TWI602602B - The method of judging the score of somatosensory game - Google Patents
The method of judging the score of somatosensory game Download PDFInfo
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- 230000003238 somatosensory effect Effects 0.000 title claims description 43
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- 210000003127 knee Anatomy 0.000 description 2
- 210000003205 muscle Anatomy 0.000 description 2
- 230000008569 process Effects 0.000 description 2
- 230000002040 relaxant effect Effects 0.000 description 2
- 230000033764 rhythmic process Effects 0.000 description 2
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Description
本發明係關於一種體感式遊戲機之分數判定方法,尤指一種設有第一、第二判斷範圍及第一、第二預定時間,且第一判斷範圍小於第二判斷範圍、該第一預定時間短於第二預定時間,而該第一及第二判斷範圍分別對應一第一分數值及一第二分數值,該第二分數值係低於該第一分數值之分數判定方法。The present invention relates to a method for determining a score of a somatosensory gaming machine, and more particularly to a first and second determination range and first and second predetermined times, and the first determination range is smaller than the second determination range, the first The predetermined time is shorter than the second predetermined time, and the first and second determination ranges respectively correspond to a first score value and a second score value, and the second score value is a score determination method lower than the first score value.
按,雖然全球各種經濟、貿易活動迅速發展,帶動物質與資訊便捷地在各地流通,使得人們得以享受前所未見的便利,然而,隨著社會結構大幅變遷以及生活環境與形態的轉變,人們所承受的壓力亦日漸沉重。研究指出,當人們從事適度的休閒活動,在活動過程所獲得的調適效果能給予人們對抗生活問題與壓力的內在力量,進而使人們能將現實生活問題與壓力視為一種奮鬥向上的機會,而非無可救藥的困局,因此,適度的休閒活動不但能有效降低壓力所帶來的負面效果,甚至能將壓力轉化成正向的力量,緣此,為能排遣日常生活所累積的各種壓力,人們除了追求物質層面的享受之外,更是越來越重視各種精神層面的休閒活動,以致近年來休閒產業蓬勃發展且日益興盛。According to the rapid development of various economic and trade activities around the world, the direct circulation of materials and information in various places makes people enjoy the convenience that has never been seen before. However, with the great changes in social structure and the changes in living environment and form, people The pressure on it is also getting heavier. The study pointed out that when people engage in moderate leisure activities, the adjustment effect obtained during the activity process can give people the inner strength to confront life problems and stress, so that people can regard real life problems and pressures as an opportunity to struggle. It is not a hopeless situation. Therefore, moderate leisure activities can not only effectively reduce the negative effects of stress, but also transform stress into positive force. Therefore, the pressures accumulated for daily life can be accumulated. In addition to pursuing the enjoyment of material aspects, people pay more and more attention to leisure activities of various spiritual levels. As a result, the leisure industry has flourished and prospered in recent years.
隨著人們對休閒活動的重視以及各式休閒產業的發展,各種大型遊戲機不僅現蹤於一般的休閒、娛樂中心,在許多購物中心甚至觀光風景區等場所,也越來越容易發現這些大型遊戲機,因此,消費者或遊客在放鬆身心進行購物或觀光之餘,更能藉由該等大型遊戲機大展身手一番,並排遣平日累積的壓力。目前的大型遊戲機已發展出許多類型的遊戲,如:音樂節奏類型、運動類型(如:投籃機、氣動球…等)或射擊類型…等。其中,體感式遊戲機經常被應用於俗稱「跳舞機」類型的大型遊戲機,由於該等體感式遊戲機同時能兼具音樂節奏類型遊戲機與運動類型遊戲機的優點,令玩家在享受喜愛的音樂之餘還能夠活動筋骨,因此廣受玩家們的喜愛,此外,對於某些技巧熟練的玩家而言,在透過此類體感式遊戲機進行遊戲的過程中,更能夠因為高超的舞技而吸引眾人的目光,進而在心理上獲得極大的滿足。由於音樂、節奏類型的體感式遊戲機具有前述之各種優點,因此休閒產業的各大廠商紛紛投入大量資源進行研發,並各自推出了各具特色的音樂類型遊戲機。With the emphasis on leisure activities and the development of various leisure industries, various large-scale game machines are not only found in general leisure and entertainment centers, but also in many shopping centers and even sightseeing spots. The game machine, therefore, consumers or tourists, while relaxing and shopping or sightseeing, can also play a role in these large game consoles, and the pressure accumulated on weekdays. The current large game consoles have developed many types of games, such as: music rhythm type, sport type (such as: shooting machine, pneumatic ball, etc.) or shooting type...etc. Among them, the somatosensory game machine is often applied to a large-scale game machine of the type commonly called "dance machine". Since the somatosensory game machine can simultaneously have the advantages of the music rhythm type game machine and the sport type game machine, the player is In addition to enjoying your favorite music, you can also be active in the muscles, so it is very popular among players. In addition, for some skilled players, in the process of playing through such somatosensory game consoles, it is even better because of superb The dance technique attracts everyone's attention and is thus greatly satisfied psychologically. Since the music and rhythm-type somatosensory game machines have the aforementioned various advantages, the major manufacturers of the leisure industry have invested a lot of resources in research and development, and each has launched a unique music type game machine.
