107 @ 嗌 mechanism is not successful, as in step 106, the list of people (four) 】 heart to chat and __, and vice versa, the game communication device 2 will also perform the steps of the program for the financial services management center 7 〇 connection, such as step _

通$裝置2tr‘步驟如,由二號攜帶之遊戲 驟1〇6 4 決定是否同意啟動機制,作為回覆步 =,:否進行聊天交流機制啟動功能,若是, 驟_執竹聊天交流,反之則結束,以上聊天交流流程說 明號攜帶之遊戲通訊裝置!以短中程通訊功能進 :遊二Γ遊戲伺服管理中心70連線,但二號攜帶 • 裝置2必需在—號攜帶之遊戲通訊裝置!的 =gBee(IEEE802.15.4)模組通訊範圍内,方可進行以上步 、若欲以遠端通訊功能,啟動聊天交流機制,則雙方之 遊戲通訊裝置必需與遊戲伺服管理令心7()連線,如三號 載之遊戲通訊裝置3與六號攜帶之遊戲通訊裝置6透過 事件觸發裝置62及事件觸發裝置63與遊戲飼服管理中心 連線’而以遠端通訊進行聊天交流機制時,必需指定發 送對象.如步驟1〇8’並且皆需接收訊息者需同意開啟通訊 功能及雙方經過身份認證成功,如步驟8〇5、步驟1〇9及步 驟806 ,若成功則執行聊天交流機制,反之則結束。, 執行遊戲主持機制之觸發流程與執行遊戲玩家機制之 201116324 觸發流程相同,如二號車載之遊戲通訊裝置3正進行遊戲 事件導航機制及事件觸發機制,接收一機制觸發訊息來自 二號事件觸發裝置62,如步驟8〇1,確認與遊戲伺服管理 中心70連線後,確定是否開啟通訊功能,以接收二號事件 觸發裝置62將傳送之遊戲事件導航機制、事件觸發機制資 料以及身份確認成功後,如步驟8〇2、8〇5、8〇6以及8〇7, 再檢驗機制啟動條件是否達成,此時若三號車載之遊戲通 訊裝置3的機制啟動條件係需到達一號事件觸發裝置“發 送中短程訊息範圍内並接收其觸發訊息,並再一次完成同 二號事件觸發裝置62事件觸發步驟流程後,方能執行該機 制功能’如步驟804,否則結束步驟。 當六號攜帶之遊戲通訊裝置6正執行虛擬實境商店機 制或虛擬實境轉換機制時,則同三號車載之遊戲通訊裝置3 觸發機制流程’唯不同於其機制啟動條件係為雙方同意進 灯父易或轉換行為,若達成條件限制,則可進行機制功能, 若無則結束,以上二則例子為單人遊戲事件導航機制、事 件觸發機制例子虛擬實境商店機制或虛擬實境轉換機制, 如遇多人遊戲事件導航卿或事件觸發機制_,如四號攜 帶之遊戲通訊裝置4與五號攜帶之遊戲軌裝置5為接收 觸發機制者,位於四號事件觸發裝置64為發送觸發機制者, 同時與遊戲伺服管料心料線且皆通過身份完成以 及達成機制執行條件,則將可同時進行步驟107、804之機 制功能。唯七號車載之遊戲通訊裝置7在執行角色粉演機 制或行為策略機制時與上述各機制流程不同,不需遊戲飼 19 201116324 服管理中心70即時連線,而係依初 相連結之電子設備的電腦 直毯程式碼之設定,執行該機制流程, 佳之遊戲玩家機制及遊戲主持機制之For example, the game step 2〇6 4 carried by the second number determines whether or not to agree to the activation mechanism, as a reply step =,: No, the chat communication mechanism is activated, and if so, the bamboo chat is exchanged, and vice versa. End, the above chat communication process description number carries the game communication device! With short- and medium-range communication function: Tour 2 game server management center 70 connection, but carry on the 2nd • Device 2 must be in the number of the game communication device! Within the communication range of =gBee(IEEE802.15.4) module, if you want to use the remote communication function to start the chat communication mechanism, the game communication device of both parties must be connected with the game servo management command 7(). The line, such as the game communication device 3 carried on the third and the game communication device 6 carried on the sixth, through the event trigger device 62 and the event trigger device 63 connected to the game feeding service center, and the chat communication mechanism is performed by remote communication. It is necessary to specify the sending object. If you need to receive the message, you need to agree to enable the communication function and both parties have passed the authentication. Steps 8〇5, Steps 1〇9 and 806, if successful, perform the chat communication mechanism. And vice versa. The triggering process of executing the game hosting mechanism is the same as the 201116324 triggering process of executing the game player mechanism. For example, the game communication device 3 of the second car is performing the game event navigation mechanism and the event triggering mechanism, and receiving a mechanism trigger message from the second event triggering device. 62, as in step 8.1, after confirming the connection with the game servo management center 70, determining whether to enable the communication function to receive the game event navigation mechanism, the event trigger mechanism data, and the identity confirmation succeeded by the event triggering device 62. If steps 8〇2, 8〇5, 8〇6, and 8〇7 are used, check whether the start condition of the mechanism is reached. At this time, if the mechanism start condition of the game communication device 3 of the third vehicle is to reach the event trigger device No.1 "After sending the short-range message range and receiving its trigger message, and completing the same event triggering device 62 event triggering step process again, the mechanism function can be executed as in step 804, otherwise the step is ended. When the number 