WO2001024895A1 - Dispositif d'affichage d'image - Google Patents

Dispositif d'affichage d'image Download PDF

Info

Publication number
WO2001024895A1
WO2001024895A1 PCT/JP2000/005404 JP0005404W WO0124895A1 WO 2001024895 A1 WO2001024895 A1 WO 2001024895A1 JP 0005404 W JP0005404 W JP 0005404W WO 0124895 A1 WO0124895 A1 WO 0124895A1
Authority
WO
WIPO (PCT)
Prior art keywords
pattern
display
image display
button
vibration
Prior art date
Application number
PCT/JP2000/005404
Other languages
English (en)
Japanese (ja)
Inventor
Atsuyoshi Echigoya
Midori Ito
Original Assignee
Bandai, Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Bandai, Co., Ltd. filed Critical Bandai, Co., Ltd.
Priority to AU65925/00A priority Critical patent/AU6592500A/en
Publication of WO2001024895A1 publication Critical patent/WO2001024895A1/fr

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1633Constructional details or arrangements of portable computers not specific to the type of enclosures covered by groups G06F1/1615 - G06F1/1626
    • G06F1/1656Details related to functional adaptations of the enclosure, e.g. to provide protection against EMI, shock, water, or to host detachable peripherals like a mouse or removable expansions units like PCMCIA cards, or to provide access to internal components for maintenance or to removable storage supports like CDs or DVDs, or to mechanically mount accessories
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1601Constructional details related to the housing of computer displays, e.g. of CRT monitors, of flat displays
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1626Constructional details or arrangements for portable computers with a single-body enclosure integrating a flat display, e.g. Personal Digital Assistants [PDAs]
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1012Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8058Virtual breeding, e.g. tamagotchi
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2200/00Indexing scheme relating to G06F1/04 - G06F1/32
    • G06F2200/16Indexing scheme relating to G06F1/16 - G06F1/18
    • G06F2200/161Indexing scheme relating to constructional details of the monitor
    • G06F2200/1612Flat panel monitor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2200/00Indexing scheme relating to G06F1/04 - G06F1/32
    • G06F2200/16Indexing scheme relating to G06F1/16 - G06F1/18
    • G06F2200/163Indexing scheme relating to constructional details of the computer
    • G06F2200/1637Sensing arrangement for detection of housing movement or orientation, e.g. for controlling scrolling or cursor movement on the display of an handheld computer