雖然,如同前述,該等音樂、節奏類型的體感式遊戲機確實對玩家極具魅力,然而,如何保持玩家對遊戲的熱情?則係另一個重要的課題。查,一般體感式遊戲機判定玩家成績之方式,係透過一體感單元感應玩家的實際動作(玩家舞步),並將玩家舞步與遊戲預設之一連串預設舞步相比對,並根據兩者相似的程度,給予玩家對應的積分。倘若玩家舞步與預設舞步越相似,則玩家能獲取較高的積分;反之,倘玩家舞步與預設舞步間有諸多差異,則玩家所獲取之積分將相對較低。由前述說明可明顯看出,如何判定玩家舞步與預設舞步是否相符,乃此等體感式遊戲機重要的技術之一,且更是影響玩家成績好壞最關鍵的技術之一。觀察市場上玩家反應可以發現,倘若將判定標準設定得過於嚴格,對於一般技巧普通、僅希望透過體感式遊戲機活動筋骨並娛樂身心的玩家而言,常常會在進行過幾次遊戲之後,因為總是獲得不佳的成績,而漸漸對遊戲喪失興趣,甚至開始抱怨,完全悖離原本放鬆心情的初衷;然而,倘若將判定標準設定得過於寬鬆,雖然能吸引到前述技巧普通的玩家,但對於一些專家級的高手而言,縱使技巧再純熟,獲得的成績也與一般人無異,久而久之,便會覺得此等判定標準設定得過於寬鬆的體感式遊戲機沒有挑戰性,而漸漸喪失興趣。Although, as mentioned above, these music, rhythm-type somatosensory game consoles are indeed very attractive to players, however, how to maintain the player's passion for the game? It is another important topic. Check that the general somatosensory game machine determines the player's performance by sensing the actual action of the player (the player's dance step) through the unitary sense unit, and comparing the player's dance step with one of the preset presets of the game preset, and according to the two The degree of similarity gives the player the corresponding points. If the player's dance step is more similar to the preset dance step, the player can obtain a higher score; conversely, if there are many differences between the player's dance step and the preset dance step, the player's score will be relatively low. It can be clearly seen from the foregoing description that how to determine whether the player's dance steps are consistent with the preset dance steps is one of the important techniques of such a somatosensory game machine, and is one of the most critical techniques affecting the player's performance. Observing the player's reaction in the market, we can find that if the criteria are set too strict, for players who are generally ordinary and only want to use the somatosensory game to move their muscles and entertain themselves, often after several games. Because I always get poor results, I gradually lose interest in the game, and even start to complain, completely out of the original intention of relaxing; however, if the criteria are set too loose, although it can attract the ordinary players of the above skills, However, for some expert-level experts, even if the skills are more sophisticated, the results obtained are the same as those of ordinary people. Over time, they will feel that these judgment criteria are too loose and the game console is not challenging, but gradually loses. interest.
由以上說明可知,習知體感式遊戲機過於死板的分數判定方式,在實際應用上將造成一種兩難的局面,無法迎合各種不同玩家的需求,故,如何設計出一種體感式遊戲機之分數判定方法,能夠讓一般技巧普通的玩家也能享受到遊戲的樂趣,同時,也能夠激勵技術精湛的玩家為獲取高分反覆進行遊戲,即成為本發明在此所欲探討之一重要課題。It can be seen from the above description that the conventional method of determining the score of the somatosensory game machine is too rigid and will cause a dilemma in practical application, which cannot meet the needs of various players. Therefore, how to design a somatosensory game machine The score determination method can make the general skill players enjoy the fun of the game, and at the same time, it can also motivate the skilled players to obtain the high score and repeat the game, which is an important subject of the present invention.
有鑑於,發明人為解決前述之問題,乃根據其多年來服務於相關技術領域的實務經驗,經過反覆設計、調整與驗證,終於開發設計出本發明之一種體感式遊戲機之分數判定方法,以期能藉本發明一舉改善習知體感式遊戲機的缺陷。In view of the above problems, the inventors have finally developed and designed a score determination method for a somatosensory game machine according to the present invention based on its practical experience in the related technical field for many years, through repeated design, adjustment and verification. It is expected that the defects of the conventional somatosensory game machine can be improved by the present invention.