6 is carried When the game communication device 6 is executing the virtual reality store mechanism or the virtual reality conversion mechanism, the same number three The in-vehicle game communication device 3 trigger mechanism flow 'only different from its mechanism start condition is the two parties agree to enter the light father or conversion behavior, if the conditions are limited, the mechanism function can be performed, if not, the end, the above two examples are Single-player event navigation mechanism, event trigger mechanism example virtual reality store mechanism or virtual reality conversion mechanism, such as multi-player game event navigation or event trigger mechanism _, such as the fourth game communication device 4 and carry The game track device 5 is a receiving trigger mechanism, and the event triggering device 64 is located at the fourth event triggering device 64, and simultaneously with the game servo tube core material and all of them are completed by identity and the mechanism is implemented, the steps can be simultaneously performed. 107, 804 mechanism function. Only the seventh car game communication device 7 in the implementation of the role of the powder mechanism or behavioral strategy mechanism and the above various mechanisms flow, no need to play the game 19 201116324 service management center 70 instant connection, but the system According to the setting of the computer straight carpet code of the electronic device connected with the initial connection, the mechanism process is executed, and the game is played. Home mechanism and game hosting mechanism

而係依初灌置於與遊戲通訊裝置 程式碼及延盪 [,以上為本實施例中較 之觸發流程,但不應以 、缝魁錢龜赵之實境系統與虛擬系統交 互運作S成中觸發機制後’而進行該機制之運作,係視所 觸發之遊戲玩家機制或遊戲主持機制内容而定,為簡化說 月起見’下以將列舉本實施例巾較佳遊戲玩家機制及遊戲 主持機制運作内容’但不應以此作為本實施例之限制。遊 戲玩家機制包括角色扮演機制、行為策略機制及聊天交流 機制’遊戲主持卿包括虛擬實境商隸制、遊戲事件導 航機制'事件觸發機制以及虛擬實境轉換機制。 角色扮演機制如同目前線上遊戲安裝至個人電腦中之 遊戲軟體,提供使㈣於㈣實境式雜域互^ _ 一朽 6又遊戲情境,該預設遊戲情境的種類設計及玩樂方式變化 多,為簡化說明起見,本實施例中僅以簡單分類舉例說明, 但不應以此作為本實施例之限制。 角色扮次機制之情境内容分類,可依遊戲時代背景分 為三類:現代劇情、史詩劇情及幻想劇情,現代劇情之時 代背景為現代生活世界,該劇情之情境内容係依據現代生 /舌世界中的人物及事件建構,如該劇情之遊戲人物(指遊戲 主持人或遊戲使用者)可為現代生活世界的真實人物,如影 20 201116324 ;星、政商名人或平凡百姓,遊戲事件(指遊戲内容或支 線劇情)可為近期生活世界甲所發生之事件,亦可為正發生 之事件,如各地活動慶典、體育赛事或社會生活等;史詩 劇情之時代背景為歷史典籍世界,該情肋料依據歷史 典藉中的人物及事件建構,料戲之人物及事件 歷史故事或西方歷史故事建構,如中國的三國時代'日本 的戰國時代或歐洲的羅馬時代等;幻想劇情之時代背景則 不疋,係指為現代劇情及史詩劇情以及非現代劇情及非史 詩劇情之集合’該遊戲劇情之人物及事件主要為幻想假設, 如劇情之人物及事件主要為使用者及遊戲系統的^創角色 及自創事件’自創角色及自創事件意指非歷史典籍或現代 生活世界中的人物及事件,如東方武俠小說'西方魔幻小 4、現代推理小說或浪漫愛情小說之人物及事件。 幻想劇情不同於現代劇情及史詩劇情,幻想劇情可結 合前述現代劇情及史詩劇情之人物及事件相互串插搭配或 僅獨立運作,該相互串插搭配係指使用者可同時遊戲於現 代劇情及史詩劇情之人物及事件,由使用者決定其劇情發 展方向及結果,如三國時代人物與現代人物共同執行於幻 想時代之事件中’而獨立運作係人物及事件僅為單一幻想 劇情設定’無現代劇情及史詩劇情串插搭配。提供遊戲使 用者依不同劇情之選擇,扮演或控制各遊戲劇情所提供之 角色或自創角色參與體會該預設情境之劇情,亦可藉由使 用者間之互動及線上更新角色扮演機制的情境劇情方式, 讓使用者體會預設情境以外之劇情體驗。 21 201116324 H策略機制’係為供使用者設定所势演或 機::#應機制,使用者可設定所粉演或控制角色:觸發 需即時決定__色於觸發機 應,如友善隨和、熱情大方、急“= 正紅白等,由行為策略機制提供使 次 句為使用者設定所粉演或控制角 :=語The system is based on the code and the sway of the game communication device. The above is the trigger process in this example, but it should not be triggered by the interaction between the virtual system and the virtual system. After the mechanism's operation, the operation of the mechanism depends on the content of the game player mechanism or the game hosting mechanism triggered. For the sake of simplicity, the game player mechanism and game hosting mechanism will be listed in this example. The operation content 'but should not be taken as a limitation of this embodiment. The game player mechanism includes role-playing mechanism, behavioral strategy mechanism and chat communication mechanism. The game host includes virtual reality quotation, game event navigation mechanism event trigger mechanism and virtual reality conversion mechanism. The role-playing mechanism is like the game software installed in the online game to the personal computer. It provides (4) in the (4) real-world miscellaneous domain _ 一 6 and the game situation, the type of the game situation and the play style change. For the sake of simplification of the description, the present embodiment is exemplified