Definitions

  • the present invention displays images by changing the image by applying vibrations without using operation buttons required for the progress of the game, and displays functions according to each mode by switching modes. It is an object of the present invention to provide an image display device that performs the following.
  • the input method of the encryption is stored in the storage unit as encryption data, and when the player inputs the encryption by applying vibration, the power of the character can be leveled up or hidden. It is an object of the present invention to provide an input device capable of displaying the parameters.
  • a player operates a game selection button and a game determination button to select and determine a game in accordance with an instruction displayed on a playing screen, and plays the game using a cross button or the like.
  • a cross button or the like since the game could only be played when the progress of the game was instructed on the screen, the progress of the game was not measured by the actions of the players.
  • switching between the game mode and the clock mode is normally performed by a switching switch or button operation.
  • the present invention is completely different from conventional game devices, in that it does not use any operation buttons required for the progress of the game, but simply gives vibration to measure the progress of the game or switch modes.
  • the goal is to provide an image display device that reflects the player's positive actions. Target. Disclosure of the invention
  • the present invention relates to an image display device, comprising: a detecting unit that detects vibration; a storage unit that stores image display pattern data; and an image display pattern that changes according to the content of the vibration detected by the detecting unit.
  • Control means for reading data from the storage unit and performing control processing based on the pattern data, and display means for displaying the image pattern data on a screen.
  • the vibration of the player changes the pattern data of the image display displayed on the screen, so that the game operation can be performed without using the switches and operation buttons required for the progress of the game. Can be performed. Therefore, the progress of the game changes depending on the vibration given by the player, and the game has high game characteristics.
  • the present invention is also an image display device, which stores a cryptographic vibration input unit based on a combination of a time interval at which a vibration is applied and the number of vibrations, a detection unit for detecting the vibration, and pattern data for image display.
  • a storage unit a control unit that reads, from the storage unit, pattern data of an image display that changes according to the content of the vibration detected by the detection unit, and performs a control process based on the pattern data; and the pattern data of the image display.
  • the symbol ⁇ ⁇ ⁇ is determined by how many times and how many vibrations are given within a certain period of time, so the same response is displayed on the screen even if the player knows the number and time of the vibration.
  • the symbol ⁇ ⁇ ⁇ is determined by how many times and how many vibrations are given within a certain period of time, so the same response is displayed on the screen even if the player knows the number and time of the vibration.
  • the symbol ⁇ ⁇ ⁇ is determined by how many times and how many vibrations are given within a certain period of time, so the same response is displayed on the screen even if the player knows the number and time of the vibration.
  • In order to reflect the player's will on the screen not only images are displayed but also cryptographic memories are required, and games are highly game-friendly.
  • the present invention is an image display device, wherein the vibration detected by the detecting means is provided.
  • Display means for switching the pattern data of the image display from the game mode to the clock mode in accordance with the content of the movement, and displaying the pattern data of the clock mode on the screen.
  • the pattern data that is displayed as an image according to the content of the vibration from the player is alternately switched from the game mode to the clock mode, and the mode is switched using the switching switch and operation buttons as in a normal game device. There is no need to switch.
  • the present invention is an image display device, wherein the vibration is given by tapping or clicking a mouse on a PC screen.
  • vibration is given by gently tapping the main body with a pen or the like or pressing with a finger, and when operating the device on a personal computer, a mouse is used. Clicking gives vibration.
  • the present invention is also an image display device, wherein the pattern data of the image display is a facial expression.
  • the image display is characterized by changing, for example, the facial expression of the character, out of the facial expression or the scenery, so that when used in a game device, the character display is changed according to the vibration content of the player.
  • FIG. 1 is an example of a block diagram relating to the image display device of the present invention.
  • FIG. 2 is a flowchart showing an overall system using the present invention in a game. The figure shows the pattern of the normal mouth opening system in the game mode, FIG. 4 shows the pattern of the normal mouth opening system in the game mode, and FIG. Invention game mode
  • FIG. 6 is a flow chart for the game mode of the present invention
  • FIG. 7 is a flow chart for the game mode of the present invention.
  • FIG. 8 is a flow chart for the game mode of the present invention
  • FIG. 9 is a flow chart for the game mode of the present invention
  • FIG. 10 is a game mode of the present invention.
  • FIG. 11 is a flow chart for the game mode of the present invention.
  • FIG. 12 is a flow chart for the game mode of the present invention
  • FIG. 13 is a diagram showing a selection screen appearing in the game mode of the present invention.
  • FIG. 14 is an image display of patterns A to ⁇ in the game mode of the present invention.
  • FIG. 15 shows the game mode of the present invention.
  • FIG. 16 is a list of ciphers used in the game mode of the present invention.
  • FIG. 17 is a list of ciphers used in the game mode of the present invention.
  • FIG. 18 is a diagram showing an example of a method.
  • FIG. 18 is a list in the case of interruption in the game mode of the present invention
  • FIG. 19 is a diagram showing an image display after interruption in the game mode of the present invention.
  • FIG. 20 is an example showing an image display in a state where the eyes are in the game mode according to the present invention
  • FIG. 21 is a game mode according to the present invention
  • FIG. 22 is an event-based image display that happens to appear in the game mode of the present invention.
  • FIG. 22 is a casual event-based image display that appears in the game mode of the present invention.
  • FIG. 24 shows an event-based image display that happens to appear in the mode.
  • FIG. 25 is a flowchart showing the clock mode of the present invention which happens to appear in the game mode.
  • FIG. 25 is a flowchart showing the clock mode of the present invention.
  • FIG. 27 is a flow chart for the clock mode of the present invention.
