TWI674917B - Interactive game system and method of operating the same - Google Patents
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Abstract
一種互動遊戲系統,應用於遊戲平台,包括:輸入載體及角色創建模組,角色創建模組包括:感測單元、第一識別單元及建模單元。其中,感測單元感測輸入載體,且提供第一感測訊號及第二感測訊號;第一識別單元根據第一感測訊號提供模型資訊,且根據第二感測訊號提供繪圖資訊;建模單元根據模型資訊建構第一模型,且根據繪圖資訊提供貼圖;建模單元根據第一模型及貼圖建立客製化角色,且提供客製化角色運行於遊戲平台。 An interactive game system applied to a game platform includes an input carrier and a character creation module. The character creation module includes a sensing unit, a first recognition unit, and a modeling unit. The sensing unit senses the input carrier and provides a first sensing signal and a second sensing signal. The first identification unit provides model information according to the first sensing signal and provides drawing information according to the second sensing signal. The modeling unit constructs a first model according to the model information and provides a map according to the drawing information; the modeling unit establishes a customized role based on the first model and the map, and provides the customized role to run on the game platform.
Description
本發明係有關一種角色創建模組、互動遊戲系統及其操作方法,尤指一種將個人創作應用於一遊戲平台的角色創建模組、互動遊戲系統及其操作方法。 The present invention relates to a character creation module, an interactive game system, and an operation method thereof, and more particularly to a character creation module, an interactive game system, and an operation method for applying personal creation to a game platform.
目前的遊戲,大多都僅能使用遊戲所提供的預設角色進行遊戲,而無法自行創造有自我風格的角色來進行遊戲,因此降低了遊戲的體驗感。為了增加使用者的體驗感,部分的遊戲增加了可自創角色的功能。但此功能僅能在根據遊戲預設的多種外觀中,使用者自選較為喜歡的外觀來創立角色;現行的遊戲並無法完全依照使用者所希望的角色風格來建立遊戲角色。 Most of the current games can only use the preset characters provided by the game to play the game, but cannot create a character with their own style to play the game, thus reducing the game experience. In order to increase the user experience, some games have added the ability to create their own characters. However, this function can only create characters based on the preset appearances of the game, and users can choose the appearance they prefer; the current game cannot completely create the game characters according to the desired style of the user.
因此,如何設計出一種角色創建模組、互動遊戲系統及其操作方法,以根據個人的彩繪風格來建立遊戲角色,並使用客製化的遊戲角色進行遊戲,乃為本案發明人所欲行克服並加以解決的一大課題。 Therefore, how to design a character creation module, an interactive game system, and an operation method thereof to establish a game character according to an individual's drawing style and use a customized game character to play the game is what the inventor of this case wants to overcome. And to solve a major issue.
為了解決上述問題,本發明係提供一種互動遊戲系統,以克服習知技術的問題。因此,本發明互動遊戲系統應用於遊戲平台,包括:輸入載體。及角色創建模組,包括:感測單元,感測輸入載體。第一識別單元,耦接感測單元。及建模單元,耦接第一識別單元。其中,感測單元感測輸入載體,且提供第一感測訊號及第二感測訊號;第一識別單元根據第一感測訊號提供模型資訊,且根據第二感測訊號提供繪圖資訊;建模單元根據模型資訊建構第一模型,且根據繪圖資訊提供貼圖;建模單元根據第一模型及貼圖建立客製化角色,且提供客製化角色運行於遊戲平台。 In order to solve the above problems, the present invention provides an interactive game system to overcome the problems of the conventional technology. Therefore, the interactive game system of the present invention is applied to a game platform and includes: an input carrier. And character creation modules, including: a sensing unit and a sensing input carrier. The first identification unit is coupled to the sensing unit. And a modeling unit, coupled to the first identification unit. The sensing unit senses the input carrier and provides a first sensing signal and a second sensing signal. The first identification unit provides model information according to the first sensing signal and provides drawing information according to the second sensing signal. The modeling unit constructs a first model according to the model information and provides a map according to the drawing information; the modeling unit establishes a customized role based on the first model and the map, and provides the customized role to run on the game platform.
為了解決上述問題,本發明係提供一種角色創建模組,以克服習知技術的問題。因此,本發明角色創建模組將輸入載體應用於遊戲平台,包括:感測單元,感測輸入載體。第一識別單元,耦接感測單元。及建模單元,耦接第一識別單元。其中,感測單元感測輸入載體,且提供第一感測訊號及第二感測訊號;第一識別單元根據第一感測訊號提供模型資訊,且根據第二感測訊號提供繪圖資訊;建模單元根據模型資訊建構第一模型,且根據繪圖資訊提供貼圖;建模單元根據第一模型及貼圖建立客製化角色,且提供客製化角色運行於遊戲平台。 In order to solve the above problems, the present invention provides a role creation module to overcome the problems of the conventional technology. Therefore, the character creation module of the present invention applies an input carrier to a game platform, including a sensing unit and a sensing input carrier. The first identification unit is coupled to the sensing unit. And a modeling unit, coupled to the first identification unit. The sensing unit senses the input carrier and provides a first sensing signal and a second sensing signal. The first identification unit provides model information according to the first sensing signal and provides drawing information according to the second sensing signal. The modeling unit constructs a first model according to the model information and provides a map according to the drawing information; the modeling unit establishes a customized role based on the first model and the map, and provides the customized role to run on the game platform.