only by a simple classification, but should not be taken as a limitation of the embodiment. The classification of the contextual content of the role-playing mechanism can be divided into three categories according to the background of the game era: modern plot, epic plot and fantasy plot. The background of the modern plot is the modern life world. The context of the plot is based on the modern life / tongue world. The character and event construction, such as the game character of the story (referring to the game host or game user) can be the real person of the modern life world, such as the shadow 20 201116324; star, political and business celebrities or ordinary people, game events (referring to the game) The content or the story of the branch can be an event that occurs in the recent life world, or it may be an event that is happening, such as a celebration of a local event, a sports event or a social life. The background of the epic story is the world of historical classics. According to the characters and events in the historical collection, the characters and events historical stories or Western historical stories are constructed, such as the Three Kingdoms era in China, the Warring States Period in Japan, or the Roman era in Europe. The background of the fantasy story is not bad. , refers to the collection of modern plots and epic plots as well as non-modern plots and non-epic plots. The characters and events of the game story are mainly fantasy assumptions, such as the characters and events of the plot are mainly for the user and the game system's role and self-created events. 'Created characters and homemade events mean non-historical books or modern life world. Characters and events, such as the characters and events of the Eastern Martial Arts novel 'Western Magic Little 4, Modern Mystery Novels or Romantic Love Novels. Fantasy plots are different from modern plots and epic plots. Fantasy plots can be combined with the above-mentioned modern plots and epic plots of characters and events, or only operate independently. The inter-column match means that users can simultaneously play on modern plots and epics. The characters and events of the plot, the user decides the direction and results of the plot, such as the characters of the Three Kingdoms and the modern characters performed together in the event of the fantasy era' and the independent operation of the characters and events is only a single fantasy plot set 'no modern plot And epic drama series plug and match. Provide game users with different story choices, play or control the characters provided by each game story or create their own characters to participate in the story of the preset situation, and also through the interaction between users and online update role-playing context The plot mode allows the user to experience the plot experience outside the preset situation. 21 201116324 H strategy mechanism is for the user to set the potential or machine:: #应机构, the user can set the role of the powder or control: the trigger needs immediate decision __ color on the trigger machine should be, such as friendly and easygoing Enthusiasm, enthusiasm, urgency, "= red, white, etc., provided by the behavioral strategy mechanism, so that the second sentence is set for the user to play or control the angle: = language

特定機制時’進-步回覆語句以表示態度、 ==!:!為使用者對使用者或使用_二; 在此不力瞽1Τ父桃機制’該機制流程表示如先前所示,故 =二述,該機制能提供使用者傳送或接收語音訊息、 文子訊息或遊戲資料等。 虛擬實境商店機制,俜為 虛擬道罝相之㈣ 持w#虛擬物品或 /、專用之機制,一般情況下此機制功能僅供遊戲主 、使用It使用者達成某特定遊戲條件及遊戲管理中心 審核下’方能具虛擬實境商店機制。 a遊戲事件導航機制,係為遊戲主持人提供使用者除預 δ又情境外之劇情及事件,遊戲事件導航_依所提供之劇 it及事件刀為格鬥運動、益智趣味、戰術策略、懸疑推理 及β養月A ’格鬥運動為提供—動態體能類的互動,如各 項才鬥或運動益冬趣味為供_腦力機智類的互動,如趣 味問答或智力測驗,戰術策略為供一智力策略的互動,如 戰略遊戲或模擬戰爭,_推理推提供—觀察推測 的互動, 如偵探推理或尋寶㈣,培養育成提供—生活養成的互動, 201116324 如角色培養或成長曰記。 事件觸發機制,係為遊戲事件導航機制之辅助機制, 辅助遊戲事件導航機制所提供之劇情及事件運作,該事件 觸發機制之用途可為遊戲事件導航機制之劇情及事件的進 行需求條件或執行任務項目,如格鬥運動中之競速運動, 使用者需於限定時間内或依序到達事件觸發機制設置所在 地點,並接受該事件觸發機制設置所發送出之到達認證條 件,方能完成該遊戲事件導航機制之劇情或事件;懸疑推 理中之尋寶探險,當使用者到逹該劇情或事件所指定的地 點,此地方即某事件觸發機制設置處,則該事件觸發機制 將發送尋寶提示之訊息給予使用者,使用者可依其提示解 開尋寶謎題並完成任務;培養育成中之角色培養,當使用 者到達該劇情或事件所指定的地點,在該地點事件觸發機 制訊息接收範圍内,執行某特定動作一段時間後,將可讓 使用者所扮演或控制之角色的能力獲得成長。 