  • FIG. 28 is a flow chart for the clock mode of the present invention.
  • FIG. 3 is a flowchart illustrating the clock mode of the present invention.
  • FIG. 30 is a flowchart showing the timepiece mode of the present invention
  • FIG. 31 is a flowchart showing the timepiece mode of the present invention
  • FIG. 3 is an exploded perspective view showing an example of a robot-type game device using the present invention.
  • FIG. 33 is a diagram showing an example of use of a robot-type game device using the present invention.
  • FIG. Fig. 35 shows an example of a display in which an image of a robot-type game device using the present invention changes
  • Fig. 35 shows an example of a display in which an image of a robot-type game device using the present invention changes.
  • FIG. 30 is a flowchart showing the timepiece mode of the present invention
  • FIG. 31 is a flowchart showing the timepiece mode of the present invention
  • FIG. FIG. 3 is an exploded perspective view showing an example of a robot-type game device using the present invention.
  • FIG. 33 is a diagram
  • FIG. 36 shows an example of a display in which the image of the robot-type game machine using the present invention changes
  • FIG. 37 shows a robot-type game using the present invention
  • FIG. 38 shows an example of a display in which the image of the device changes.
  • Image robot game system was a shows an example of a display change.
  • FIG. 1 is an example of a block diagram relating to the image display device of the present invention.
  • the sensor part 1 detects and measures external vibration, it converts the analog signal into a digital signal and outputs the electrical signal to the control circuit 2. Vibration to this device is performed by tapping the device lightly with a pen or the like when the device body is a three-dimensional object, or by pressing it with a finger.When operating this device on a personal computer, a mouse is used. This is done by clicking on.
  • the control circuit 2 is controlled by a control signal from a central processing unit (CPU) 3, and the central processing unit reads the operation procedure stored in the storage device (ROM) 4 via the control circuit 2 as needed. The control is realized by performing execution processing.
  • CPU central processing unit
  • the electric signal input to the control circuit 2 is stored in the ROM 4 According to the operation procedure, the information is read into the central processing unit 3 and then input from the sensor unit 1, which is information to be compared and calculated, or the value stored in the storage device (RAM) 5 or stored in the ROM 4. After a comparison operation is performed with any of the values, the data is written and stored in the RAM 5.
  • the central processing unit 3 compares the information obtained by the comparison operation with the database stored in the ROM 4, and as a result, the graphic pattern displayed on the display unit 6 is determined. Is displayed.
  • the display device 6 is a liquid crystal display using a dot matrix or a liquid crystal display of a personal computer, and displays various modes in a game mode and a clock mode.
  • the sound device 7 is a device that outputs a sound such as a speaker or a piezoelectric buzzer, and generates a sound corresponding to each of the modes.
  • the light generating device 8 is a means for generating light by blinking by a LED or on a personal computer.
  • the present invention comprises a game mode and a clock mode.
  • FIG. 2 is a flowchart showing an overall system using the present invention in a game device.
  • the game is started, and the initial screen is displayed on the image display unit as the display device (step 001).
  • the game mode is ⁇ Normal Kiguchi mouth system '', ⁇ Normal Break system '' that occurs occasionally between normal Kiguchi mouth Kiyo mouth system, ⁇ Inadvertent Event system '' that the character arbitrarily causes, and occurs by vibration input It is divided into "over-hitting system", “continuous hitting system”, “interrupt system”, and "cryptographic input system”.
  • the former two types “Normal Ki-Yo Ki-Yo” and “Normal Break”, use a storage device so that the pattern data displayed on the image changes randomly over time unless the player performs an input operation by vibration. It is remembered.
  • each pattern changes on the third day if there is no vibration input from the A pattern to the O pattern as shown in Fig. 3.15 patterns and the P to T patterns as shown in Fig. 4.
  • the “normal break type” has 20 kinds of eye pattern data, and there are different eye display patterns such as a blink pattern display, a smiling pattern display, a sunglasses pattern display, a wiper pattern display, and the like.
  • eye display patterns such as a blink pattern display, a smiling pattern display, a sunglasses pattern display, a wiper pattern display, and the like.
  • the input means for giving vibration to the image display device of the present invention is, for example, a pen or the like. This is done by tapping “click”.
  • game mode if the time interval between the first hit and the next hit is less than 1 second, it is recognized as continuous hit, and if it is more than 1 second, it will be recognized once. It is controlled so that it recognizes that it has been hit, and recognizes it as the end of input when there is a period of 3 seconds.
  • the display pattern of the eyes displayed on the image display unit is determined by the combination of the number of times the player has hit and the time interval of the hits.
  • step 101 it is determined whether the system is “over-hit”.
  • the “beating too much system” is, for example, a case where the player is hit more than 60 times in 30 seconds. If the result of the determination is “over-hit”, proceed to step 102 and display the faulty pretend pattern, black screen pattern, and force as the display request pattern displayed on the image display unit. Expression of eyes such as pattern display. If the system is not "over-hitting system”, the process proceeds to step 103, and it is determined whether or not the player has "continuous-hitting system".
  • Continuous tapping system means, for example, two or more taps within 10 seconds.
  • step 107 determines whether it is within one minute after displaying the code. If the result of the determination is that the player has input the character by tapping the code within one minute after the symbol is displayed, the process proceeds to step 108 to determine whether or not the code input is correct. If the result of the determination indicates that the input of the code by the player is correct, the process proceeds to step 109 to display a beloved pattern. If it is determined in step 108 that the input of the symbol ⁇ ⁇ is not correct, the process proceeds to step 132.
  • step 107 if the input of the symbol by the player has passed one minute after the display of the code, the process proceeds to step 110 to determine the power of the "normal kyorokiyo system".
  • the game mode is "Normal Ki-Ki-O-Ki"
  • the player if the player does not perform the input operation by vibration, the image will be displayed as the character arbitrarily moves with time as time elapses. This is a pattern display for performing. If the result of the determination is that the game mode is normal game mode, proceed to step 11 and there are five types of eye pattern display. Eye opening is 90% for mouth pattern display, 3% for slightly happy pattern display, 3% for slightly sad pattern display, and 3% for napping pattern display.