本發明之一目的,係提供一種體感式遊戲機之分數判定方法,該分數判定方法係應用於一體感式遊戲機上,該體感式遊戲機包括一控制單元、一體感單元(如:三維深度感應器)、一儲存單元及一顯示單元,其中該控制單元分別電氣連接至該體感單元、儲存單元及顯示單元,該體感單元能偵測一玩家的動作,並產生一體感訊息,該儲存單元係儲存一遊戲軟體,該顯示單元則能顯示出該遊戲軟體的遊戲畫面,該方法係使該控制單元執行下列步驟:讀取該遊戲軟體,並在該顯示單元上顯示出一遊戲畫面,且建立對應於該遊戲畫面之一第一座標;根據該遊戲軟體設定複數個分數判斷時間點;接收該體感單元傳來之體感訊息,並根據該體感訊息的內容,產生一人體骨架資訊及對應於該人體骨架資訊之一第二座標,該人體骨架資訊能將玩家肢體區分為複數個判別部位(如:頭、肩、肘、掌、臀、膝或腳板等),並判斷各別判別部位對應於該第二座標之座標點(例如以玩家軀幹做為座標中心,判斷各別判別部位對應於玩家軀幹之相對位置),該第二座標之各座標點係與該第一座標相對應;在達到任一分數判斷時間點時,在該第一座標上設定一第一判斷範圍(可能顯示在畫面上也可能不顯示在畫面上)及一第二判斷範圍,該第一判斷範圍係小於該第二判斷範圍,且位在該第二判斷範圍內;判斷該玩家之一判別部位在該第二座標上所對應之座標點;自該分數判斷時間點起,若在一第一預定時間內,該判別部位移動至對應於該第一判斷範圍之座標點,則記錄一第一分數值;自該分數判斷時間點起,若在一第二預定時間內,該判別部位移動至對應於該第二判斷範圍之座標點,但並未在該第一預定時間內,移動至對應於該第一判斷範圍之座標點,則記錄一第二分數值,其中該第二預定時間係長於該第一預定時間,該第二分數值係低於該第一分數值;將對應於各別分數判斷時間點之第一分數值或第二分數值進行加總,以獲得一玩家成績。如此,若玩家在遊戲進行到分數判斷時間點時,只將特定判別部位移動至第二判斷範圍內(意即,未精確地移動到正確位置,但接近正確位置),仍能夠獲得一定的積分,而不會因為過份嚴格的遊戲規則,而總是獲得不佳的成績,導致玩家漸漸對遊戲喪失興趣;此外,尚能夠激勵玩家為獲取高分,反覆進行遊戲,而不會因為過份寬鬆的遊戲規則,導致玩家覺得沒有挑戰性,而漸漸喪失興趣。An object of the present invention is to provide a method for determining a score of a somatosensory gaming machine, the score determining method being applied to a one-piece gaming machine, the body-sensing gaming machine comprising a control unit and an integrated sensing unit (eg: a three-dimensional depth sensor, a storage unit and a display unit, wherein the control unit is electrically connected to the somatosensory unit, the storage unit and the display unit, respectively, and the somatosensory unit can detect a player's motion and generate a unitary message. The storage unit stores a game software, and the display unit can display the game screen of the game software. The method causes the control unit to perform the following steps: reading the game software and displaying a display on the display unit. a game screen, and establishing a first coordinate corresponding to the game screen; determining a time point according to the plurality of scores according to the game software; receiving the somatosensory message sent by the somatosensory unit, and generating according to the content of the somatosensory message a human skeleton information and a second coordinate corresponding to one of the human skeleton information, the human skeleton information can distinguish the player's limb into a plurality of Other parts (such as: head, shoulders, elbows, palms, buttocks, knees or feet), and determine that the respective discriminating points correspond to the coordinate points of the second coordinates (for example, using the player's torso as the coordinate center to determine the individual discriminant The position corresponds to the relative position of the player's torso, and the coordinate points of the second coordinate correspond to the first coordinate; when any score determination time point is reached, a first determination range is set on the first coordinate ( It may be displayed on the screen or not on the screen) and a second determination range, the first determination range is smaller than the second determination range, and is located in the second determination range; determining one of the player's discriminating parts a coordinate point corresponding to the second coordinate; since the score determination time point, if the determination position moves to a coordinate point corresponding to the first determination range within a first predetermined time, a first record is recorded a fractional value; if the discriminating portion moves to a coordinate point corresponding to the second judging range within a second predetermined time from the judging time point, but does not move within the first predetermined time Corresponding to the coordinate point of the first determination range, recording a second score value, wherein the second predetermined time is longer than the first predetermined time, the second score value is lower than the first score value; The first score value or the second score value of the respective score judgment time points is summed to obtain a player score. In this way, if the player moves only the specific discriminating portion to the second judging range when the game proceeds to the score judging time point (ie, does not accurately move to the correct position but approaches the correct position), a certain score can still be obtained. Not because of excessively strict rules of the game, but always get poor results, causing players to gradually lose interest in the game; in addition, it can also motivate players to get high scores and play games repeatedly, not because of excessive Loose game rules lead players to feel unchallenged and gradually lose interest.