虛擬實境轉換機制,係為虛擬物品道具或虛擬貨幣與 實體物品道具或實體貨幣交換之機制,為遊戲主持人專用 機制,如虛擬實境商店或虛擬實境銀行,在虛擬實境商店 中,使用者欲以虛擬貨幣購買具實體物品道具之虛擬物品 道具,雖使用者實質係為獲得虛擬物品道具,以資料儲存 於遊戲通訊裝置,但該虛擬物品道具資料可於虛擬實境商 店變換為對應之實體物品道具;在虚擬實境銀行中.可將 虚擬貨幣與實體貨幣做一等值之變換,促使虛擬世界與真 實世界生活結合。 / 23 201116324 歸納上述,本發明近場實境式遊戲無線互動之系統100利用 ZigBee(IEEE802.15.4)模組實現數百公尺不等距離之無 線通訊功能進而作為線上遊戲連線,藉由遊戲主持機制及 遊戲玩家機制運作,可排除網際網路與個人電腦的空間限 制條件,讓使用者在日常生活處理事務同時進行線上遊戲 的玩樂,更佳的是,由於本發明之遊戲互動為實境場景至 真實世界中,因此事件觸發裝置於虚擬遊戲世界中所主導 之遊戲主持機制所提供之虛擬物品,在真實世界中若有實 • 體存在,則可利用虛擬實境轉換機制進行運作,如虛擬道 具或虛擬金錢做一交換,以取得真實世界中相對應之實體, 使虛擬世界與真實世界相互交換結合,則本發明之目的將 可實現。 惟以上所述者,僅為本發明之較佳實施例而已,當不 能以此限定本發明實施之範圍,即大凡依本發明申請專利 範圍及發明說明書内容所作之簡單的等效變化與修飾,皆 應仍屬本發明專利涵蓋之範圍内。 籲【圖式簡單說明】 第一圖是一示意圖,說明一以往的線上遊戲系統; 第二圖是一示意圖,說明本發明近場實境式遊戲無線互動之系統 之一較佳實施例; 第三圖是一示意圖,說明較佳實施例之一遊戲通訊裝置; 第四圖是一示意圖,說明較佳實施例之一事件觸發裝置; 第五圖是一流程圖’說明本近場實境式遊戲無線互動之系統發送 觸發機制之執行步驟;以及 24 201116324 第六圖是一流程圖,說明本近場實境式遊戲無線互動之系統接收 觸發機制之執行步驟。 【主要元件符號說明】 〇 遊戲通訊裝置 1 一號攜帶之遊戲通訊裝置 2 二號攜帶之遊戲通訊裝置 3 二號攜帶之遊戲通訊裝置 4 四號攜帶之遊戲通訊裝置 • 5 五號攜帶之遊戲通訊裝置 6 六號攜帶之遊戲通訊裝置 7 七號車載之遊戲通訊裝置 301 一般電腦、筆記型電腦 302 一般手機、智慧型手機 303 PDA手機 304 車載機(On-Board-Unit, OBU) 311 藍芽 ® 312 EIA-RS232 313 乙太網路 314 紅外線 315 通用序列匯流排 10 事件觸發裝置 61 一號事件觸發裝置 62 二號事件觸發裝置 63 三號事件觸發裝置 25 201116324 64 四號事件觸發裝置 70 遊戲伺服管理中心 71 遊戲資料管理系統 72 遊戲資料交換系統 73 身份識別認證系統 322 網路通訊功能(事件觸發裝置) 323 GPS(事件觸發裝置) 100 近場實境式遊戲無線互動之系統 101〜611 步驟 801〜808 步驟Specific mechanism when 'in step reply statement to indicate attitude, ==!:! for the user to the user or use _ two; here is not 瞽 1 Τ parent peach mechanism' the mechanism flow representation as shown previously, so = two As described, the mechanism can provide a user to transmit or receive voice messages, text messages or game materials. The virtual reality store mechanism is a virtual channel. (4) Holding a w# virtual item or /, a dedicated mechanism, in general, this mechanism function is only for the game master, use It user to achieve a certain game condition and game management center Under the review, the party can have a virtual reality store mechanism. a game event navigation mechanism, which provides the game host with the experience and events of the user in addition to the pre-δ and the situation, the game event navigation _ according to the provided drama and event knife for fighting sports, puzzle fun, tactical strategy, suspense Reasoning and β-monthly A 'fighting movements to provide - dynamic physical interactions, such as various talents or sports winter fun for the interaction of _ mental power, such as quiz or intelligence test, tactical strategy for an intelligence Strategic interactions, such as strategic games or simulated warfare, _inference push offers—observing speculative interactions, such as detective reasoning or treasure hunt (4), cultivating cultivating to provide the interaction of life development, 201116324 such as role development or growth. The event trigger mechanism is an auxiliary mechanism of the game event navigation mechanism, and assists the game event navigation mechanism to provide the scenario and event operation. The event trigger mechanism can be used for the game event navigation mechanism story and event demand condition or task execution. For a project, such as a racing sport in a fighting sport, the user needs to set the location of the event trigger mechanism within a limited time or in sequence, and accepts the arrival triggering condition sent by the event trigger mechanism to complete the game event. The plot or event of the navigation mechanism; the treasure hunt expedition in suspense reasoning. When the user arrives at the location specified by the story or event, where the event trigger mechanism is set, the event trigger mechanism sends a message of the treasure hunt. The user can use the prompts to unlock the treasure hunt puzzle and complete the task; cultivate the role training in the breeding, when the user arrives at the location specified by the story or event, and execute within the range of the event trigger mechanism message at the location After a certain action