  • the 3%, slightly annoying pattern is stored in the storage device so that its occurrence rate is 1%.
  • the process proceeds to step 1 12 shown in FIG. 7 to determine whether or not the stored pattern is three days ago.
  • the process proceeds to step 113 shown in FIG. 8, and the selection screen is displayed to determine whether the selection conditions are satisfied.
  • the selection conditions the time at which the selection screen is displayed is set in advance, twice in the morning at 6:30 and 9:30, and in the afternoon at 12:30. , 15:30, 18:30, 19:30, 21:30, 23:30 6 times It is. This selection condition is stored in the storage device in advance. In FIG.
  • step 1 13 if it is determined in step 1 13 that the time selection conditions are met, the process proceeds to step 1 19, in which the left and right patterns are displayed and the inverted display processing is performed alternately at 1 second intervals.
  • the image display of this day / night pattern is a mosaic display as shown in Fig. 13. The upper figure alternates every second with the left pattern display and the lower figure with the right pattern display. While the left or right pattern is being displayed, the player selects by tapping the desired screen.
  • step 110 determines whether or not it is a normal mouth opening system.
  • This normal break system is a game mode that occurs occasionally during the normal open mouth system.
  • the blink pattern display has an incidence rate of 90.5%
  • the smiling pattern display has an incidence rate of 0.5%
  • the sunglasses and the kill pattern display have an incidence rate of 0.5%
  • the wiper pattern display has an incidence rate of 0.5%.
  • each of the 19 types of eye pattern display other than the blink pattern display has a low probability of 0.5% for each occurrence.
  • step 115 determines whether or not it is an event type.
  • the event system happens to be a game mode in which the character wakes up on its own. That is, as a result of the judgment, when it is an event type, the pattern of the eye display request as shown in Fig. 11 is obtained, and the occurrence rate depends on the results of the kiokuchi kiyoguchi system and the break type.
  • the pattern display includes slot machine pattern display, singing pattern display, symbol display pattern, character scroll pattern display, message display pattern display, and water on the screen. Drowning, fish swimming pattern display, ignore putter Pattern display, angry pattern display, sleeping pattern display, shutter closing pattern display, etc.
  • the pattern display to ignore even if the player performs an input operation by vibration, ignores the input.
  • the pattern display that shows anger, the pattern to sleep, and the pattern to close the shutter are displayed.
  • the three types always display these patterns unless an input operation is performed by the player.
  • step 1 16 in the case of displaying an angry pattern, it is determined in step 1 16 whether or not an input has been made by the player. Also, in the case of the sleeping pattern display and the pattern display of closing the shutter, it is determined whether or not an input has been made by the player in step 117, and as a result of the determination, if there is an input, step 118 is performed. Press to release these sleep modes. If there is no input from the player in steps 1 16 and 1 17, the state of waiting for input continues.
  • step 120 it is determined whether or not the player has hit the player with vibration.
  • the image display from A pattern to O pattern shown in Fig. 14 and the image display from P pattern to T pattern shown in Fig. 15 are decided according to the selection order.
  • the determined pattern display is stored in the storage device.
  • the 15-pattern display shown in Fig. 14 changes to B-pattern or C-pattern on the third day from "A-pattern”, and D-pattern or E-pattern when "B-pattern” is selected on the third day When “C pattern” is selected, it becomes F pattern or G pattern.
  • the H pattern or I pattern is selected; if the "E pattern” is selected, the J pattern or K pattern is selected; if the "F pattern” is selected, the pattern is L. If the pattern or M pattern or “G pattern” is selected, the pattern will be N pattern or ⁇ pattern. On the third day, it returns to pattern A.
  • These pattern displays are One cannot be selected on the screen. For example, when the selection screen appears and the pattern is switched from A pattern to B pattern or C pattern, if the player inputs left, it means that B pattern has been selected, and if the player inputs right, it has selected C pattern. Become. The remaining five patterns shown in Fig. 15 begin with the symbol ⁇ , and the selection from the P pattern to the T pattern is performed at random.
  • step 120 If there is no vibration of tapping by the player in step 120, the process proceeds to step 121, and it is determined whether or not the input reception is ended.
  • the time that a player can enter is set to 30 seconds. If 30 seconds have not passed in step 1 2 1, return to step 1 19, and if 30 seconds have passed, the player will ignore the selection screen in step 1 20 and will not hit the ball. When this occurs, a certain pattern is selected at random and displayed as an image. Then, the selected pattern is stored in the storage device.
  • step 1 1 1 there is a face mode in which the time is specified only when the eye is displaying the mouth opening pattern. In this case, proceed to step 123 shown in FIG. 9 to determine whether the player has hit once.
  • the face of the display request pattern is displayed as an image at each comparison branch time (time designation). That is, between 2: 0 0 and 2: 0 1, a haunted face pattern is displayed, between 6: 0 0 and 7: 0 00, a very sleepy face pattern is displayed, and 2 3: 0 0-2 4: 0 0 is displayed.
  • the face pattern is very sleepy during the display.
  • step 124 both eyes start to rotate (rotate) on the image display unit.
  • step 125 it is determined whether or not the player has hit the ball.
  • step 126 it is determined whether or not the player has again performed a tapping vibration.
  • step S129 it is determined whether or not both eyes are aligned.
  • a character display “congratulations” is displayed on the image display unit.
  • a letter “BAD” is displayed on the image display section in step 13.
  • the code is stored in the storage device such that the code is randomly displayed on the image display unit.
  • codes such as the star mark, the moon mark, and the sun mark shown in Fig. 16, and the method of hitting the cipher means that the sign strikes the sign and the one sign does not strike.
  • to enter the code for the star mark use the following order: “hit”, “don't hit”, “don't hit”
  • inputting "Do not hit” requires a time interval that does nothing for more than 1 second.
  • Fig. 17 shows a list of symbols in the normal mode of the game mode, in which the eyes are displayed in the pattern of the normal mode.
  • the list of ciphers shows five types of ciphers from the P pattern to the T pattern, and these are displayed only by the symbol input by the player.
  • a list of symbols with the eyes of the mouth and the mouth is shown, but a number of other patterns used in the game mode of the present embodiment, for example, a slightly happy pattern display and a blink pattern display are also used.
  • the cryptographic input is determined and stored in the storage device.