為便 貴審查委員能對本發明目的、技術特徵及其功效,做更進一步之認識與瞭解,茲舉實施例配合圖式,詳細說明如下:For your convenience, the review committee can make a further understanding and understanding of the purpose, technical features and effects of the present invention. The embodiments are combined with the drawings, and the details are as follows:
【00010】 本發明係一種體感式遊戲機之分數判定方法,請參閱第1圖所示,係本發明較佳實施例之主要元件連接關係示意圖。該分數判定方法係應用於一體感式遊戲機1上,該體感式遊戲機1包括一控制單元11、一體感單元12(如:三維深度感應器)、一儲存單元13及一顯示單元14。其中,該控制單元11係分別電氣連接至該體感單元12、儲存單元13及顯示單元14。該體感單元12能偵測一玩家的動作,並據以產生一體感訊息,且將該體感訊息發送予該控制單元11。該儲存單元13係儲存有至少一遊戲軟體2,以令該控制單元11能讀取並執行儲存於該儲存單元13之該遊戲軟體2。該顯示單元14能被該控制單元11所驅動,進而能顯示出該遊戲軟體2之一遊戲畫面(如第2圖所示),以供一玩家進行體感式遊戲。 【00011】 請參閱第1圖及第3圖所示,在本發明之較佳實施例中,本發明之分數判定方法係使該控制單元11能在讀取該遊戲軟體2,並驅動該顯示單元14顯示出該遊戲畫面後,建立對應於該遊戲畫面之一第一座標(圖式未顯示);此外,該控制單元11能接收該體感單元12傳來之體感訊息,並根據該體感訊息的內容,產生一人體骨架資訊3及對應於該人體骨架資訊3之一第二座標(圖式未顯示)。其中,該人體骨架資訊3係能將玩家的肢體區分為複數個判別部位31(如:頭、肩、肘、掌、臀、膝或腳板等),並判斷各別判別部位31對應於該第二座標之座標點(例如以玩家軀幹做為座標中心,判斷各別判別部位31對應於玩家軀幹之相對位置)。該第二座標之各座標點係與該第一座標相對應。 【00012】 復請參閱第1圖及第3圖所示,該控制單元11在讀取該遊戲軟體2之後,尚能根據該遊戲軟體2設定複數個分數判斷時間點。嗣,在達到任一分數判斷時間點時,該控制單元11能在該第一座標上設定一第一判斷範圍21及一第二判斷範圍22,該第一判斷範圍21係小於該第二判斷範圍22,且位在該第二判斷範圍22內。在此一較佳實施例中,該第一判斷範圍21係被顯示在遊戲畫面上(如第2圖所示),而該第二判斷範圍22則未顯示於遊戲畫面上。惟,本發明並不以此為限,實際施作上,亦可將該第二判斷範圍22以不同的顯示方式呈現於遊戲畫面上,以供玩家參考;或者,亦可完全不顯示該第一判斷範圍21及第二判斷範圍22,僅透過其他顯示圖形提示玩家後續應進行的動作,藉此提高遊戲的挑戰性;甚至,將是否在畫面上顯示該第一判斷範圍21及第二判斷範圍22,設計成玩家可自由選擇的選項,令初次接觸的玩家得選擇顯示該第一判斷範圍21及第二判斷範圍22,以循序漸進磨練技巧,而使技巧已十分熟練且有意挑戰更高難度玩法的玩家,得以選擇隱藏該第一判斷範圍21及第二判斷範圍22。其具體變化得視實際情況自由變化,以上所列僅係例示本發明可能的幾種實施方式,並非本發明權利範圍之限制,合先敘明。 【00013】 承上,在達到任一分數判斷時間點時,該控制單元11能根據該體感單元12傳來之體感訊息,判斷該玩家之一判別部位31在該第二座標上所對應之座標點。自該分數判斷時間點起,若在一第一預定時間(舉例而言,2秒鐘)內,該判別部位31移動至對應於該第一判斷範圍21內之座標點,則該控制單元11會記錄一第一分數值(舉例而言,給予積分5分之獎勵);然而,倘若自該分數判斷時間點起,在一第二預定時間(舉例而言,3秒鐘)內,該判別部位31移動至對應於該第二判斷範圍22內之座標點,但並未在該第一預定時間內,移動至對應於該第一判斷範圍21內之座標點,則該控制單元11將會記錄一第二分數值(舉例而言,給予積分3分之獎勵)。前述之該第二預定時間係長於該第一預定時間,該第二分數值係低於該第一分數值。換言之,在達到該分數判斷時間點時,便同時開始判斷該判別部位31是否落入對應於該第一判斷範圍21或第二判斷範圍22內之座標點,且由於該第二判斷範圍22係大於該第一判斷範圍21,故,無論是否滿足「在一第一預定時間內移動至對應於該第一判斷範圍21內之座標點」之條件,只要在該第二預定時間內有移入該第二判斷範圍22,則至少可確保玩家能獲取較低之該第二分數值。然而,若玩家自該分數判斷時間點起,成功地在第一預定時間內,將該判別部位31移動至對應於該第一判斷範圍21內之座標點,則可獲取較高之該第一分數值。再換言之,倘若自該分數判斷時間點起,已超過該第一預定時間,但仍未抄過該第二預定時間,此時無論玩家將該判別部位31移動至對應於該第一判斷範圍21內之座標點,或移動至對應於該第二判斷範圍22內之座標點,都只能獲得較低之該第二分數值。 【00014】 為能清楚地說明本發明之運作流程,茲僅藉第4A及4B圖所示之主要步驟流程圖,搭配第1及3圖所示之元件編號,說明本發明之運作流程。該方法係使該控制單元11執行下列步驟: (401)讀取該遊戲軟體2,並在該顯示單元14上顯示出一遊戲畫面,且建立對應於該遊戲畫面之一第一座標; (402)根據該遊戲軟體2設定複數個分數判斷時間點; (403)接收該體感單元12傳來之體感訊息,並根據該體感訊息的內容,產生一人體骨架資訊3及對應於該人體骨架資訊3之一第二座標; (404)在達到任一分數判斷時間點時,在該第一座標上設定一第一判斷範圍21及一第二判斷範圍22; (405)判斷該玩家之一判別部位31在該第二座標上所對應之座標點; (406)自該分數判斷時間點起,該判別部位31是否在一第二預定時間內,移動至對應於該第二判斷範圍22之座標點,若是,進入步驟(407),否則,進入步驟(408); (407)自該分數判斷時間點起,該判別部位31是否在一第一預定時間內,移動至對應於該第一判斷範圍21之座標點,若是,進入步驟(409),否則,進入步驟(410); (408)不記錄分數值,進入步驟(411); (409)記錄一第一分數值,進入步驟(411); (410)記錄一第二分數值,進入步驟(411); (411)判斷是否已完成所有分數判斷時間點之分數判定,若是,進入步驟(412),否則,返回步驟(404);及 (412)將對應於各別分數判斷時間點之第一分數值或第二分數值進行加總,以獲得一玩家成績。 【00015】 由以上說明可知,在該控制單元11分別於各該分數判斷時間點,記錄下對應於各該分數判斷時間點之第一分數值或第二分數值後,該控制單元11會將對應於各別分數判斷時間點之第一分數值或第二分數值進行加總,以獲得對應於該次遊戲之一玩家成績。如此,透過本發明之分數判定方法,若玩家在遊戲進行到分數判斷時間點時,只將特定判別部位31移動至第二判斷範圍22內(意即,未精確地移動到正確位置,但接近正確位置),仍能夠獲得一定的積分,而不會因為過份嚴格的遊戲規則,而總是獲得不佳的成績,導致玩家漸漸對遊戲喪失興趣;此外,尚能夠激勵玩家為獲取高分,反覆進行遊戲,而不會因為過份寬鬆的遊戲規則,導致玩家覺得沒有挑戰性,而漸漸喪失興趣。 【00016】 在此特別一提者,雖然前述實施例中僅提及設定該第一判斷範圍21及該第二判斷範圍22,惟,實際施作時並不以此為限,該體感式遊戲機1之設計廠商,亦可視實際需要,設計更多大小不同的判斷範圍、時間長短互異的預定時間,並將其組合的條件分別設定為不同高低之分數值,以豐富遊戲內容的變化性。甚至,該控制單元11亦可驅動該顯示單元14,將對應於不同高低分數值之回饋訊息(如:Perfect、Great、Good或Miss等)顯示於該遊戲畫面上。舉例而言,若玩家成功地在一第一預定時間內,將該判別部位31移動至對應於該第一判斷範圍21之座標點,則在該第一預定時間結束後(或該判別部位31移動至對應於該第一判斷範圍21之座標點時),該控制單元11能驅動該顯示單元14在該遊戲畫面上顯示出一第一回饋訊息(如:Perfect);若玩家並未在第一預定時間內,將該判別部位31移動至對應於該第一判斷範圍21之座標點,但有在第二預定時間內,將該判別部位31移動至對應於該第二判斷範圍22之座標點,則在該第二預定時間結束後,該控制單元11能驅動該顯示單元14在該遊戲畫面上顯示出一第二回饋訊息(如:Great)。如此,透過前述第一、第二回饋訊息之呈現,能增添玩家與該體感式遊戲機1間的互動性。此外,在本發明之其他實施方式中,該控制單元11尚能夠記錄該判別部位31在該第一預定時間內(或第二預定時間內),停留在該第一判斷範圍21(或第二判斷範圍22)內之時間,並根據該停留時間(舉例而言,1秒)與該第一預定時間(或第二預定時間)求得一比值,並透過該比值調整(如,相乘)所對應之第一分數值(或第二分數值)。如此,當某一特定舞步係要求玩家將特定判別部位31持續停留在第一判斷範圍21,若某一玩家僅將該判別部位31短暫地移入對應之該第一判斷範圍21,則其所獲得的分數將低於將該判別部位31持續停留在該第一判斷範圍21的另一玩家。據此,藉由該比值對第一分數值(或第二分數值)之調整,將能使玩家表現更忠實地被反應在所獲得的成績上。 【00017】 按,以上所述,僅係本發明之較佳實施例,惟,本發明所主張之權利範圍,並不侷限於此,按凡熟悉該項技藝人士,依據本發明所揭露之技術內容,可輕易思及之等效變化,均應屬不脫離本發明之保護範疇。