為了解決上述問題,本發明係提供一種互動遊戲系統操作方法,以克服習知技術的問題。因此,本發明互動遊戲系統操作方法應用於遊戲平台,包括:提供輸入載體。感測輸入載體,且提供第一感測訊號及第二感測訊號。根據第一感測訊號提供模型資訊,且根據第二感測訊號提供繪圖資訊。根據模型資訊建構第一模型,且根據繪圖資訊提供貼圖。及根據第一模型及貼圖建立客製化角色,且提供客製化角色運行於遊戲平台。 In order to solve the above problems, the present invention provides a method for operating an interactive game system to overcome the problems of conventional technologies. Therefore, the operation method of the interactive game system of the present invention is applied to a game platform, and includes: providing an input carrier. The sensing input carrier provides a first sensing signal and a second sensing signal. Model information is provided according to the first sensing signal, and drawing information is provided according to the second sensing signal. A first model is constructed based on the model information, and a map is provided according to the drawing information. And create a custom character based on the first model and stickers, and provide a custom character to run on the game platform.
為了能更進一步瞭解本發明為達成預定目的所採取之技術、手段及功效,請參閱以下有關本發明之詳細說明與附圖,相信本發明之目的、特徵 與特點,當可由此得一深入且具體之瞭解,然而所附圖式僅提供參考與說明用,並非用來對本發明加以限制者。 In order to further understand the technology, means and effects adopted by the present invention to achieve the intended purpose, please refer to the following detailed description of the present invention and the accompanying drawings. It is believed that the object and features of the present invention As for the characteristics and characteristics, a deep and specific understanding can be obtained therefrom, however, the drawings are provided for reference and explanation only, and are not intended to limit the present invention.
100、100’、100’’‧‧‧互動遊戲系統 100, 100 ’, 100’’‧‧‧ interactive game system
10、10’‧‧‧輸入載體 10, 10’‧‧‧ input carrier
10A‧‧‧識別區域 10A‧‧‧Identification area
A‧‧‧識別註記 A‧‧‧Identification Notes
10B‧‧‧繪圖區域 10B‧‧‧Drawing area
B‧‧‧繪圖 B‧‧‧ Drawing
10C‧‧‧註記區域 10C‧‧‧Note area
C‧‧‧註記 C‧‧‧Notes
20、20’、20’’‧‧‧角色創建模組 20, 20 ’, 20’’‧‧‧ Character Creation Module
202、202’‧‧‧感測單元 202, 202’‧‧‧ sensing unit
204‧‧‧第一識別單元 204‧‧‧The first identification unit
204-1‧‧‧模型識別單元 204-1‧‧‧model recognition unit
204-2‧‧‧圖形轉換單元 204-2‧‧‧Graphic Conversion Unit
206、206’‧‧‧建模單元 206, 206’‧‧‧ modeling unit
208‧‧‧第一儲存單元 208‧‧‧first storage unit
210‧‧‧第二識別單元 210‧‧‧Second identification unit
220‧‧‧動畫單元 220‧‧‧ Animation Unit
222‧‧‧第二儲存單元 222‧‧‧Second storage unit
30‧‧‧遊戲平台 30‧‧‧Game platform
PC、PC’、PC’’‧‧‧客製化角色 PC, PC ’, PC’’‧‧‧Customized character
S1‧‧‧第一感測訊號 S1‧‧‧First sensing signal
S2‧‧‧第二感測訊號 S2‧‧‧Second sensing signal
S3‧‧‧第三感測訊號 S3‧‧‧third sensing signal
Im‧‧‧模型資訊 Im‧‧‧ Model Information
Ime‧‧‧建模資訊 Ime‧‧‧Modeling Information
Id‧‧‧繪圖資訊 Id‧‧‧Drawing Information
In‧‧‧註記資訊 In‧‧‧Note Information
Ia‧‧‧動畫資訊 Ia‧‧‧ Animation Information
S100~S350‧‧‧步驟 S100 ~ S350‧‧‧step
圖1為本發明互動遊戲系統之方塊示意圖;圖2A為本發明輸入載體第一實施例之方塊示意圖;圖2B為本發明輸入載體第二實施例之方塊示意圖;圖3A為本發明角色創建模組第一實施例之方塊示意圖;圖3B為本發明角色創建模組第二實施例之方塊示意圖;圖3C為本發明角色創建模組第二實施例之方塊示意圖;圖4A為本發明互動遊戲系統操作方法第一實施例之流程示意圖;圖4B為本發明互動遊戲系統操作方法第二實施例之流程示意圖;及圖4C為本發明互動遊戲系統操作方法之第三實施例之流程示意圖。 Fig. 1 is a block diagram of an interactive game system according to the present invention; Fig. 2A is a block diagram of a first embodiment of an input carrier according to the present invention; Fig. 2B is a block diagram of a second embodiment of an input carrier according to the present invention; A block diagram of the first embodiment of the group; FIG. 3B is a block diagram of the second embodiment of the character creation module of the present invention; FIG. 3C is a block diagram of the second embodiment of the character creation module of the present invention; FIG. 4A is an interactive game of the present invention FIG. 4B is a schematic flowchart of the second embodiment of the interactive game system operation method of the present invention; and FIG. 4C is a schematic flowchart of the third embodiment of the interactive game system operation method of the present invention.
