WO2004020061A1 - Appareil de jeu - Google Patents

Appareil de jeu Download PDF

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Publication number
WO2004020061A1
WO2004020061A1 PCT/JP2002/008667 JP0208667W WO2004020061A1 WO 2004020061 A1 WO2004020061 A1 WO 2004020061A1 JP 0208667 W JP0208667 W JP 0208667W WO 2004020061 A1 WO2004020061 A1 WO 2004020061A1
Authority
WO
WIPO (PCT)
Prior art keywords
character
picture
information
game
characters
Prior art date
Application number
PCT/JP2002/008667
Other languages
English (en)
Japanese (ja)
Inventor
Noriaki Yamazaki
Makoto Ohara
Hirohito Kirikoshi
Yoshiyuki Endo
Hiroko Tsuruoka
Kenji Sato
Wakana Yamana
Original Assignee
Sega Toys, 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 Sega Toys, Ltd. filed Critical Sega Toys, Ltd.
Priority to JP2004532675A priority Critical patent/JPWO2004020061A1/ja
Priority to PCT/JP2002/008667 priority patent/WO2004020061A1/fr
Publication of WO2004020061A1 publication Critical patent/WO2004020061A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • BPERFORMING OPERATIONS; TRANSPORTING
    • B23MACHINE TOOLS; METAL-WORKING NOT OTHERWISE PROVIDED FOR
    • B23DPLANING; SLOTTING; SHEARING; BROACHING; SAWING; FILING; SCRAPING; LIKE OPERATIONS FOR WORKING METAL BY REMOVING MATERIAL, NOT OTHERWISE PROVIDED FOR
    • B23D53/00Machines or devices for sawing with strap saw-blades which are effectively endless in use, e.g. for contour cutting
    • B23D53/12Hand-held or hand-operated sawing devices working with strap saw blades
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H33/00Other toys
    • A63H33/38Picture books with additional toy effects, e.g. pop-up or slide displays

Definitions

  • the program is limited by the size of the ROM, making it difficult to use large games and databases.
  • the electronic picture book device is suitable for single play because it uses a touch pen or the like alone, but no particular consideration is given to playing with multiple people at the same time.
  • Another object of the present invention is to make it easier for infants to play in a virtual space by using picture books as communication means.
  • a software medium of the present invention includes a print medium on which a picture or a character is printed, a base plate for holding the print medium, and an image output using an address corresponding to two-dimensional position information on the print medium.
  • a software medium consisting of a cartridge in which a storage medium storing data for data output and audio output is installed is installed, the position specified by the user operation on the print medium is detected, and the position corresponding to the position is detected.
  • a display unit configured to hold the holder unit so as to be capable of being attached to the information processing apparatus and to be mounted at a predetermined position of the information processing apparatus. Includes a door, a.
  • the holder portion is detachably held on the base plate.
  • the container for accommodating the sheets to the holder portion, exchange the picture book with the holder portion, and share a relatively expensive base plate.
  • the software medium is configured to be able to write and store at least one of information related to a picture or a character printed or handwritten by a user and a control program using the coordinate position on the sheet surface as an address. And a non-volatile memory.
  • the apparatus further comprises a cartridge configured to be integral with the base plate and containing the nonvolatile memory.
  • an interface for connecting to a personal computer is built in the cartridge.
  • the software medium can be used as an input device for inputting various instructions to a personal computer, and the range of use of the software medium can be expanded.
  • the interface is a USB connection interface. This enables communication between devices simply by connecting the connection cord to the USB port.
  • the container is provided with a fall prevention means for preventing a sheet printed or handwritten by the stored user from falling.
  • the fall prevention means can be formed, for example, by welding a part of the edge of the container or turning back the edge.
  • the information processing apparatus of the present invention includes a holder portion for binding a sheet printed or handwritten by a user in a turnable manner, and a base plate configured to hold the holder portion and to be attached to a predetermined position of the information processing device.
  • a non-volatile memory configured to be able to write and store information related to a picture or character handwritten or printed by a user using the coordinate information on the sheet surface as an address. It is configured to detect the position designated by the above user operation, and output information corresponding to the designated position on the sheet using the detected position information as an address.