  • the encryption used in the present invention is not limited to these. For example, when the encryption is input by vibration, the character data is raised or the encryption data in which the parameter appears appears in the storage device. I have.
  • Fig. 18 is a list when there is an interruption in the Kiguchi system.
  • the rate of occurrence of Kyo-Ki-Ki-O-Ku pattern display is set to 90.5%.
  • the displayed pattern is displayed.
  • the interrupt pattern is interrupted with a certain probability and displayed as a pattern.
  • the type of Ki-Ki-Ki-O-Ki means the other patterns of the Ki-Ki-Ki-O-Ki system, such as a slightly nice pattern display, a slightly sad pattern display, a nap pattern display, and a slightly annoying pattern display.
  • the occurrence rate and the image display mean the occurrence rate of each image display that occurs in each pattern display.
  • “reception” indicates whether or not an interruption is accepted for each image display by “Yes” or “No”. For example, in the case of a slightly nice pattern display, the image display singing with the rhythm (hand) occurs with a probability of 20% and accepts an interrupt. On the other hand, the image display that issues the ⁇ symbol occurs with a probability of 30%, but interrupts are not accepted because the player is in the process of inputting the encryption.
  • Figure 19 is a list showing the image display after the interruption.
  • the post-interrupt image display shows each pattern to be displayed, such as a happy display, a sad display, or an angry display.
  • the occurrence rate and reception indicate the probability of occurrence of each pattern display and whether or not to accept an interrupt by “Yes” or “No”. For example, if the image display after the interruption is “happy pattern display”, it will occur at a probability of 50% and the interruption will not be accepted during the pattern display. On the other hand, in the case of “black screen pattern display”, it occurs with a probability of 1%, and it is possible to accept an interrupt during pattern display and change to any pattern display.
  • Figure 20 shows an image of the eye with the mouth open. It is an example showing an image display. If the player does not input vibration by tapping, the image changes from top to bottom as shown in the figure. That is, the eyes turn to the front, turn to the top, turn to the bottom, turn to the left, turn to the right, turn to angry, turn to stiff, turn to sad, turn to sleep. Change the image display.
  • FIGS. 21 to 24 This diagram shows an example of a pattern display in which water is drowning on the screen and a fish is swimming, and a series of operations from Fig. 21 to Fig. 24 are shown, and the player performs a tapping input operation. This operation is repeated unless is performed.
  • the image display changes from left to right and shows a state where water gradually accumulates on the screen. The time is shown in seconds, the blinking of the LED blinks at a high speed, and the blinking of the first four frames is the same speed.
  • the sound is generated as a light sound, "pukupuku”, and the same sound is generated up to the first four frames.
  • the image suddenly scrolls vertically, the blinking of the LED changes to the normal blinking speed, and the sound generation changes to the intermediate sound of “buzzing, buzzing” I do.
  • the image changes to a state in which water is accumulated on the entire surface, and then the screen is displayed vertically again, and the state returns to a state in which water is accumulated on the entire surface.
  • the blinking speed of the LED and the strength of the sound are the same.
  • the image of the fish swimming this time scrolls horizontally.
  • the blinking of the LED at this time is an intermediate sound, but the sound generation changes to "bookbook, bookbook" and a heavy sound.
  • the image changes to a state in which the water has accumulated on the entire surface, and this time, the display is displayed with the eyes scrolled vertically, and the state in which the water has accumulated on the entire surface returns. After that, the display is scrolled vertically again, and the water returns to the state where water has accumulated on the entire surface. Then, as shown in Fig. 23, this time the image of the fish swimming is scrolled sideways, and the water changes to a state where the water has accumulated on the entire surface.
  • the image changes to a state in which the eyes are scrolled vertically and the water is collected on the entire surface, the eyes are scrolled vertically, and the water is again stored on the entire surface. During that time, the blinking speed of the LED and the strength of the sound are the same. Then, as shown in Fig. 24, the screen changes to an image showing that the water is gradually decreasing. The last frame in this figure is the same as the first frame in Fig. 21, and the LED blinks faster. This series of operations is repeated.
  • FIGS. 25 to 31 are flowchart diagrams of the clock mode.
  • the clock mode includes a time display mode and an alarm mode.
  • the clock image displays, for example, an analog clock picture.
  • step 207 the clock pattern blinks at intervals of 0.5 seconds.
  • step 209 it is determined whether or not the A button has been pressed.
  • the A button is a button for determining the time display mode or the alarm mode. If the result of the determination is that the A button has been pressed, the flow proceeds to step 210 shown in FIG. 27, where the clock time is set. After that, the images of AM and PM are displayed in step 211, and the decision of morning and afternoon is required. Then, in step 2 12, the AM pattern blinks at intervals of 0.5 seconds. Then, it is determined in step 2 13 whether the A button has been pressed.
  • the A button is a button for determining AM and PM.
  • step 2 14 When the A button is pressed as a result of the judgment, the process proceeds to step 2 14 shown in FIG. 28, and a digital display of hours and minutes is displayed. Then, in step 2 15, the time pattern blinks at 0.5 second intervals. Thereafter, the process proceeds to step 2 16 to determine whether or not the A button for determining the time has been pressed. As a result of the judgment, when the A button is pressed down and the time setting is completed, the process proceeds to step 2 17, and the minute pattern blinks at 0.5 second intervals. Then, in step 218, it is determined whether or not the A button for determining the minute has been pressed. As a result of the judgment, when the A button is pressed down and the minute setting is completed, the process proceeds to step 219 to store the time data in the storage device.
  • step 26 the A button is pressed to select the time display mode in step 209, and AM and PM are displayed in step 211 shown in Fig. 27, and then in step 213 If the A button has not been depressed, proceed to step 220 and determine whether the B button, which is a switching button for switching between AM and PM display, has been depressed. If the result of the determination is that the B button is not depressed, the procedure returns to step 211, and the A / M pattern continues blinking at 0.5 second intervals. When the B button is pressed, the process proceeds to step 221 and the PM pattern starts blinking at 0.5 second intervals. Then, in step 222, it is determined whether or not the A button, which is the determination button for selecting the PM pattern, has been pressed.