for a certain period of time, it will allow the user to play Or the ability to control the role of growth. The virtual reality conversion mechanism is a mechanism for exchanging virtual item props or virtual currency with physical item props or entity currency, and is a game host-specific mechanism, such as a virtual reality store or a virtual reality bank, in a virtual reality store, The user wants to purchase the virtual item props with the physical item props in the virtual currency. Although the user actually obtains the virtual item props and stores the data in the game communication device, the virtual item props data can be converted into corresponding in the virtual reality store. The physical item props; in the virtual reality bank, the virtual currency and the physical currency can be transformed into one equivalent, which promotes the virtual world to be combined with real world life. / 23 201116324 In summary, the near-field reality game wireless interactive system 100 of the present invention utilizes a ZigBee (IEEE 802.15.4) module to realize a wireless communication function of hundreds of meters of unequal distance and thereby serves as an online game connection, by using a game. The hosting mechanism and the game player mechanism operate to eliminate the space constraints of the Internet and the personal computer, allowing the user to play online games while performing daily affairs, and more preferably, the game interaction of the present invention is real. The scene is in the real world, so the virtual item provided by the event-triggering device in the virtual game world dominates the game hosting mechanism, if there is a real body in the real world, the virtual reality conversion mechanism can be used to operate, such as The purpose of the present invention is to achieve an exchange of virtual props or virtual money to obtain a corresponding entity in the real world, and to exchange the virtual world with the real world. The above is only the preferred embodiment of the present invention, and the scope of the present invention is not limited thereto, that is, the simple equivalent changes and modifications made by the scope of the invention and the description of the invention are All should remain within the scope of the invention patent. BRIEF DESCRIPTION OF THE DRAWINGS The first figure is a schematic diagram illustrating a conventional online game system; the second figure is a schematic diagram illustrating a preferred embodiment of the system for wirelessly interacting near-field reality games of the present invention; 3 is a schematic diagram illustrating a game communication device of a preferred embodiment; a fourth diagram is a schematic diagram illustrating an event triggering device of a preferred embodiment; and a fifth diagram is a flowchart depicting the near field reality The step of executing the trigger mechanism of the wireless interactive system of the game; and 24 201116324 The sixth figure is a flowchart illustrating the execution steps of the system receiving trigger mechanism of the wireless interactive game of the near field reality game. [Main component symbol description] 〇 Game communication device 1 Game communication device carried on the 1st 2 Game communication device carried on the 2nd Game communication device carried on the 2nd 4 Game communication device carried on the 4th • 5th game communication carried on the 5th Device 6 No. 6 game communication device 7 No. 7 car game communication device 301 General computer, notebook computer 302 General mobile phone, smart phone 303 PDA mobile phone 304 On-Board-Unit (OBU) 311 Bluetooth® 312 EIA-RS232 313 Ethernet 314 Infrared 315 Universal Sequence Bus 10 Event Trigger 61 No. 1 Event Trigger 62 No. 2 Event Trigger 63 No. 3 Event Trigger 25 201116324 64 Event 4 Trigger 70 Game Servo Management Center 71 Game Data Management System 72 Game Data Exchange System 73 Identity Authentication System 322 Network Communication Function (Event Trigger) 323 GPS (Event Trigger) 100 Near Field Reality Game Wireless Interactive System 101~611 Step 801~ 808 steps