茲有關本發明之技術內容及詳細說明,配合圖式說明如下:請參閱圖1為本發明互動遊戲系統之方塊示意圖。互動遊戲系統100包括輸入載體10與角色創建模組20,角色創建模組20感測輸入載體10,且建立客製化角色PC運行於遊戲平台30。具體而言,輸入載體10為片狀載體(例如但不限於,紙卡或塑膠片),且提供使用者(玩家)於輸入載體10上創作。角色創建模組20感測輸入載體10上的使用者的創作,且角色創建模組20將片狀載體上的創作 轉換成客製化角色PC。角色創建模組20並提供(例如但不限於:匯出、轉換格式或直接輸出)客製化角色PC至遊戲平台30,以供玩家於遊戲平台30上使用自製的客製化角色PC進行遊戲。值得一提,於本發明之一實施例中,輸入載體10不限定必須為片狀載體,只要可供使用者(玩家)在載體上創作,且可供角色創建模組20感測之輸入載體10,皆應包含在本發明之範疇當中。此外,依據本發明之一實施方式,角色創建模組20並不限定轉換格式。例如但不限於JPEG、JPG、GIF或PNG黨轉換成AUTOCAD、Tinkercad格式等,舉凡可在2D圖檔與3D圖檔之間轉換之方式,揭應包含在本實施例之範疇當中。 The technical content and detailed description of the present invention are described below with reference to the drawings. Please refer to FIG. 1 for a block diagram of the interactive game system of the present invention. The interactive game system 100 includes an input carrier 10 and a character creation module 20. The character creation module 20 senses the input carrier 10 and establishes a customized character PC to run on the game platform 30. Specifically, the input carrier 10 is a sheet-shaped carrier (such as, but not limited to, a paper card or a plastic sheet), and a user (player) is provided to create on the input carrier 10. The character creation module 20 senses the creation of the user on the input carrier 10, and the character creation module 20 changes the creation on the sheet carrier Convert into a custom character PC. The character creation module 20 provides (for example, but not limited to: exporting, converting format, or direct output) a customized character PC to the game platform 30 for players to use the homemade customized character PC to play on the game platform 30 . It is worth mentioning that in one embodiment of the present invention, the input carrier 10 is not limited to a sheet carrier, as long as it can be created by the user (player) on the carrier and can be sensed by the character creation module 20 as the input carrier. 10, all should be included in the scope of the present invention. In addition, according to an embodiment of the present invention, the role creation module 20 is not limited to a conversion format. For example, but not limited to the conversion of JPEG, JPG, GIF or PNG party to AUTOCAD, Tinkercad format, etc., and any method that can convert between 2D and 3D graphics files should be included in the scope of this embodiment.
請參閱圖2A為本發明輸入載體第一實施例之方塊示意圖,復配合參閱圖1。輸入載體10包括識別區域10A與繪圖區域10B,且識別區域10A包括識別註記A。角色創建模組20感測識別區域10A的識別註記A來建構虛擬模型,且虛擬模型為客製化角色PC的基礎架構(例如但不限於:基礎骨架或外觀結構)。其中識別註記A可以為圖形、文字、數字或符號(例如但不限於:汽車圖形或文字”汽車”),只要此識別註記A可供角色創建模組20判斷且提供正確的虛擬模型即可。繪圖區域10B可包括與識別區域10A的識別註記A相呼應的圖形B,且圖形B為對應上述虛擬模型的平面圖形或平面展開圖形。依據本發明之一實施方式,識別註記A為文字”汽車”,繪圖區域10B則為對應識別註記A(文字”汽車”)的平面圖形或平面展開圖形,但是上述實例並非本發明之限制。使用者(玩家)可於繪圖區域10B的圖形B上,繪製個人創作(例如但不限於:著色、繪製線條或圖形)的繪圖。值得一提,於本發明之一實施例中,虛擬模型為三維(3D)的虛擬模型,但不以此為限。換言之,虛擬模型也可為二維(2D)的虛擬模型。 Please refer to FIG. 2A for a block diagram of a first embodiment of an input carrier according to the present invention, and for a detailed description, refer to FIG. 1. The input carrier 10 includes a recognition area 10A and a drawing area 10B, and the recognition area 10A includes a recognition note A. The character creation module 20 senses the recognition note A of the recognition area 10A to construct a virtual model, and the virtual model is a basic structure (such as, but not limited to, a basic skeleton or an appearance structure) of a customized character PC. The identification note A can be a figure, a text, a number, or a symbol (such as, but not limited to, a car graphic or a text "car"), as long as the identification note A can be determined by the character creation module 20 and a correct virtual model can be provided. The drawing area 10B may include a graphic B corresponding to the identification note A of the identification area 10A, and the graphic B is a flat graphic or a flat expanded graphic corresponding to the virtual model. According to an embodiment of the present invention, the identification note A is a text “car”, and the drawing area 10B is a flat graphic or a flat expanded graphic corresponding to the identification note A (text “car”), but the above examples are not a limitation of the present invention. A user (player) can draw a personally-created drawing (such as, but not limited to, coloring, drawing lines, or graphics) on the drawing B of the drawing area 10B. It is worth mentioning that in one embodiment of the present invention, the virtual model is a three-dimensional (3D) virtual model, but it is not limited thereto. In other words, the virtual model may also be a two-dimensional (2D) virtual model.
進一步而言,角色創建模組20感測識別區域10A,以提供對應識別註記A的虛擬模型。並且,角色創建模組20感測繪圖區域10B中,使用者(玩家)所繪製的繪圖,以提供對應繪圖的貼圖。然後,角色創建模組20根據整合虛擬 模型與貼圖完成客製化角色PC。值得一提,於本發明之一實施例中,當使用者未於繪圖區域10B中繪製個人創作時,角色創建模組20可使用預設的貼圖來完成客製化角色PC。 Further, the character creation module 20 senses the recognition area 10A to provide a virtual model corresponding to the recognition note A. In addition, the character creation module 20 senses the drawing drawn by the user (player) in the drawing area 10B to provide a map corresponding to the drawing. Then, the character creation module 20 is based on the integrated virtual Models and textures complete custom character PCs. It is worth mentioning that, in one embodiment of the present invention, when the user does not draw a personal creation in the drawing area 10B, the character creation module 20 may use a preset map to complete a customized character PC.