  • the information processing apparatus of the present invention may include a plurality of sheets on which pictures and characters stitched so as to be turned over are recorded and coordinate information on the sheet surface as an address and information related to the pictures and characters and / or
  • a software medium including a cartridge accommodating storage means for storing a program is mounted, and an opened page and a position of the opened page instructed by a user on a sheet are detected.
  • An information processing apparatus configured to output information and / or a program relating to the picture or character corresponding to the designated position, using the information of the designated position and the opened page information as an address, wherein the software
  • the medium also has an interface for connecting to an external information processing device (external information processing device), and a plurality of sheets that can be detachably bound.
  • the information processing device is configured to output the information to the device and to make the information processing device function as an input device of the external information processing device. And / or download the program, print the pictures and characters on the sheet from the downloaded information, attach the sheet to the holder, and then use the downloaded information to obtain the information and / or program related to the pictures and characters. Using the position information on the sheet and the page information on the sheet surface as an address. It is configured to record on the above-mentioned storage medium via a storage medium.
  • the storage medium capable of writing, storing and holding is constituted by a nonvolatile memory.
  • the game device of the present invention is a game device for developing a game by arranging a character in a virtual space. Means for determining a distance from an instruction input position; a character for moving the character to a location corresponding to the instruction input position in the virtual space; and determining an action when the character is moved based on the distance. And control means.
  • the position input means is a tablet and a touch pen
  • the reference position is a center position of the tablet.
  • the position where the character should move can be easily indicated, and if the reference position is the center position of the tablet, the virtual character is positioned so that the position of the self-character is located at the center of the screen. Since it corresponds to setting the viewpoint of the camera, it is easy to instruct the movement of the self-character.
  • the game device of the present invention connects a plurality of game devices to a server device via a network, distributes data to each game device via the server device,
  • a game device connected to a game system in which a common virtual space is formed for each game device and a character controlled by a player of each game device is arranged in the virtual space to develop a game
  • a game space forming means for receiving the distribution of data from the server device to form the common virtual space, arrange the characters, and develop a game, generate an instruction input in response to a pen operation, and generate a handwritten picture or Instruction input means capable of inputting characters, means for storing input handwritten pictures and characters, and self-character control for controlling a self-character under self control of the virtual space in accordance with the instruction input
  • And transmitting means for transmitting the picture or character to the server device together with the information for specifying the self-character.
  • the server device distributes the picture or character and the information specifying the self character to each game device to update the common virtual space.
  • the server device With this configuration, it becomes possible for the server device to distribute the picture or character corresponding to the game device sharing the virtual space and the information for identifying the self-character, and to advance the game of each game device. .
  • the pictures and characters are for communication between characters, and the information for specifying the self-character includes position information in a virtual space.
  • the game space forming means includes the image or the character on or around the head of a character under the control of another player based on information specifying the picture, the character, and the character transmitted from another game device. Display characters.
  • a message from the other player can be displayed near a character controlled by another player on the monitor of the game device of the player.
  • the display is a balloon display in the vicinity of the character. This makes it easy to determine from which character the message came.
  • the instruction input is performed by touch input on a picture book.
  • the server device or the game device includes a filter unit that blocks transmission of a specific picture or a specific character stored in advance as a transmission prohibition target.
  • the server apparatus or the game apparatus replaces the picture or the character with a predetermined expression and transmits the same.
  • Filter means.
  • the server device distributes characters and pictures sent from one game device only to a specific game device.
  • the server device converts a character sent from one game device into voice data and distributes the data to another game device.
  • the server device converts the character to voice and converts the prohibited character portion into a specific sound. Replace and distribute to other game devices.
  • the mail exchange method of the present invention is a method for exchanging e-mail using text data or picture data between characters that are arranged in a virtual space and controlled by a player.
  • the address of the electronic mail is obtained by exchanging identification information between the characters in the virtual space, and each character stores the obtained identification information to form an address book.
  • each character can transmit an e-mail when its own identification information is described in the address book of the character of the transmission destination.