[00010] The present invention is a method for judging the score of a somatosensory game machine. Please refer to FIG. 1 , which is a schematic diagram showing the connection relationship of main components of the preferred embodiment of the present invention. The score determination method is applied to the integrated game machine 1 . The body game machine 1 includes a control unit 11 , an integrated unit 12 (eg, a three-dimensional depth sensor), a storage unit 13 , and a display unit 14 . . The control unit 11 is electrically connected to the somatosensory unit 12, the storage unit 13, and the display unit 14, respectively. The somatosensory unit 12 can detect the action of a player, and accordingly generate a unity message, and send the somatosensory message to the control unit 11. The storage unit 13 stores at least one game software 2 to enable the control unit 11 to read and execute the game software 2 stored in the storage unit 13. The display unit 14 can be driven by the control unit 11, and can display a game screen of the game software 2 (as shown in FIG. 2) for a player to perform a somatosensory game. [00011] Referring to Figures 1 and 3, in a preferred embodiment of the present invention, the score determination method of the present invention enables the control unit 11 to read the game software 2 and drive the display. After the game screen is displayed, the unit 14 establishes a first coordinate corresponding to the game screen (not shown); in addition, the control unit 11 can receive the somatosensory message sent by the somatosensory unit 12, and according to the The content of the somatosensory message generates a human skeleton information 3 and a second coordinate corresponding to the human skeleton information 3 (not shown). The human skeleton information 3 system can distinguish the player's limb into a plurality of discriminating points 31 (eg, head, shoulder, elbow, palm, hip, knee or foot board, etc.), and determine that the respective discriminating portion 31 corresponds to the first The coordinates of the two coordinates (for example, using the player's torso as a coordinate center, and judging that the respective discrimination points 31 correspond to the relative positions of the player's torso). Each coordinate point of the second coordinate corresponds to the first coordinate. [00012] Referring to FIGS. 1 and 3, after the game software 2 is read, the control unit 11 can determine a plurality of score determination time points based on the game software 2. The control unit 11 can set a first determination range 21 and a second determination range 22 on the first coordinate, the first determination range 21 is smaller than the second determination. The range 22 is located within the second determination range 22. In this preferred embodiment, the first determination range 21 is displayed on the game screen (as shown in FIG. 2), and the second determination range 22 is not displayed on the game screen. However, the present invention is not limited thereto. Actually, the second determination range 22 may be presented on the game screen in different display manners for the player to refer to; or, the first determination range may not be displayed at all. The determination range 21 and the second determination range 22 merely prompt the player to perform subsequent actions through other display graphics, thereby improving the challenge of the game; and even whether the first determination range 21 and the second determination are displayed on the screen. The range 22 is designed as an option that the player can freely select, so that the first-time player has to choose to display the first judgment range 21 and the second judgment range 22 to gradually honing the skill, and the skill is very skilled and intentionally challenged higher. The player of the difficulty game can choose to hide the first judgment range 21 and the second judgment range 22. The specific changes are subject to change without departing from the actual circumstances. The above list is merely illustrative of several possible embodiments of the present invention and is not intended to limit the scope of the invention. [00013] The control unit 11 can determine, according to the somatosensory message sent by the somatosensory unit 12, that the discriminating part 31 of the player corresponds to the second coordinate when the score point is reached. Punctuation point. From the score judgment time point, if the discriminating portion 31 moves to a coordinate point corresponding to the first judging range 21 within a first predetermined time (for