請參閱圖2B,為本發明輸入載體第二實施例之方塊示意圖。復配合參閱圖1~2A,本實施例之輸入載體10’與圖2A之輸入載體10差異在於,輸入載體10’更包括註記區域10C。註記區域10C提供使用者(玩家)輸入註記C,例如但不限於姓名、電話等圖形、文字、數字或符號的註記。角色創建模組20感測註記區域10C中,使用者(玩家)輸入的註記C,以提供對應註記C的附加註記。並且,角色創建模組20根據整合虛擬模型、貼圖及附加註記完成客製化角色PC’。有關本實施例未敘述的剩餘構件及控制方式,同於圖2A之實施例,在此不再加以贅述。值得一提,於本發明之一實施例中,當使用者未於註記區域10C中輸入註記C時,角色創建模組20可使用預設的附加註記來完成客製化角色PC。 Please refer to FIG. 2B, which is a schematic block diagram of a second embodiment of an input carrier according to the present invention. For the complex cooperation, refer to FIGS. 1 to 2A. The input carrier 10 'of this embodiment is different from the input carrier 10 of FIG. 2A in that the input carrier 10' further includes a note area 10C. The note area 10C provides a user (player) to input the note C, such as, but not limited to, a note such as a name, a phone, and other graphics, characters, numbers, or symbols. The character creation module 20 senses the note C input by the user (player) in the note area 10C to provide an additional note corresponding to the note C. In addition, the character creation module 20 completes a customized character PC 'based on the integrated virtual model, textures, and additional annotations. The remaining components and control methods that are not described in this embodiment are the same as those in the embodiment of FIG. 2A, and will not be repeated here. It is worth mentioning that, in one embodiment of the present invention, when the user does not input the note C in the note area 10C, the character creation module 20 may use a preset additional note to complete the customized character PC.
請參閱圖3A為本發明角色創建模組第一實施例之方塊示意圖,復配合參閱圖1~2B。角色創建模組20包括感測單元202、第一識別單元204、建模單元206及第一儲存單元208,且第一識別單元204耦接感測單元202、建模單元206及第一儲存單元208。感測單元202根據感測識別區域10A而提供第一感測訊號S1,且第一感測訊號S1對應識別註記A。並且,感測單元202根據感測繪圖區域10B而提供第二感測訊號S2,且第二感測訊號S2對應使用者(玩家)所繪製的繪圖。 Please refer to FIG. 3A for a schematic block diagram of the first embodiment of the character creation module of the present invention, and for the cooperation, refer to FIGS. 1 to 2B. The character creation module 20 includes a sensing unit 202, a first recognition unit 204, a modeling unit 206, and a first storage unit 208, and the first recognition unit 204 is coupled to the sensing unit 202, the modeling unit 206, and the first storage unit 208. The sensing unit 202 provides a first sensing signal S1 according to the sensing recognition area 10A, and the first sensing signal S1 corresponds to the recognition note A. In addition, the sensing unit 202 provides a second sensing signal S2 according to the sensing drawing area 10B, and the second sensing signal S2 corresponds to a drawing drawn by a user (player).
第一識別單元204包括模型識別單元204-1與圖形轉換單元204-2,且模型識別單元204-1與圖形轉換單元204-2分別耦接感測單元202與建模單元206。具體而言,模型識別單元204-1接受第一感測訊號S1,且根據第一感測訊號S1提供模型資訊Im。第一儲存單元208耦接模型識別單元204-1,且第一儲存單元208提供建模資訊Ime至模型識別單元204-1。其中,建模資訊Ime包括多個模型資訊Im,建模資訊Ime中的每個模型資訊Im皆有對應的第一感測訊號S1(意即皆有對 應的識別註記A)。模型識別單元204-1根據建模資訊Ime判斷目前接收的第一感測訊號S1對應到哪個模型資訊Im,且根據第一感測訊號S1選定並提供對應到的模型資訊Im至建模單元206。圖形轉換單元204-2將第二感測訊號S2轉換為繪圖資訊Id,且提供繪圖資訊Id至建模單元206,其中繪圖資訊Id對應使用者(玩家)所繪製的繪圖。值得一提,於本發明之一實施例中,第一儲存單元208可為獨立設置的單元且耦接模型識別單元204-1,或整合在模型識別單元204-1之中。 The first recognition unit 204 includes a model recognition unit 204-1 and a graphics conversion unit 204-2, and the model recognition unit 204-1 and the graphics conversion unit 204-2 are respectively coupled to the sensing unit 202 and the modeling unit 206. Specifically, the model recognition unit 204-1 accepts the first sensing signal S1 and provides model information Im according to the first sensing signal S1. The first storage unit 208 is coupled to the model identification unit 204-1, and the first storage unit 208 provides modeling information Ime to the model identification unit 204-1. Among them, the modeling information Ime includes multiple model information Im, and each model information Im in the modeling information Ime has a corresponding first sensing signal S1 (meaning that all pairs have Identification note A). The model recognition unit 204-1 judges which model information Im corresponding to the first sensing signal S1 currently received according to the modeling information Ime, and selects and provides the corresponding model information Im to the modeling unit 206 according to the first sensing signal S1. . The graphics conversion unit 204-2 converts the second sensing signal S2 into drawing information Id, and provides the drawing information Id to the modeling unit 206, where the drawing information Id corresponds to a drawing drawn by a user (player). It is worth mentioning that in one embodiment of the present invention, the first storage unit 208 may be an independently provided unit and coupled to the model identification unit 204-1, or integrated in the model identification unit 204-1.