  • the exchange of the identification information is performed by exchanging business cards between the characters.
  • business card collection can be enjoyed in the sense of collecting cards.
  • an audio file is attached to the text data, and the text data is synthesized and output.
  • FIG. 1 is a perspective view showing an outline of a configuration of a game system (game device) using an electronic picture book device according to the present invention.
  • FIG. 2 is a block diagram illustrating a control system of the electronic picture book device and the personal computer.
  • FIG. 4 is an explanatory diagram illustrating a configuration example of the entire network of the game system.
  • FIG. 5 is a front view illustrating an electronic picture book cartridge provided with an external connection interface.
  • FIG. 6 is a front view illustrating the cartridge in a state where the pages of the electronic picture book are opened.
  • FIG. 7 is a perspective view illustrating a holder portion of an improved cartridge in which a printed page can be inserted into a sheet.
  • FIG. 8 is a perspective view of the cartridge for explaining the assembly of the holder.
  • FIG. 9 is a perspective view of the cartridge for explaining the assembly of the holder.
  • FIG. 10 is a perspective view of the cartridge for explaining the assembly of the holder.
  • FIG. 11 is an explanatory diagram illustrating mounting of a sheet on a transparent sheet-shaped storage member.
  • FIG. 12 is a flowchart illustrating an example of use of the improved cartridge.
  • FIG. 13 is an explanatory diagram illustrating the cover of the electronic picture book.
  • FIG. 14 is an explanatory diagram illustrating a character input page of an electronic picture book.
  • Fig. 15 is an explanatory diagram for explaining the "Greetings and pages” of the electronic picture book.
  • FIG. 16 is an explanatory diagram for explaining the “page of drawing” of the electronic picture book.
  • Figure 17 is a map explaining the outline of “ABC Town”.
  • FIG. 19 is a functional block diagram illustrating a system that allows a plurality of players connected to a network to play together in a virtual game space.
  • FIG. 20 is an explanatory diagram illustrating an example of conversation (chat) between characters in a part of the “ABC tower area” of the “ABC town”.
  • FIG. 21 is an explanatory diagram for explaining character movement by an instruction operation.
  • FIG. 22 is a functional block diagram illustrating a system that enables interaction between PC characters in a virtual game space.
  • FIG. 23 is an explanatory diagram illustrating an example of a chat-in cover for inputting characters.
  • FIG. 24 is an explanatory diagram illustrating a picture input window for inputting a handwritten picture.
  • FIG. 25 is an explanatory diagram showing an example in which a chat character is displayed above the head of the character.
  • FIG. 26 is an explanatory diagram showing an example of a chat using pictograms.
  • FIG. 28 is an explanatory diagram illustrating an example of a window displayed while using a mobile phone.
  • FIG. 29 is an explanatory diagram for explaining the “Manpuke” window.
  • FIG. 30 is an explanatory diagram for explaining the “Osaifu” window.
  • FIG. 32 is a flowchart illustrating the outline of the drawing game.
  • FIG. 33 is a flowchart illustrating the storage of a handwritten picture.
  • FIG. 34 is a flowchart illustrating the determination of a handwritten input picture.
  • FIG. 37 is an explanatory diagram illustrating an example of the handwriting input window.
  • FIG. 38 is an explanatory diagram illustrating an example of the handwriting input window.
  • FIG. 39 is an explanatory diagram illustrating an example of the handwriting input window.
  • FIG. 40 is an explanatory diagram illustrating an example of the handwriting input window.
  • FIG. 42 is an explanatory diagram illustrating an example of the handwriting input window.
  • FIG. 43 is an explanatory diagram illustrating character movement by an instruction operation.
  • FIG. 1 is a perspective view showing an outline of the configuration of a game system (game device) 1 using an electronic picture book device according to the present invention.
  • FIG. 2 is a block diagram illustrating a control system of these devices.
  • 10 is an electronic picture book device
  • 20 is a keyboard
  • 30 is a personal computer (personal computer)
  • 40 is a monitor of the personal computer.
  • a speaker is connected to the personal computer 10.