example, 2 seconds), the control unit 11 A first score value will be recorded (for example, a reward of 5 points for the score); however, if the score is judged from the time point, within a second predetermined time (for example, 3 seconds), the discrimination When the portion 31 moves to a coordinate point corresponding to the second determination range 22, but does not move to a coordinate point corresponding to the first determination range 21 within the first predetermined time, the control unit 11 will Record a second score (for example, give a bonus of 3 points). The second predetermined time is longer than the first predetermined time, and the second fractional value is lower than the first fractional value. In other words, when the score determination time point is reached, it is simultaneously determined whether the determination portion 31 falls within a coordinate point corresponding to the first determination range 21 or the second determination range 22, and since the second determination range 22 is More than the first determination range 21, so whether or not the condition of "moving to a coordinate point corresponding to the first determination range 21 within a first predetermined time" is satisfied, as long as the second predetermined time is moved in the second predetermined time The second determination range 22 ensures that at least the player can obtain the lower second score. However, if the player successfully moves the determination portion 31 to the coordinate point corresponding to the first determination range 21 within the first predetermined time from the score determination time point, the player can obtain the higher first Score value. In other words, if the first predetermined time has elapsed since the score determination time point, but the second predetermined time has not been copied, the player moves the determination portion 31 to correspond to the first determination range 21 at this time. The inner coordinate point, or moving to the coordinate point corresponding to the second determination range 22, can only obtain the lower second score value. [00014] In order to clearly illustrate the operational flow of the present invention, the operational flow of the present invention will be described by using only the main steps of the flowcharts shown in FIGS. 4A and 4B, together with the component numbers shown in FIGS. 1 and 3. The method causes the control unit 11 to perform the following steps: (401) reading the game software 2, and displaying a game screen on the display unit 14, and establishing a first coordinate corresponding to the game screen; (402 Setting a plurality of score determination time points according to the game software 2; (403) receiving a somatosensory message transmitted from the somatosensory unit 12, and generating a human skeleton information 3 according to the content of the somatosensory message and corresponding to the human body a second coordinate of the skeleton information 3; (404) setting a first determination range 21 and a second determination range 22 on the first coordinate when reaching any score determination time point; (405) determining the player's a coordinate point corresponding to the discriminating portion 31 on the second coordinate; (406) whether the discriminating portion 31 moves to correspond to the second judging range 22 within a second predetermined time from the score judging time point The coordinate point, if yes, proceeds to step (407), otherwise, proceeds to step (408); (407) from the score determination time point, whether the determination portion 31 moves to correspond to the first predetermined time A judgment point 21 of the coordinate point, if yes, proceeds to step (409), otherwise, proceeds to step (410); (408) does not record the score value, proceeds to step (411); (409) records a first score value, enters the step (411); (410) recording a second score value, proceeding to step (411); (411) determining whether the score determination of all score determination time points has been completed, and if so, proceeding to step (412), otherwise, returning to step (404) And (412) summing the first score value or the second score value corresponding to the respective score judgment time points to obtain a player score. [00015] As can be seen from the above description, after the