建模單元206接受模型資訊Im與繪圖資訊Id,且根據模型資訊Im建構對應識別註記A的虛擬模型,虛擬模型為客製化角色PC的基礎架構。建模單元206將繪圖資訊Id轉換成對應繪圖的客製化貼圖,且建模單元206根據虛擬模型及貼圖建立客製化角色PC(例如但不限於:建模單元206將客製化的貼圖貼覆在虛擬模型而建立出客製化角色PC)。然後,建模單元206提供(例如但不限於:匯出、轉換格式或直接輸出)客製化角色PC至遊戲平台30,以供玩家於遊戲平台30上使用自製的客製化角色PC進行遊戲。值得一提,於本發明之一實施例中,當使用者未於繪圖區域10B中繪製個人創作時,圖形轉換單元204-2可提供預設的繪圖資訊Id,且建模單元206將預設的繪圖資訊Id轉換成預設的貼圖來建構客製化角色PC。 The modeling unit 206 receives the model information Im and the drawing information Id, and constructs a virtual model corresponding to the identification note A according to the model information Im. The virtual model is the basic structure of the customized character PC. The modeling unit 206 converts the drawing information Id into a customized map corresponding to the drawing, and the modeling unit 206 creates a customized character PC according to the virtual model and the map (for example, but not limited to: the modeling unit 206 converts the customized map Paste on the virtual model to create a custom character PC). Then, the modeling unit 206 provides (for example, but not limited to: exporting, converting formats, or directly outputting) a customized character PC to the game platform 30 for players to use the homemade customized character PC for games on the game platform 30 . It is worth mentioning that, in an embodiment of the present invention, when the user does not draw a personal creation in the drawing area 10B, the graphics conversion unit 204-2 may provide preset drawing information Id, and the modeling unit 206 will preset The drawing information Id is converted into a default texture to build a customized character PC.
進一步而言,由於輸入載體10中,繪圖區域10B可包括與識別區域10A的識別註記A相呼應的圖形,且圖形可為對應上述虛擬模型的平面展開圖形。因此,使用者(玩家)可將繪圖區域10B的圖形取下,且將圖形組立成實體的立體模型時,使用者(玩家)組立的立體模型對應虛擬模型的基礎架構。因此,當使用者(玩家)已在繪圖區域10B的圖形上繪製個人創作的繪圖,且再將繪圖區域10B的圖形取下並組立成立體模型時,組立完成的立體模型會對應於建模單元206提供的客製化角色PC。在使用者(玩家)於遊戲平台30進行遊戲時,使用者(玩家)除了可使用控制單元(例如但不限於:搖桿、手把或滑鼠)操控建模單元206提 供的虛擬客製化角色PC進行遊戲外,也可通過使用者(玩家)控制立體模型的方式,來操控虛擬客製化角色PC進行遊戲。依據本發明之一實施方式,遊戲平台30通過另一感測單元感測使用者(玩家)控制立體模型的位移或翻轉等動作,以操控虛擬客製化角色PC進行遊戲,但是上述實例並非本發明之限制。 Further, since the input area 10, the drawing area 10B may include a graphic corresponding to the identification note A of the identification area 10A, and the graphic may be a flat development graphic corresponding to the virtual model. Therefore, when the user (player) can remove the graphics in the drawing area 10B and form the graphics into a solid three-dimensional model, the three-dimensional model assembled by the user (player) corresponds to the infrastructure of the virtual model. Therefore, when the user (player) has drawn the personally created drawing on the drawing in the drawing area 10B, and then removes the drawing in the drawing area 10B and forms a volume model, the assembled solid model corresponds to the modeling unit. 206 provides a customized character PC. When a user (player) plays a game on the game platform 30, the user (player) can use the control unit (such as, but not limited to: a joystick, a handle, or a mouse) to control the modeling unit 206 to provide In addition to the virtual customized character PC provided for playing games, the virtual customized character PC can also be controlled by the user (player) to control the three-dimensional model. According to an embodiment of the present invention, the game platform 30 uses another sensing unit to sense the movement of the user (player) to control the displacement or flip of the three-dimensional model to manipulate the virtual customized character PC to play the game, but the above example is not the present one. Limitations of invention.
請參閱圖3B,為本發明角色創建模組第二實施例之方塊示意圖。復配合參閱圖1~3A,本實施例之角色創建模組20’與圖3A之角色創建模組20差異在於,角色創建模組20’更包括第二識別單元210,且第二識別單元210耦接感測單元202’與建模單元206’。感測單元202’根據感測註記區域10C而提供第三感測訊號S3,且第三感測訊號S3對應註記C。第二識別單元210根據第三感測訊號S3提供註記資訊In,且提供註記資訊In至建模單元206’,其中註記資訊In對應使用者(玩家)輸入的註記C。建模單元206’更根據註記資訊In提供附加註記,使建模單元206’整合虛擬模型、貼圖及附加註記,而完成客製化角色PC’。如此,可使客製化角色PC’在遊戲平台30上,顯示專屬的角色名稱。有關本實施例未敘述的剩餘構件及控制方式,同於圖3A之實施例,在此不再加以贅述。值得一提,於本發明之一實施例中,建模單元206’也可先將虛擬模型與貼圖整合為圖3A的客製化角色PC之後,於客製化角色PC上再加上附加註記成為客製化角色PC’,因此並不限制加上附加註記的時間點須在客製化角色PC完成以前或完成以後。此外,於本發明之一實施例中,當使用者未於註記區域10C中輸入註記C時,第二識別單元210可提供預設的註記資訊In,且建模單元206’將預設的註記資訊In轉換成預設的附加註記來建構客製化角色PC’。 Please refer to FIG. 3B, which is a schematic block diagram of a second embodiment of a character creation module according to the present invention. For further cooperation, please refer to FIGS. 1 to 3A. The difference between the character creation module 20 'in this embodiment and the character creation module 20 in FIG. 3A is that the character creation module 20' further includes a second identification unit 210, and the second identification unit 210 The sensing unit 202 'and the modeling unit 206' are coupled. The sensing unit 202 'provides a third sensing signal S3 according to the sensing annotation area 10C, and the third sensing signal S3 corresponds to the annotation C. The second identification unit 210 provides annotation information In according to the third sensing signal S3, and provides annotation information In to the modeling unit 206 ', wherein the annotation information In corresponds to the annotation C input by the user (player). The modeling unit 206 'further provides additional annotations based on the annotation information In, so that the modeling unit 206' integrates virtual models, maps, and additional annotations to complete a customized character PC '. In this way, the customized character PC 'can display a unique character name on the game platform 30. The remaining components and control methods that are not described in this embodiment are the same as those in the embodiment of FIG. 3A and will not be repeated here. It is worth mentioning that in one embodiment of the present invention, the modeling unit 206 'may also first integrate the virtual model and the texture into the customized character PC of FIG. 3A, and then add an additional note to the customized character PC. Become a custom character PC ', so there is no restriction on the point in time of adding additional notes before or after the custom character PC is completed. In addition, in an embodiment of the present invention, when the user does not input the note C in the note area 10C, the second recognition unit 210 may provide preset note information In, and the modeling unit 206 ′ sets the preset note The information In is converted into a preset additional note to construct a customized character PC '.