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Claims (1)

201116324 十、申請專利範圍: 1. 一種延1實境式遊戲無線互動之系統方法,是利用一遊戲通 訊裝置'一事件觸發裝置以及一遊戲飼服管理中心三者 間相連線進行’該遊戲通訊裝置及事件觸發裝置能以 ZigBee(IEEE802.15.4)模組與其他擁有遊戲通訊裝置的 使用者、事件觸發裝置與遊戲伺服管理中心進行通訊及 >料收發’該遊戲通訊裝置儲存該使用者於近場膏墙或游 戲無、線互動之糸毯中的相關遊戲資料,該近場實境式遊戟益 瘗;動之系統_的運作主要分為二大類,接收型及發送型, 其運作步驟如下列所述: A)接收型 a) 該遊戲通訊裝置或事件觸發裝置在任何其他遊 戲通訊裝置、事件觸發裝置之無線信號涵蓋範 圍内’或由遊戲伺服管理中心接收一觸發機制 之訊息信號; b) 該遊戲通訊裝置之使用者或事件觸發裝置之管 理者能依據該訊息信號之來源,判斷是否需與 遊戲伺服管理中心進行認證核可,亦可由遊戲 通訊裝置或事件觸發裝置内之設定程式自動判 斷; c) 再由該遊戲通訊裝置之使用者或事件觸發裂置 之管理者或電腦控制器,決定是否接受該機制 之執行運作。 B)發送型 27 201116324 a) 當遊戲通訊裝置或事件觸發裝置發送於其他遊 戲通訊裝置之使用者或事件觸發裝置之管理者 或電腦控制器一觸發機制之訊息信號; b) 該遊戲通訊裝置之使用者或事件觸發裝置之管 理者或電腦控制器依據發送之對象狀況,判斷 是否需與遊戲伺服管理中心進行認證核可; c) 再經遊戲通訊裝置之使用者或事件觸發裝置之 管理者或電腦控制器等待所發送對象之回覆, 確認是否進行該機制之執行運作。 2·如申請專利範圍第i項所述之近場實献舰減g叙夕年 选方法,其乍,該機制之執行運作是由與遊戲通訊裝置 或事件觸發裝置相連結之電子設備内資料或遊戲伺服 官理中心提供訊息所運作。 如申印專利範圍第1項所述之选場實秋雜紐互動” 选方法,觸發機制之對象不限定於一對一進行,可一對 多或多對多進行。 .如申凊專利範圍第1項所述之近場實·紐互勤夕率 选方法,當觸發機制之對象,雙方或多方位於各自之無 線通訊涵蓋範圍,則以無線通訊技術進行資訊傳輸。 • Μ請專利H圍第2項所述之近場實境式遊齡射叙” 选方法,遊戲程式及資料係係灌置於與遊戲通訊裝置或 事件觸發裝置相連結之電子設備中,可於使用過程中進 行資料更新及修改儲存。 28 201116324 6‘如專利範圍第5項所述之麵實境式遊齡心動之备 选方法,遊戲程式及資料初次使用於近場實料細加 互動之系統中’可透過事件觸發裝置與遊戲伺服管理中心 連線設定進行初始化動作。 7. 如中sfl·利範圍第5項所述之麟實境式雜紐⑽之条 选方法,遊戲記錄與資料係灌置於與遊戲通訊裝置或事 件觸發裝置相連結之電子設備,使用於近料献紐無 1 互動之系’與遊戲伺服管理巾^肖步儲存使用者遊 • 戲進度資料。 8. &申Μ利範圍第2項所述之近場實献遊齡㈣叙之率 ~方法,與遊戲伺服管理中心間之資料傳送,可利用有 線及無線方式連接進行。 9‘一能提供使用者遊戲進行 不爻以往線上遊戲之地域限制,該近場實献碰無線反 動之系統向.把: 一或多數事件觸發裝置於真實世界任何一點上,用 ® 於私/貞肩遊戲主持人(Game Master, GM)或非使用者扮 演的角色(Non-Player Character, NPC),為主導虛擬實境 商店機制、遊戲事件導航機制、事件觸發機制以及虚擬 實境轉換機制主要處理媒介; 一或多數遊戲通訊裝置,設置於一般車輛上或可為 個人攜帶與一般電腦、筆記型電腦、一般手機、智慧 型手機、PDA手機及車載機(On-Board-Unit, OBU)·..等 等具藍芽或EIA-RS232或乙太網路或紅外線或通用序 29 201116324 列匯流排(USB )之電子設備連結使用),在虛擬系統 中為使用者控制或扮演角色(Player Character, PC)的主 要處理媒介,具角色扮演機制、行為策略機制及聊天交 流機制,儲存使用者個人相關遊戲資料及身份認證資 料; 一遊戲伺服管理中心,管理與事件觸發裝置及事件 觸發裝置之連線及資料收發,用於核可及追踪事件觸發 裝置及事件觸發裝置的活動。 10. 如申請專利範圍第9項所述之近場實境式遊戲無線互動之系 毽,其中,該事件觸發裝置依在近場實境式遊戲無線互動之 系統中扮演不同功能,可透過藍芽或EIA-RS232或乙太 網路或紅外線或通用序列匯流排(USB )與一般電腦、 筆記型電腦、一般手機、智慧型手機、PDA手機及車 載機(On-Board-Unit, OBU)...等等具藍芽或 EIA-RS232 或乙太網路或紅外線或通用序列匯流排(USB )之電子 設備連結使用。 11. 如申請專利範圍第9項所述之近場實境式遊戲無線互動之系 筮,其中,與遊戲通訊裝置相連結之一般電腦、筆記型 電腦、一般手機、智慧型手機、PDA手機及車載機 (On-Board-Unit, OBU) ...等等電子設備,可灌置遊戲程 式碼及電腦碼,為供遊戲程式碼及電腦碼運作之平台。 12. 如申請專利範圍第9項所述之近場實境式遊戲無線互動之系 选,其中,該遊戲伺服管理中心一管理並儲存各連線之 事件觸發裝置及事件觸發裝置之遊戲資料管理系統、一 30 201116324 管理資訊傳送之遊戲資料交換系統,以及一核定身份及 發佈認可識別之身份識別認證系統。 13. (與第9項相同)如申請專利範圍第9項所述之實境場景 式遊戲互動系統’其中,該事件觸發裝置,能以單一、 雙數或多數事件觸發裝置,組成遊戲事件導航機制、事 件觸發機制、虛擬實境商店機制以及虛擬實境轉換機 制。 14. 如申請專利範圍第13項所述之遊戲事件導航機制、事 件觸發機制、虛擬實境商店機制以及虛擬實境轉換機制 之運作流程。 15. 如申請專利範圍第13項所述之近場實境式游齡鉦碑g叙夕 灰选’其中,與遊戲通訊裝置連結之電子設備灌置具莖 無線互動之系統主程式、身份識別資料,執行 角色扮演機制、行為策略機制及聊天交流機制。201116324 X. Patent application scope: 1. A system method for wireless interactive game of extended-reality game, which uses a game communication device 'an event trigger device and a game feeding service center to connect the three lines of the game' The communication device and the event trigger device can communicate with other users having the game communication device, the event trigger device and the game servo management center by using the ZigBee (IEEE 802.15.4) module, and the device communication device stores the user. The game information in the near-field plaster wall or the game-free interactive carpet, the near-field reality-style recreation; the operation of the system _ is mainly divided into two categories, receiving and transmitting, The operation steps are as follows: A) Receive type a) The game communication device or event trigger device receives a trigger mechanism message from the wireless signal coverage of any other game communication device or event trigger device. Signal; b) the user of the game communication device or the manager of the event trigger device can judge according to the source of the message signal Whether it needs to be authenticated and approved by the Game Servo Management Center, or it can be automatically determined by the game communication device or the setting program in the event triggering device; c) Controlled by