  • the electronic picture book device 10 includes a first operation panel 11-1, a second operation panel 11-12, and a touch pen 13.
  • the first and second operation panels are provided with tablets (or touch panels) 14-1, 14-2 for position detection, respectively.
  • Each of the tablets 141-1 (book area sensor) and 14-12 is composed of a plurality of tablets arranged crosswise in the vertical and horizontal directions as described in, for example, Japanese Patent Application Laid-Open No. 5-137864.
  • a panel constituted by these electrodes is embedded, and the X-Y coordinate data is obtained by detecting signals sequentially applied to the electrodes with the touch pen.
  • Picture book placement part for placing picture books (1st operation panel) 1 1-1 and 2nd operation panel 1-1-2 provided with tablets 14-1 2 are electrically and physically connected so that they can be folded open and closed.
  • the second operation panel is placed on a horizontal plane, and the first operation panel is opened to face the user.
  • Table 14-1 part 1 provided on the first operation panel 11-1 is configured such that the picture book cartridge 12 is placed at a predetermined position. Although not shown, the picture book placement section is not shown. At the lower end, a connector mounting portion for inserting the connector 12d of the picture book cartridge is provided. Also, for example, a page sensor is located at the upper right end of the picture book 15 are provided.
  • the cartridge 12 has a configuration in which a sheet 121 made of a medium such as paper is exchangeably bound.
  • the page sensor 15 can be formed, for example, by a photosensor array that detects a notch in an edge provided on each page of the sheet 121.
  • the antenna provided at the tip of the touch pen 13 detects electromagnetic waves radiated from the XY electromagnetic panel. By processing the electromagnetic waves electronically, the coordinate value of the position indicated by the touch pen 13 can be obtained.
  • the program, audio, and video data are recorded in the non-volatile memory as data representing the page of the picture book and addresses associated with the data representing the X-Y coordinate values of each page.
  • a USB port (connector) 12c is provided at a lower portion on the front side of the cartridge 12.
  • connection with the personal computer 30 becomes possible, and the data of FROM12b can be updated by the data supplied from the personal computer 30.
  • the personal computer 30 can obtain data from the server device via a communication network such as the Internet.
  • the controller 17 (comprising a CPU and a DSP) can execute a program stored in the FROM 12b and perform a process corresponding to a user's pen operation. That is, when the picture book of the cartridge 12 is opened and the touch pen 13 is brought close to the icon (picture display) printed on the opened page (the tip of the touch pen 13 in the case of a touch pen having a switch at the tip). The antenna switch is turned on by lightly pressing on the picture book), and the antenna of the touch pen 13 is detected.
  • the image data and audio data stored in FROM 12b are converted to video based on the data on the X-Y coordinates of the operated position and the data output on the open page of the picture book detected by the page sensor 15. ⁇
  • the video and audio can be displayed on the TV monitor 50 by giving it to the audio section 18.
  • the TV monitor 50 is unnecessary.
  • USB interface 30 g that performs data communication with the PC, communication interface 30 h that performs data communication with an external network, video interface 30 i that supplies video data as video signals to the monitor 40, and audio data It is composed of an audio interface 30 j that converts the audio signal to a monitor signal and supplies it to a monitor, an output interface 30 k that outputs data to a printer 60 and the like.
  • the game space forming means forms a virtual game space for developing a game in the computer, and displays an image viewed from the viewpoint of the virtual camera set by the game program on a monitor.
  • various objects forming the game field such as buildings, roads, trees, and characters are arranged.
  • the picture / character storage means stores a message such as a hand-drawn picture or character input from an electronic picture book device or the like as an instruction input means.
  • the transmission / reception means performs data communication with the server via a communication network such as the Internet to update game data (progress the status of the virtual space) and exchange messages.
  • the character control means determines the movement and movement of the character placed in the virtual game space based on the player's instruction input. And controls the character of another person based on the game data sent from the server.
  • the electronic picture book device can be used alone, but in the present invention, its use is expanded by using it as an operation input means to a personal computer.