請參閱圖3C,為本發明角色創建模組第二實施例之方塊示意圖。復配合參閱圖1~3B,本實施例之角色創建模組20’’與圖3A之角色創建模組20差異在於,角色創建模組20’’更包括動畫單元220與第二儲存單元222。動畫單元220耦接第一識別單元204與建模單元206,且第二儲存單元222耦接動畫單元 220。動畫單元220接受模型資訊Im,且根據模型資訊Im提供動畫。此外,動畫單元220賦予客製化角色PC動畫,以使客製化角色PC可執行動畫而成為動態的客製化角色PC’’。例如但不限於,執行動作或產生新的虛擬模型(例如:產生飛彈的虛擬模型,使客製化角色PC可執行發射飛彈的動作)。然後,動畫單元220提供動態的客製化角色PC’’至遊戲平台30,因此使用者(玩家)進行遊戲時,更能增加使用者(玩家)的視覺體驗。 Please refer to FIG. 3C, which is a schematic block diagram of a second embodiment of a character creation module according to the present invention. For further cooperation, see FIGS. 1 to 3B. The difference between the character creation module 20 '' in this embodiment and the character creation module 20 in FIG. 3A is that the character creation module 20 '' further includes an animation unit 220 and a second storage unit 222. The animation unit 220 is coupled to the first recognition unit 204 and the modeling unit 206, and the second storage unit 222 is coupled to the animation unit 220. The animation unit 220 accepts model information Im and provides animation based on the model information Im. In addition, the animation unit 220 gives the customized character PC animation so that the customized character PC can execute the animation to become a dynamic customized character PC ''. For example, but not limited to, performing an action or generating a new virtual model (for example, generating a virtual model of a missile so that a customized character PC can perform the action of launching a missile). Then, the animation unit 220 provides a dynamic customized character PC '' to the game platform 30, so that when a user (player) plays a game, the visual experience of the user (player) can be increased.
進一步而言,第二儲存單元222提供動畫資訊Ia至動畫單元220,且動畫資訊Ia包括多個動畫。動畫資訊Ia中的每個動畫皆有對應的模型資訊Im。動畫單元220根據動畫資訊Ia判斷目前接收的模型資訊Im對應到哪個動畫,且根據模型資訊Im選定並提供對應到的動畫給客製化角色PC,使客製化角色PC可執行動畫而成為動態的客製化角色PC’’。有關本實施例未敘述的剩餘構件及控制方式,同於圖3A之實施例,在此不再加以贅述。值得一提,於本發明之一實施例中,第二儲存單元222也可獨立的設置並耦接動畫單元220,或整合在動畫單元220之中。 Further, the second storage unit 222 provides the animation information Ia to the animation unit 220, and the animation information Ia includes a plurality of animations. Each animation in the animation information Ia has corresponding model information Im. The animation unit 220 determines which animation the currently received model information Im corresponds to according to the animation information Ia, and selects and provides the corresponding animation to the customized character PC based on the model information Im, so that the customized character PC can perform animation to become dynamic Custom character PC ''. The remaining components and control methods that are not described in this embodiment are the same as those in the embodiment of FIG. 3A and will not be repeated here. It is worth mentioning that, in an embodiment of the present invention, the second storage unit 222 may also be independently installed and coupled to the animation unit 220, or integrated in the animation unit 220.
請參閱圖4A,為本發明互動遊戲系統操作方法(以下簡稱操作方法)第一實施例之流程示意圖。復配合參閱圖1~3C,互動遊戲系統100操作方法係將輸入載體10應用於遊戲平台30。第一實施例之操作方法包括:首先,提供輸入載體(S100)。輸入載體10包括識別區域10A與繪圖區域10B,使用者(玩家)可於繪圖區域10B的圖形上,繪製個人創作的繪圖。然後,感測輸入載體,且提供第一感測訊號及第二感測訊號(S110)。角色創建模組20的感測單元202根據感測識別區域10A而提供第一感測訊號S1,且第一感測訊號S1對應識別註記A。並且,感測單元202根據感測繪圖區域10B而提供第二感測訊號S2,且第二感測訊號S2對應使用者(玩家)所繪製的繪圖。 Please refer to FIG. 4A, which is a schematic flowchart of a first embodiment of an interactive game system operation method (hereinafter referred to as an operation method) according to the present invention. For the coordination, refer to FIGS. 1 to 3C. The operation method of the interactive game system 100 is to apply the input carrier 10 to the game platform 30. The operation method of the first embodiment includes: first, providing an input carrier (S100). The input carrier 10 includes a recognition area 10A and a drawing area 10B. A user (player) can draw a personally created drawing on the graphics of the drawing area 10B. Then, the input carrier is sensed, and a first sensing signal and a second sensing signal are provided (S110). The sensing unit 202 of the character creation module 20 provides a first sensing signal S1 according to the sensing recognition area 10A, and the first sensing signal S1 corresponds to the recognition note A. In addition, the sensing unit 202 provides a second sensing signal S2 according to the sensing drawing area 10B, and the second sensing signal S2 corresponds to a drawing drawn by a user (player).