  • step 22 determines whether the B button for switching between the AM and PM display has been pressed. If the result of the determination is that the B button is not depressed, the flow returns to step 21 and the PM pattern continues to blink at 0.5 second intervals. When the B button is pressed, the process returns to step 2 12 and the AM pattern starts blinking at 0.5 second intervals.
  • step 2 When the pattern is determined to be the M pattern, as a result of the judgment in step 222, if the A button is pressed and the pattern is determined to be the PM pattern, the process proceeds to step 218 shown in FIG. Will be performed. After that, the time pattern starts blinking in step 215, and if the result of the determination in step 216 is that the A button cannot be pressed, go to step 224 and use the switch button to advance the time display. Determines if a certain B button has been pressed. If the result of determination is that the B button is not depressed, the flow returns to step 2 15 and the time pattern continues to blink at 0.5 second intervals.
  • step 224 If the B button is pressed down in step 224, the process proceeds to step 225 and time data is added in the range of 1 to 12 by the number of times the B button is pressed. After that, returning to step 2 15, the selected time pattern flashes, and then in step 2 16, it is determined whether or not the A button for determining the time adjustment has been pressed. In the same way as this time setting, when performing minute setting, if the result of determination in step 2 18 is that the A button cannot be pressed down, the process proceeds to step 2 26 and is a switching button for proceeding with minute display. Determines whether button B has been pressed. If the result of the determination is that the B button is not depressed, the flow returns to step 2 17 and the minute pattern continues to blink at 0.5 second intervals.
  • step 226 If the B button is depressed in step 2 26, proceed to step 2 27 and add the minute data in the range of 1 to 59 by the number of times the B button is depressed.
  • step 218 it is determined in step 218 whether the A button for determining the minute setting has been pressed. When the time set ends in this way, the alarm mode is determined next.
  • step 209 if the result of determination in step 209 is that the A button is not depressed, proceed to step 228 to determine whether the B button for switching the clock pattern to the chime pattern has been depressed. Determine whether Judgment As a result, if the B button cannot be pressed, the process returns to step 208 and the time pattern continues to blink.
  • step 229 When the B button is depressed in step 228 and the display is switched to the chime display, the operation proceeds to step 229, and the chime pattern flashes at 0.5 second intervals. Then, in step 230, it is determined whether or not the A button for selecting and determining a chime pattern has been pressed.
  • Step 2 3 Chiya I beam B button for switching the display of determining c determine whether pushed down result, the B button is depressed If not, return to step 229 and keep the chime pattern flashing. If the B button is depressed in step 2 31, the process returns to step 208 and switches to blinking of the clock pattern.
  • step 230 when the chime pattern is determined and the A button is pressed, the process proceeds to step 23 shown in FIG. 29, where ON and OFF of the alarm are displayed.
  • step 233 the ON pattern starts blinking at 0.5 second intervals, and then the process proceeds to step 234 to determine whether the A button for selecting and determining the ON pattern has been pressed. If the result of determination is that button A cannot be pressed, proceed to step 235 to determine whether button B for switching between N display and OFF display has been pressed. If the result of the determination is that the B button is not depressed, the procedure returns to step 23 and the ON pattern continues to blink. When the B button is pressed down in step 235, the display switches to OFF, and in step 236, the OFF pattern starts blinking at 0.5 second intervals. Then, proceed to step 237 to determine whether or not the A button for selecting and determining the FF display has been pressed.
  • step 238 determines whether the B button for switching to the ON pattern has been depressed. If the result of determination is that there is no switch and the B button cannot be pressed down, the flow returns to step 236, and the OFF pattern continues to blink. If the result of determination in step 238 is that the B button has been pressed, the process returns to step 233 and switches to blinking of the ON pattern. Also, as a result of the judgment in step 237, when the FF FF pattern is selected and the A button is pressed down, proceed to step 239 to set the alarm OFF, and perform the step 2 shown in Fig. 25. Proceed to 9 to request the time display on the LCD display.
  • step 24 0 shown in FIG. Set the time. Then, first, AM and PM are displayed in step 241, and then, in step 242, the AM pattern starts blinking at 0.5 second intervals. Then, the process proceeds to step 243 to determine whether or not the A button for determining the AM pattern has been pressed. If the result of the determination is that the A button cannot be depressed, proceed to step 244 to determine whether the B button for switching between the AM and PM displays has been depressed. If the result of the determination is that the B button is not depressed, the flow returns to step 2 42 and the AM pattern continues to blink.
  • step 244 when the B button is pressed and the display is switched to the PM display, the process proceeds to step 245, and the PM pattern starts blinking at 0.5 second intervals. Then, it is determined in step 246 whether the A button for determining the PM pattern has been pressed. If the result of the determination is that the A button is not depressed, proceed to step 247 to determine whether the B button for switching between AM and PM display has been depressed. If the result of the determination is that the B button is not depressed, the process returns to step 2 45 and the PM pattern continues to blink.
  • step 247 As a result of the determination in step 247, when the B button is pressed and the display is switched to the AM display, the process returns to step 242, and the display switches to the blinking of the AM pattern. Also, if the result of the determination in step 243 is that the A button is pressed and the AM pattern is determined, the result of the determination in step 246 is that the A button is pressed and the PM pattern is determined. If so, set the hour and minute display.
  • step 248 hour and minute are displayed in step 248. Then, proceed to step 249, and the time pattern starts blinking at 0.5 second intervals. Then, in step 250, it is determined whether or not the A button for determining the time pattern has been pressed. If the result of the determination is that the A button is pressed, the flow proceeds to step 251, and the minute pattern starts blinking at 0.5 second intervals. Thereafter, it is determined whether or not the A button for determining the minute pattern has been pressed in step 25 2. If the result of determination is that the A button has been pressed, the process proceeds to step 25 3, where the alarm time data is stored in the storage device.