the user or event triggering the user or the computer of the game communication device , decide whether to accept the implementation of the mechanism. B) Transmit type 27 201116324 a) When the game communication device or event trigger device is sent to the user of the other game communication device or the event trigger device manager or the computer controller a trigger mechanism message signal; b) the game communication device The administrator or the computer controller of the user or the event triggering device determines whether it is necessary to perform the authentication approval with the game servo management center according to the status of the transmitted object; c) the user of the game communication device or the manager of the event triggering device or The computer controller waits for a reply from the object being sent to confirm whether the mechanism is performing the operation. 2. If the near-field offer ship of the near-field offer ship described in item i of the patent application scope is reduced, the operation of the mechanism is performed by the electronic device connected to the game communication device or the event trigger device. Or the Game Servo Administration Center provides information to operate. For example, the selection method of the selection of the field of the autumn and the new interactions mentioned in the first paragraph of the patent application scope, the object of the trigger mechanism is not limited to one-to-one, and can be carried out one-to-many or many-to-many. In the case of the triggering mechanism, when the two parties or parties are located in their respective wireless communication coverage, the information transmission is carried out by wireless communication technology. The selection method of the near-field real-life shooting method described in the two items, the game program and the data system are placed in the electronic device connected with the game communication device or the event trigger device, and the data can be updated during use. And modify the storage. 28 201116324 6' Optional method for real-life travel-related heartbeats as described in item 5 of the patent scope, game programs and materials are first used in near-field real-time interactive systems. The servo management center connection settings are initialized. 7. For the selection method of the lining type hobby (10) described in item 5 of the sfl·li range, the game record and data system are placed in the electronic device connected with the game communication device or the event trigger device, and used for There is no interaction between the recent materials and the "system of communication" and the game servo management towel ^ Xiaobu storage user tour • play progress data. 8. & The scope of the near-field real-life travel (4) described in item 2 of the application scope can be transmitted by means of wired and wireless connections. 9' One can provide users with games that do not limit the geographical restrictions of online games. The near-field system is dedicated to wireless reaction. To: One or more events trigger devices at any point in the real world, with ® for private / Game Master (GM) or Non-Player Character (NPC), the main virtual reality store mechanism, game event navigation mechanism, event trigger mechanism and virtual reality conversion mechanism Processing medium; one or more game communication devices, installed in general vehicles or for personal carrying and general computers, notebook computers, general mobile phones, smart phones, PDA phones and on-board devices (On-Board-Unit, OBU) .. etc. with Bluetooth or EIA-RS232 or Ethernet or infrared or general-purpose 29 201116324 column bus (USB) for electronic device connection), for the user to control or play a role in the virtual system (Player Character , PC)'s main processing medium, with role-playing mechanism, behavioral strategy mechanism and chat communication mechanism, storing user-related game information and identity Resource materials; a servo game management center, management and event-triggered and event-triggered device connections and data transceiver, the triggering event for approved devices and tracking activities and events triggering device. 