  • the personal computer 30 of the game system 1 configured as described above has a communication line 2 including a telephone line, a communication line such as an ISDN, an ADSL, an optical fiber, and a telephone office. Connected to Internet Service Provider (ISP) 3 via. Then, the game server 5 is connected via a communication network such as the Internet 4. The game system 1 can be connected to the Internet 4 directly, or to the Internet 4 via LAN or the like. The network is also connected to a speech synthesis server 6 that performs data processing for converting text data into speech as needed.
  • ISP Internet Service Provider
  • the game server 5 provides, for example, game data to the personal computer 30 of the game system 1 and controls data communication between a plurality of participants in a virtual game space described later. Thereby, data of a plurality of characters under the control of the player of another game device is given to each game device, and the movement, motion, and the like of the character of another person in the virtual game space of the game device are updated. In addition, messages can be exchanged using pictures and text.
  • FIG. 5 shows a front view of an electronic picture book cartridge 12 holding and binding a sheet 12 1.
  • FIG. 6 shows a state in which a picture book page is opened.
  • a port 12 c for USB connection is arranged at the lower right of the front of the cartridge 12.
  • a mounting portion (connector) 12 d which is inserted and mounted to the connector portion of the electronic picture book device (main body) 10 is provided.
  • a bus connector and the like for connection are provided inside the cartridge 12, the above-described USB interface 12 a and the nonvolatile memory FROM 12 b are arranged.
  • the engaging hook 1 2 h formed on the left end side of the base plate 1 2 i of the cartridge 12 is attached to the back end of the holder 1 2 e (reverse L) (not shown). Engage the protrusions. Further, as shown in FIG. 9, the holder 12e is attached to the base plate 12i by pressing down the holder 12e downward as shown in FIG. A plurality of through-holes are provided in an edge portion of the sheet on the upper right of the base plate 12 i, and allow passage of sense light of the page sensor 15 arranged in the main body 11.
  • the end of the bag-shaped container 12g is welded to a part of the edge to prevent the sheet from falling. 2 j is provided.
  • the cartridge 12 and the sheet 122 described above correspond to a software medium.
  • the user sets the CD-ROM included with the purchase of the cartridge 12 into the personal computer 30 and records the download program on the hard disk 30 e.
  • the user connects the personal computer 30 to the communication network, starts this download program, and accesses the game server 5 (S12).
  • the personal computer 30 is connected to the homepage of the game server 5.
  • the user selects a desired picture book program from a game list on a homepage (not shown).
  • the user receives user authentication in response to the inquiry from the server (S14). Payment is made by card or electronic currency as needed.
  • the computer 30 takes in the file data transmitted from the server 5 and stores it on the hard disk 3 Oe.
  • the personal computer 30 decompresses the file data transmitted in a compressed state to obtain a print data file of the picture book and a program data file (S1). 6) 0
  • the print data is output to the printer 60, and each sheet constituting the picture book is printed (S18). As described above, a notch dotted line for page recognition is printed on the edge of each sheet.
  • the program data corresponding to the picture book is supplied to the electronic picture book apparatus 10 via USB, and is written into FROM12b (S20). Thereafter, the USB cable is disconnected from the electronic picture book apparatus 10, the electronic picture book apparatus 10 is connected to the television monitor 50, and the controller 17 of the electronic picture book apparatus 10 executes the program stored in FROM 12b. This allows you to enjoy the game using the new picture book you downloaded.
  • the print data of the picture book and the video and audio data used for the picture book are downloaded from the game server 5 on the Internet to the personal computer 30.
  • the printer 60 prints print data such as pictures and characters on a medium such as paper.
  • the picture book is formed by inserting the printed sheet 121 into the container 12 g. As mentioned above, we cut off sheet 121 along the printed dotted line.
  • the downloaded video and audio data is stored in FROM12b of the cartridge 12 via the USB connection interface. Therefore, if this cartridge 12 is used, it becomes possible to enjoy a new electronic picture book by introducing a new program from the game server 5 as appropriate.
  • the data of a plurality of electronic picture books may be recorded on a CD-ROM, and the desired print data may be selected from these and printed. Also, the corresponding electronic data may be written to FROM 12b.