  • step 250 If the result of determination in step 250 is that the A button has not been pressed, the process proceeds to step 254, and it is determined whether or not the B button for advancing the time display has been pressed. If the result of the determination is that the B button is not depressed, the flow returns to step 249 and the time pattern continues to blink. If the result of determination in step 255 is that the B button has been pressed, the process proceeds to step 255 where time data is added in the range of 1 to 12 for the number of times the B button has been pressed. After that, the process returns to step 2 49, starts blinking the selected time pattern, and completes the time adjustment by pressing the A button in step 250.
  • step 25 2 determines whether or not the A button for advancing the minute display has been depressed. If the result of determination is that the B button is not depressed, return to step 25 1 and continue to blink the minute pattern. If the result of determination in step 2 56 is that the B button is pressed, proceed to step 2 57 and add the time data within the range of 1 to 59 as many times as the B button is pressed. . After that, the process returns to step 251, and the selected minute pattern starts blinking. In step 251, the A button is pressed to complete the minute setting. When the alarm time adjustment is completed in this way, the status In step 253, the alarm time data is stored in the storage device. In step 258, the alarm is set to ON, and the flow advances to step 259 to request the LCD to display the clock and time.
  • the time display mode and alarm mode are set in this way, the player switches to clock mode by vibrating by hitting twice in game mode, and the current time is displayed on the image display. Is displayed digitally. Also, if the watch mode is set, the alarm will be notified at the time set in the alarm mode, so it has the function of an alarm clock. In addition, since the main unit has a reset button in addition to the A and B buttons, the time display can be reset.
  • FIG. 32 is an exploded perspective view showing an example of the robot-type game device of the present invention.
  • the game device 1 ⁇ is composed of a front case 1 OA and a rear case 10 B, inside of which a drive unit such as a liquid crystal display 6 serving as an image display section, a board (PCB) 11, and a motor 12. Built-in.
  • An opening 10a is formed in the upper front part of the front case 10A, and the liquid crystal display 6 is accommodated therein.
  • a light display section 10b in the shape of a heart is provided at the lower part of the front of the front case 1OA, and the light emitting diode 1 attached to the substrate 11 located on the back of the liquid crystal display is provided. 1a blinks, and the excitement level of the robot can be displayed at the blinking speed.
  • a vibration sensor 11b for detecting the vibration of the game device is similarly mounted on the board 11. When the vibration is detected, the electric signal is controlled by a control circuit, and the motor 1 in the drive unit 13 is controlled. Drive 2 Then, both arms 13a and 13b are moved up and down to give a feeling that the robot expresses emotion.
  • the driving of the motor 12 is performed by outputting an electric signal from a control circuit to an electromagnetic switch, and is also decelerated through a series of gears connected to the motor 12, and
  • the arms 13a and 13b are configured to move up and down by a cam attached to the last gear of the arm.
  • FIG. 33 is a diagram showing an example of use of the robot-type game device of the present invention.
  • the player is tapping the game device 10 lightly with a pen P or the like, and when the game device detects vibration by hitting once, the electromagnetic switch is activated and both arms 13 a , 13b are fluttered up and down in the direction of the arrow, and the light emitting diode 10b flashes.
  • the liquid crystal display 6 becomes an image display of an X mark as shown in Fig. 34, and the robot expresses pain with emotion by being hit.
  • FIGS. 35 to 38 show an example of a display in which an image of the robot-type game device according to the present embodiment changes.
  • Figure 35 shows an image display in which the robot is in a kimono-mouthed state by itself when the player does nothing while the eye is in the kimono-mouthed pattern, and a heart-shaped light display is shown. Section 10b flashes slowly.
  • Figure 36 shows the robot showing an angry display, with the heart flashing violently.
  • FIG. 37 shows a display in which the robot is tinkering with the shutter being lowered on the image display unit.
  • Figure 38 shows the robot's bi-k sign, showing that the player is fainting before the robot's happy sign if the player hits the wrong time.
  • the present invention is not limited to this, and a game device using music and a game device using a virtual living object instead of a robot as a character. , Simulation display device, etc.
  • This is an image display device that can be widely applied to.
  • the present invention not only changes the image display by applying vibration, but also gives a hint to perform steps in a music game by inputting a code by applying vibration, It is also an input device that raises the level and displays hidden parameters.
  • the present invention relates to an image display device, comprising: a detection unit that detects vibration; a storage unit that stores pattern data for image display; and a storage unit that stores the pattern data of the image display.
  • a player configured to read pattern data of a changing image display from the storage unit and perform a control process based on the pattern data, and a display unit that displays the pattern data of the image display on a screen.
  • the present invention also relates to an image display device, which stores a vibration input unit of a signal based on a combination of a time interval at which vibration is applied and the number of vibrations, a detection unit for detecting the vibration, and pattern data for image display.
  • a storage unit that reads, from the storage unit, image display pattern data that changes according to the content of the vibration detected by the detection unit, and a control unit that performs a control process based on the pattern data; Since it is configured to include a display means for displaying turn data on the screen, even if the player knows the number of times of vibration and the time, the same reaction is not necessarily displayed on the screen as an image, and the player is displayed on the screen.
  • the present invention provides a method for displaying an image according to the content of the vibration detected by the detecting means.
  • the pattern data of the clock mode is switched from the game mode to the clock mode, and the display means for displaying the pattern data of the clock mode on the screen is included, so that each mode can be controlled according to the vibration by the player.
  • the mode switches alternately, eliminating the need for switching switches or operating buttons.
  • the present invention is an apparatus which can be applied to a three-dimensional object and a flat object such as a personal computer screen since vibration is given by tapping or clicking a mouse on the personal computer screen.
  • the pattern data of the image display is composed of facial expressions, if used in a game device, it is possible to enjoy an image display in which the expression of the character changes according to the content of the vibration by the player. .