control unit 11 records the first score value or the second score value corresponding to each score determination time point at each score determination time point, the control unit 11 will The first score value or the second score value corresponding to the respective score judgment time points is summed to obtain a player score corresponding to one of the games. Thus, with the score determination method of the present invention, if the player moves to the score determination time point, only the specific determination portion 31 is moved into the second determination range 22 (that is, the position is not accurately moved to the correct position, but is close to The correct position), still get a certain amount of points, and will not always get poor results due to excessively strict rules of the game, causing players to gradually lose interest in the game; in addition, can still motivate players to get high scores, The game is played repeatedly, and the player is not challenged because of excessively loose game rules, and gradually loses interest. [00016] In particular, although the first embodiment only refers to setting the first determination range 21 and the second determination range 22, the actual implementation is not limited thereto. The design manufacturer of the game machine 1 can also design more different judgment ranges and different time periods according to actual needs, and set the combined conditions to different levels of high and low values to enrich the game content. Sex. In addition, the control unit 11 can also drive the display unit 14 to display feedback information (such as: Perfect, Great, Good, or Miss) corresponding to different high and low score values on the game screen. For example, if the player successfully moves the determination portion 31 to a coordinate point corresponding to the first determination range 21 within a first predetermined time, after the first predetermined time ends (or the determination portion 31) When moving to the coordinate point corresponding to the first determination range 21, the control unit 11 can drive the display unit 14 to display a first feedback message (such as: Perfect) on the game screen; if the player is not in the first The determination portion 31 is moved to a coordinate point corresponding to the first determination range 21 for a predetermined time, but the determination portion 31 is moved to a coordinate corresponding to the second determination range 22 within a second predetermined time. At the end of the second predetermined time, the control unit 11 can drive the display unit 14 to display a second feedback message (eg, Great) on the game screen. In this way, the interaction between the player and the somatosensory gaming machine 1 can be increased through the presentation of the first and second feedback messages. In addition, in other embodiments of the present invention, the control unit 11 is still capable of recording the discriminating portion 31 within the first predetermined time (or the second predetermined time) and staying in the first determining range 21 (or the second Judging the time in the range 22), and determining a ratio according to the dwell time (for example, 1 second) and the first predetermined time (or the second predetermined time), and adjusting (eg, multiplying) the ratio The corresponding first score value (or second score value). In this way, when a certain dance step requires the player to continuously stop the specific determination portion 31 in the first determination range 21, if a certain player only temporarily moves the determination portion 31 into the corresponding first determination range 21, the obtained The score will be lower than another player who continues to stay at the discriminating portion 31 in the first determination range 21. Accordingly, the adjustment of the first score value (or the second score value) by the ratio will enable the player to be more faithfully reflected in the score obtained. [00017] According to the above description, the preferred embodiments of the present invention are not limited thereto, and the technical scope disclosed in the present invention is not limited thereto. The content, the equivalent changes that can be easily considered, are all without departing from the scope of protection of the present invention.