10. The wireless interactive system of the near-field reality game as described in claim 9 wherein the event triggering device plays different functions in a system of near-real-reality game wireless interaction, and is capable of transmitting blue Bud or EIA-RS232 or Ethernet or infrared or universal serial bus (USB) and general computers, notebook computers, general mobile phones, smart phones, PDA phones and on-board machines (On-Board-Unit, OBU). .. and other electronic devices with Bluetooth or EIA-RS232 or Ethernet or infrared or universal serial bus (USB). 11. A wireless interactive system for near-field reality games as described in claim 9 of the patent application, wherein a general computer, a notebook computer, a general mobile phone, a smart phone, a PDA phone, and the like are connected to the game communication device. On-Board-Unit (OBU) ... and other electronic devices that can be used to load game code and computer code, which is a platform for game code and computer code operation. 12. The system of wireless interactive interaction of the near-field reality game as described in claim 9 wherein the game servo management center manages and stores the game data management of the event triggering device and the event triggering device of each connection. System, a 30 201116324 game information exchange system for management information transmission, and an identity authentication system for verifying identity and issuing recognized identification. 13. (Same as item 9), as described in claim 9, wherein the event triggering device can trigger a device event navigation mechanism with a single, double or majority event triggering device. , event trigger mechanism, virtual reality store mechanism and virtual reality conversion mechanism. 14. The operational process of the game event navigation mechanism, the event trigger mechanism, the virtual reality store mechanism, and the virtual reality conversion mechanism as described in claim 13 of the patent application scope. 15. The application of the near-field real-life 钲 g g 叙 叙 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中 其中Data, perform role-playing mechanisms, behavioral strategy mechanisms, and chat communication mechanisms. 十一、eleven, 3131
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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105469330A (en) * 2015-11-23 2016-04-06 镇江市高等专科学校 Intelligent scenic spot tour guide system based on task completion
US9875442B2 (en) 2013-11-29 2018-01-23 Tencent Technology (Shenzhen) Company Limited Method, apparatus, and artificial intelligence editor for implementing artificial intelligence behavior
TWI619048B (en) * 2017-01-26 2018-03-21 智崴資訊科技股份有限公司 Virtual reality operating system and operating method for the same
TWI778663B (en) * 2020-06-15 2022-09-21 美商尼安蒂克公司 Computer-implemented method for exchanging game items in a location-based game, and related non-transitory computer-readable storage medium and online system

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9875442B2 (en) 2013-11-29 2018-01-23 Tencent Technology (Shenzhen) Company Limited Method, apparatus, and artificial intelligence editor for implementing artificial intelligence behavior
CN105469330A (en) * 2015-11-23 2016-04-06 镇江市高等专科学校 Intelligent scenic spot tour guide system based on task completion
TWI619048B (en) * 2017-01-26 2018-03-21 智崴資訊科技股份有限公司 Virtual reality operating system and operating method for the same
TWI778663B (en) * 2020-06-15 2022-09-21 美商尼安蒂克公司 Computer-implemented method for exchanging game items in a location-based game, and related non-transitory computer-readable storage medium and online system
US11701593B2 (en) 2020-06-15 2023-07-18 Niantic, Inc. Player device proximity detection for a location-based game

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