Landscapes

  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Hardware Design (AREA)
  • General Engineering & Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Ce dispositif d'affichage d'image comporte des moyens de détection de vibrations, des dispositifs mémoire stockant des données de motif d'images, des moyens de commande, permettant de lire des données de motif d'images variant en fonction des vibrations détectées par les moyens de détection, ainsi qu'un afficheur permettant la visualisation sur écran des données de motif d'images.
PCT/JP2000/005404 1999-09-30 2000-08-11 Dispositif d'affichage d'image WO2001024895A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU65925/00A AU6592500A (en) 1999-09-30 2000-08-11 Image display device

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP11/279904 1999-09-30
JP27990499 1999-09-30

Publications (1)

Publication Number Publication Date
WO2001024895A1 true WO2001024895A1 (fr) 2001-04-12

Family

ID=17617547

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2000/005404 WO2001024895A1 (fr) 1999-09-30 2000-08-11 Dispositif d'affichage d'image

Country Status (3)

Country Link
AU (1) AU6592500A (fr)
TW (1) TW512070B (fr)
WO (1) WO2001024895A1 (fr)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2009075883A (ja) * 2007-09-20 2009-04-09 Fujitsu Component Ltd Kvmスイッチ、kvmシステム及びプログラム
US20100207871A1 (en) * 2007-04-26 2010-08-19 Nokia Corporation Method and portable apparatus

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS58223087A (ja) * 1982-06-18 1983-12-24 Sharp Corp ゲ−ム付電子時計
JPS61191982A (ja) * 1985-02-20 1986-08-26 Seikosha Co Ltd アラ−ム時計
JP3047742U (ja) * 1997-10-02 1998-04-24 中日本プロジェクト株式会社 携帯用ゲーム装置
JPH10249063A (ja) * 1998-03-17 1998-09-22 Casio Comput Co Ltd 電子ゲーム装置
JP2000112638A (ja) * 1998-10-05 2000-04-21 Matsushita Electric Ind Co Ltd 情報処理装置

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS58223087A (ja) * 1982-06-18 1983-12-24 Sharp Corp ゲ−ム付電子時計
JPS61191982A (ja) * 1985-02-20 1986-08-26 Seikosha Co Ltd アラ−ム時計
JP3047742U (ja) * 1997-10-02 1998-04-24 中日本プロジェクト株式会社 携帯用ゲーム装置
JPH10249063A (ja) * 1998-03-17 1998-09-22 Casio Comput Co Ltd 電子ゲーム装置
JP2000112638A (ja) * 1998-10-05 2000-04-21 Matsushita Electric Ind Co Ltd 情報処理装置

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20100207871A1 (en) * 2007-04-26 2010-08-19 Nokia Corporation Method and portable apparatus
JP2009075883A (ja) * 2007-09-20 2009-04-09 Fujitsu Component Ltd Kvmスイッチ、kvmシステム及びプログラム

Also Published As

Publication number Publication date
AU6592500A (en) 2001-05-10
TW512070B (en) 2002-12-01

Similar Documents

Publication Publication Date Title
JP7102373B2 (ja) 遊技機
JP5786066B1 (ja) 遊技機
JP5789327B1 (ja) 遊技機
JP5789326B1 (ja) 遊技機
JP6018430B2 (ja) 遊技機
JP4517181B2 (ja) 遊技機
JPH08206357A (ja) ゲーム装置及び画像合成方法
JP5992586B2 (ja) 遊技機
JP2022051940A (ja) 遊技機
WO2001024895A1 (fr) Dispositif d'affichage d'image
JP7064146B2 (ja) 遊技機
JP2019042218A (ja) 遊技機
JP2022000253A (ja) 遊技機
JP6541808B2 (ja) 遊技機
JP5992584B2 (ja) 遊技機
JP5992585B2 (ja) 遊技機
JP2020130382A (ja) 遊技機
JP7295551B2 (ja) 遊技機
JP7010891B2 (ja) 遊技機
JP6916244B2 (ja) 遊技機
JPH09117550A (ja) 遊技機
JP2022111359A (ja) 遊技機
JP6360117B2 (ja) 遊技機
JP5979804B2 (ja) 遊技機
JP5979803B2 (ja) 遊技機

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A1

Designated state(s): AE AL AM AT AU AZ BA BB BG BR BY CA CH CN CR CU CZ DE DK DM EE ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX NO NZ PL PT RO RU SD SE SG SI SK SL TJ TM TR TT TZ UA UG US UZ VN YU ZA ZW

AL Designated countries for regional patents

Kind code of ref document: A1

Designated state(s): GH GM KE LS MW MZ SD SL SZ TZ UG ZW AM AZ BY KG KZ MD RU TJ TM AT BE CH CY DE DK ES FI FR GB GR IE IT LU MC NL PT SE BF BJ CF CG CI CM GA GN GW ML MR NE SN TD TG

121 Ep: the epo has been informed by wipo that ep was designated in this application
REG Reference to national code

Ref country code: DE

Ref legal event code: 8642

122 Ep: pct application non-entry in european phase
NENP Non-entry into the national phase

Ref country code: JP

Ref document number: 2001527891

Format of ref document f/p: F