  • the electronic picture book device 10 for infants usually uses a CPU having a lower processing capacity than the personal computer 30 in order to make it inexpensive. Also, since the capacity of FROM12b is not large, there is a certain limit to the content of the game.
  • the electronic picture book apparatus 10 and the personal computer 30 are connected by the USB connection using the cartridge 12, and the electronic picture book apparatus 10 is connected. Activate the personal computer 30 according to the instruction. This will make use of the higher V and processing power of the personal computer 30 and will make it easier for infants to use the personal computer.
  • the print data may be recorded on a CD-ROM and printed by a printer to obtain a sheet.
  • FIG. 13 shows an example of the first page of a picture book mounted on the cartridge 12.
  • the name of the game "ABC CLUB” ⁇ is described.
  • the personal computer 30 and the game server 5 are not connected.
  • a virtual game space provided by the CD-ROM, ABC Town II contains a player character (hereinafter “PC character”) controlled by the user (player) and a computer.
  • PC character player character
  • the PC 30 and the game server 5 are connected. Continued. As a result, data, e-mail, and communication information necessary for drawing each participant's character in the virtual game space are distributed from the server to each game participant, and the ABC Town seen by each player is shared. .
  • the game server 5 knows the location of each connected PC character, the flag state of each PC character, and the like. For example, each PC character has a status flag of 104 indicating the status of each character. Then, the game server 5 transmits data (character display position, flag information, chat data, etc.) relating to another PC character nearby in the virtual game space where the PC character exists, to the personal computer 30 of each player. Then, the PC characters of other players around the own PC character are displayed on the PC screen. Similarly, another PC character existing around the PC character controlled by this player is displayed on the personal computer screen of another player. This allows players to interact with one another via their PC characters. The picture book input described later is used to control this PC character. The game development in ABC Town will be described later.
  • the computer determines the handwritten picture, and through the handwritten picture, you can enjoy game development such as dialogue with the computer.
  • FIG. 14 shows an example of a page for inputting characters of a picture book mounted on the cartridge 12.
  • the information of the X-Y position clicked with the touch pen 13 and the page information are transmitted to the computer 30 via the USB interface, and the CPU 30a sends these information to the input mode flag.
  • the determination is made by referring to the corresponding information table.
  • the result determined by the electronic picture book device 10 may be sent to the personal computer 30.
  • a fullness meter is displayed on the screen indicating the “feeling of the stomach” of the character, as shown in Figure 31. It is displayed in five levels: “Manpuku”, “Paku”, “Normal”, “Heri”, “Haraeri”. For example, it can be made to change from full to hungry according to the distance traveled in the virtual space. It is possible to set the power of this character in the game with the fullness meter.
  • FIG. 15 shows an example of a page for inputting “greeting” and “action” of the picture book mounted on the cartridge 12.
  • icons indicating the operation of characters are arranged. For example, if you click on a rock-paper-scissor action such as “Goo”, “Chiyoki”, “Par”,...
  • FIG. 16 shows an example of a page for inputting “drawing” of a picture book mounted on the cartridge 12.
  • Figure 17 is a pin map that outlines ABC Town, an example of a virtual game space.
  • This map is the icon of the picture book "ABC Town Chizu" Click to display it on the screen.
  • This game space is provided by CD-ROM because of the large amount of data, but it can also be downloaded online.
  • the player can know the relationship between the location of the PC character under his control and the whole, and the direction of the target location. If you draw a “ ⁇ ” on the relevant part using the tablet 14 and the touch pen 13, the state of the area will be displayed in the monitor screen size. It is possible to move to the corresponding area by a specific instruction input operation that is not disclosed.
  • Figure 18 shows the area of the ABC Tower, which is part of ABC Town.
  • the ground of the area is mapped with a diamond grid.
  • Various types of information are embedded in each grid to form map information.
  • One character occupies one grid.
  • Tile information, object information, and attribute information can be set (defined) for each grid.
  • the tile information is a picture representing the ground.