然後,此操作方法根據第一感測訊號提供模型資訊,且根據第二感測訊號提供繪圖資訊(S120)。角色創建模組20的模型識別單元204-1接受第一感測訊號S1,且根據第一感測訊號S1提供模型資訊Im。角色創建模組20的第一儲存單元208提供建模資訊Ime至模型識別單元204-1,且建模資訊Ime包括多個模型資訊Im。模型識別單元204-1根據建模資訊Ime判斷目前接收的第一感測訊號S1對應到哪個模型資訊Im,且根據第一感測訊號S1選定並提供對應到的模型資訊Im。圖形轉換單元204-2將第二感測訊號S2轉換為繪圖資訊Id,且提供繪圖資訊Id。 Then, this operation method provides model information according to the first sensing signal, and provides drawing information according to the second sensing signal (S120). The model recognition unit 204-1 of the character creation module 20 receives the first sensing signal S1 and provides model information Im according to the first sensing signal S1. The first storage unit 208 of the character creation module 20 provides modeling information Ime to the model identification unit 204-1, and the modeling information Ime includes a plurality of model information Im. The model identification unit 204-1 judges which model information Im corresponding to the first sensing signal S1 currently received according to the modeling information Ime, and selects and provides the corresponding model information Im according to the first sensing signal S1. The graphics conversion unit 204-2 converts the second sensing signal S2 into the drawing information Id, and provides the drawing information Id.
然後,此操作方法根據模型資訊建構第一模型,且根據繪圖資訊提供貼圖(S130)。角色創建模組20的建模單元206接受模型資訊Im與繪圖資訊Id,且根據模型資訊Im建構對應識別註記A的虛擬模型,以及建模單元206將繪圖資訊Id轉換成對應繪圖的客製化貼圖。然後,此操作方法根據第一模型及貼圖建立客製化角色(S140)。建模單元206例如但不限於:將客製化的貼圖貼覆在虛擬模型而建立出客製化角色PC。最後,此操作方法將此客製化角色PC運行於遊戲平台(S150)。建模單元206提供客製化角色PC至遊戲平台30,以供玩家於遊戲平台30上使用自製的客製化角色PC進行遊戲。 Then, this operation method constructs a first model according to the model information, and provides a map according to the drawing information (S130). The modeling unit 206 of the character creation module 20 receives the model information Im and the drawing information Id, and constructs a virtual model corresponding to the recognition note A based on the model information Im, and the modeling unit 206 converts the drawing information Id into a customized drawing corresponding to the drawing. Stickers. Then, this operation method creates a customized character according to the first model and the texture (S140). The modeling unit 206 is, for example, but not limited to, a customized texture is attached to a virtual model to create a customized character PC. Finally, this operation method runs the customized character PC on the game platform (S150). The modeling unit 206 provides a customized character PC to the game platform 30 for players to use the homemade customized character PC to play games on the game platform 30.
請參閱圖4B,為本發明互動遊戲系統操作方法(以下簡稱操作方法)第二實施例之流程示意圖。復配合參閱圖1~4A,第二實施例之操作方法包括:首先,感測輸入載體,且提供第三感測訊號(S210)。輸入載體10’更包括註記區域10C,且註記區域10C提供使用者(玩家)輸入註記C。角色創建模組20’的感測單元202’根據感測註記區域10C而提供第三感測訊號S3,且第三感測訊號S3對應註記C。然後,此操作方法根據第三感測訊號提供註記資訊(S220)。角色創建模組20’的第二識別單元210根據第三感測訊號S3提供註記資訊In,註記資訊In對應使用者(玩家)輸入的註記C。然後,此操作方法根據註記資訊提供附加註記(S230)。角色創建模組20’的建模單元206’更根據註記資訊In提供附加註 記。然後,此操作方法根據步驟(S130)得到的第一模型與貼圖,以及步驟(S230)得到的附加註記建立客製化角色(S240)。建模單元206’整合虛擬模型、貼圖及附加註記,而完成客製化角色PC’。最後,此操作方法將此客製化角色PC運行於遊戲平台(S250)。建模單元206’提供客製化角色PC’至遊戲平台30,以供玩家於遊戲平台30上使用自製的客製化角色PC進行遊戲,且客製化角色PC’在遊戲平台30上可顯示專屬的角色名稱。 Please refer to FIG. 4B, which is a schematic flowchart of a second embodiment of an interactive game system operation method (hereinafter referred to as an operation method) according to the present invention. Refer to FIGS. 1 to 4A for complex coordination. The operation method of the second embodiment includes: firstly, sensing an input carrier and providing a third sensing signal (S210). The input carrier 10 'further includes a note area 10C, and the note area 10C provides a user (player) to input the note C. The sensing unit 202 'of the character creation module 20' provides a third sensing signal S3 according to the sensing annotation area 10C, and the third sensing signal S3 corresponds to the annotation C. Then, this operation method provides annotation information according to the third sensing signal (S220). The second identification unit 210 of the character creation module 20 'provides annotation information In according to the third sensing signal S3, and the annotation information In corresponds to the annotation C input by the user (player). Then, this operation method provides additional annotation based on the annotation information (S230). The modeling unit 206 'of the character creation module 20' further provides additional annotations based on the annotation information In Remember. Then, this operation method establishes a customized character (S240) according to the first model and map obtained in step (S130) and the additional annotations obtained in step (S230). The modeling unit 206 'integrates a virtual model, a texture, and additional annotations to complete a customized character PC'. Finally, this operation method runs the customized character PC on the game platform (S250). The modeling unit 206 ′ provides a customized character PC ′ to the game platform 30 for players to play games on the game platform 30 using a homemade customized character PC, and the customized character PC ′ may be displayed on the game platform 30. Unique character name.