〔習知〕
無
〔本創作〕
1‧‧‧體感式遊戲機
11‧‧‧控制單元
12‧‧‧體感單元
13‧‧‧儲存單元
14‧‧‧顯示單元
2‧‧‧遊戲軟體
21‧‧‧第一判斷範圍
22‧‧‧第二判斷範圍
3‧‧‧人體骨架資訊
31‧‧‧判別部位[study]
No [this creation]
1‧‧‧Sports game console
11‧‧‧Control unit
12‧‧‧ Somatosensory unit
13‧‧‧ storage unit
14‧‧‧Display unit
2‧‧‧ game software
21‧‧‧First judgment range
22‧‧‧Second judgment range
3‧‧‧ Human Skeleton Information
31‧‧‧Discrimination
[第1圖] 係本發明主要元件連接關係示意圖; [第2圖] 係玩家使用本發明之體感式遊戲機示意圖; [第3圖] 係本發明較佳實施例之判定範圍概念示意圖;及 [第4圖] 係本發明較佳實施例之主要步驟流程圖,第4圖分為4A及4B以便閱讀§銜接點為A及B。[Fig. 1] is a schematic diagram showing the connection relationship of main components of the present invention; [Fig. 2] is a schematic diagram of a somatosensory game machine using the present invention; [Fig. 3] is a conceptual diagram of a determination range of a preferred embodiment of the present invention; And [Fig. 4] is a flow chart of the main steps of the preferred embodiment of the present invention, and Fig. 4 is divided into 4A and 4B for reading § the joint points A and B.
21‧‧‧第一判斷範圍 21‧‧‧First judgment range
22‧‧‧第二判斷範圍 22‧‧‧Second judgment range
3‧‧‧人體骨架資訊 3‧‧‧ Human Skeleton Information
31‧‧‧判別部位 31‧‧‧Discrimination
Claims (7)
Priority Applications (1)
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TW103100901A TWI602602B (en) | 2014-01-10 | 2014-01-10 | The method of judging the score of somatosensory game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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TW103100901A TWI602602B (en) | 2014-01-10 | 2014-01-10 | The method of judging the score of somatosensory game |
Publications (2)
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TW201526956A TW201526956A (en) | 2015-07-16 |
TWI602602B true TWI602602B (en) | 2017-10-21 |
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TW (1) | TWI602602B (en) |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
TWI230088B (en) * | 2000-08-31 | 2005-04-01 | Konami Corp | Game machine, game processing method and, information storage medium |
TW201203089A (en) * | 2010-06-22 | 2012-01-16 | Microsoft Corp | User tracking feedback |
US20130203492A1 (en) * | 2012-02-07 | 2013-08-08 | Krew Game Studios LLC | Interactive music game |
-
2014
- 2014-01-10 TW TW103100901A patent/TWI602602B/en not_active IP Right Cessation
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
TWI230088B (en) * | 2000-08-31 | 2005-04-01 | Konami Corp | Game machine, game processing method and, information storage medium |
TW201203089A (en) * | 2010-06-22 | 2012-01-16 | Microsoft Corp | User tracking feedback |
US20130203492A1 (en) * | 2012-02-07 | 2013-08-08 | Krew Game Studios LLC | Interactive music game |
Also Published As
Publication number | Publication date |
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TW201526956A (en) | 2015-07-16 |
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