請參閱圖4C為本發明互動遊戲系統操作方法(以下簡稱操作方法)之第三實施例之流程示意圖,復配合參閱圖1~4B。第三實施例之操作方法包括:首先,根據步驟(S120)得到的模型資訊提供動畫(S330)。角色創建模組20’’的動畫單元220接受模型資訊Im,且根據模型資訊Im提供動畫。角色創建模組20’’的第二儲存單元222提供動畫資訊Ia至動畫單元220,且動畫資訊Ia包括多個動畫。動畫資訊Ia中的每個動畫皆有對應的模型資訊Im。動畫單元220根據動畫資訊Ia判斷目前接收的模型資訊Im對應到哪個動畫,且根據模型資訊Im選定並提供對應到的動畫。然後,此操作方法賦予動畫給步驟(S140)的客製化角色(S340)。動畫單元220賦予客製化角色PC動畫,以使客製化角色PC可執行動畫而成為動態的客製化角色PC’’。最後,此操作方法將此客製化角色PC運行於遊戲平台(S350)。動畫單元220提供動態的客製化角色PC’’至遊戲平台30,因此使用者(玩家)進行遊戲時,更能增加使用者(玩家)的視覺體驗。 Please refer to FIG. 4C, which is a schematic flowchart of a third embodiment of an interactive game system operation method (hereinafter referred to as an operation method) of the present invention. For the cooperation, refer to FIGS. 1 to 4B. The operation method of the third embodiment includes: first, providing an animation (S330) according to the model information obtained in step (S120). The animation unit 220 of the character creation module 20 '' receives the model information Im, and provides animation based on the model information Im. The second storage unit 222 of the character creation module 20 '' provides the animation information Ia to the animation unit 220, and the animation information Ia includes a plurality of animations. Each animation in the animation information Ia has corresponding model information Im. The animation unit 220 determines which animation corresponds to the currently received model information Im according to the animation information Ia, and selects and provides the corresponding animation according to the model information Im. Then, this operation method animates the customized character (S340) in step (S140). The animation unit 220 gives an animation to the customized character PC so that the customized character PC can execute the animation to become a dynamic customized character PC ''. Finally, this operation method runs the customized character PC on the game platform (S350). The animation unit 220 provides a dynamic customized character PC '' to the game platform 30, so that when a user (player) plays a game, the visual experience of the user (player) can be increased.
綜上所述,本發明的一個或多個實施例係至少具有以下其中之一的優點:1、由於本發明角色創建模組可將輸入載體上的個人創作轉換為客製化角色,且運行於遊戲平台,因此可達到客製化個人專屬遊戲角色之功效;2、由於本發明角色創建模組更可根據使用者輸入的註記來註記客製化角色,因此可達到易於顯現客製化角色之個性之功效; 3、由於本發明角色創建模組包括動畫單元,因此可賦予客製化角色動畫,以達到使用者進行遊戲時,更能增加使用者的視覺體驗之功效;及4、由於本發明的輸入載體可組立成實體的立體模型,且使用者於遊戲平台進行遊戲時,除了可使用控制單元控制虛擬客製化角色進行遊戲外,也可通過控制立體模型的方式,來操控虛擬客製化角色PC進行遊戲,因此可達到增加客製化角色之娛樂性之功效。 In summary, one or more embodiments of the present invention have at least one of the following advantages: 1. The role creation module of the present invention can convert personal creation on the input carrier into a customized role, and run On the game platform, it can achieve the effect of customizing individual personal game characters; 2. Since the character creation module of the present invention can further annotate the customized character according to the annotation input by the user, it can achieve the easy display of the customized character Effect of personality 3. Since the character creation module of the present invention includes an animation unit, a customized character animation can be given to achieve the effect of increasing the user's visual experience when the user is playing a game; and 4. Because of the input carrier of the present invention It can form a solid three-dimensional model, and when users play games on the game platform, in addition to using the control unit to control the virtual customized characters to play the game, they can also control the virtual customized characters by controlling the three-dimensional models. Play the game, so you can increase the entertaining effect of the customized character.
惟,以上所述,僅為本發明較佳具體實施例之詳細說明與圖式,惟本發明之特徵並不侷限於此,並非用以限制本發明,本發明之所有範圍應以下述之申請專利範圍為準,凡合於本發明申請專利範圍之精神與其類似變化之實施例,皆應包括於本發明之範疇中,任何熟悉該項技藝者在本發明之領域內,可輕易思及之變化或修飾皆可涵蓋在以下本案之專利範圍。此外,本發明中,申請專利範圍和說明書中提到的特徵可以分別單獨地或按照任何組合方式實施。 However, the above descriptions are only detailed descriptions and drawings of preferred embodiments of the present invention, but the features of the present invention are not limited thereto, and are not intended to limit the present invention. The full scope of the present invention should be applied as follows The scope of patents shall prevail. Any embodiment that is within the spirit of the scope of patent application of the present invention and similar changes shall be included in the scope of the present invention. Anyone skilled in the art can easily think about it in the field of the present invention. Variations or modifications can be covered by the patent scope of the following case. In addition, in the present invention, the features mentioned in the patent application scope and the specification can be implemented individually or in any combination.
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