  • the object information is information of an installation object placed on the ground. There are information such as the picture of the installation, the size, the information of the auction, the information about the scenario, and the drawing priority.
  • Attribution information is information defined at the position. Examples include terrain information, moving floor information, effect types, reserves information, and event numbers. On the moving floor, when the PC character gets on the dalid for which moving floor information is set, the PC character automatically moves in the direction set.
  • the PC character When the moving floor is a track or a river, the PC character can be transformed into a vehicle such as a train or a ship.
  • the terrain information can specify whether the vehicle can enter or not depending on the state of each vehicle. For example, when a PC character is a human, he cannot enter the water, but when he is transformed into a ship, he can move above the water. Buried items can be obtained by digging the ground on the map. The reserves disappear when dug out, but return after a certain time.
  • FIG. 19 is a functional block diagram illustrating a system that allows a plurality of players connected to a network to play together in a virtual game space.
  • the virtual game space is formed on the personal computer 30.
  • the player uses the electronic picture book device 10 to control a PC character that operates according to his / her own control in the virtual game space (C12).
  • a plurality of pieces of information indicating the state of the character are set in the PC character. For example, 1024 status flags are set.
  • the location and flag information of the PC character in the virtual game space are sent from the personal computer 30 to the game server 5 as character data (C14).
  • the personal computer 30 is a game device.
  • the game server 5 sequentially receives character data from each game device 1 (personal computer 30) connected to the server and updates the database (C16).
  • the game server 5 stores data of all PC characters existing in the virtual game space in a database (C18).
  • FIG. 20 and FIG. 21 illustrate such a state by way of example.
  • FIG. 20 shows an example in which various characters are arranged in the area of the “ABC tower” in the virtual game space.
  • the player selects a character at the beginning of the game. Characters that can be selected by the player are boy and girl characters. A plurality of types are prepared for each, from which the player selects. The color of the character's hair and clothes can be changed.
  • characters include a PC character controlled by a player and an NPC character controlled by a computer. There are two types of PC characters: one under their control and another under the control of another player.
  • the PC character controlling the player's control is surrounded by a dotted line in the figure, and the state of the virtual game space is usually viewed from the viewpoint of the virtual camera located at the center of the monitor screen.
  • the coordinates are transformed and displayed. Secondary of virtual game space Techniques generally known for conversion to the original coordinate system and monitor output can be used.
  • FIG. 21 and FIG. 43 are explanatory diagrams illustrating an example of moving the own PC character.
  • the program is controlled to control the position of the pointer on the monitor screen according to the position information detected by the tip of the touch pen 13 operated on the tablet 14-1 or 14-12 of the electronic picture book device 10. Can be set.
  • the designated position is read by the electronic picture book device 10 and sent to the personal computer 30 ( S80).
  • the personal computer 30 that has received the designated position calculates the distance between its PC character and the designated position (S82). Next, the personal computer 30 determines the movement at the time of movement according to the distance between its own PC character and the indicated position (S84), and moves its own PC character to the indicated position (S84). 8 6). As the movement at the time of movement, for example, it is possible to increase or decrease the number of steps the character walks according to the distance, and to select whether the character moves by walking or running.
  • the mouse of the personal computer 30 can be used in place of the touch pen 13.
  • the new position of the PC character and the state of the character are transmitted to the game server 5 and distributed from the game server 5 to the personal computer 30 (game device 1) of another player, and the position of the character on each monitor screen is displayed. Is reflected to move. This is done for all PC characters. Therefore, it is possible to make it appear as if the PC characters representing the player are communicating with each other in the virtual game space.
  • FIG. 22 is a functional block diagram illustrating a system that enables interaction between PC characters in a virtual game space.
  • the player selects one of the following modes: text chat, mobile phone (confidential chat), picture chat, e-mail, etc. with a picture book or on-screen icon.
  • text chat mobile phone
  • proximity chat a character input bar displayed at the top of the screen at this time. If you select the picture chat, use the tablet and pen to write and draw the picture by hand.
  • FIG. 24 shows an example of the picture input window displayed at this time.
  • the personal computer 3 ⁇ transmits the input character string information or picture information to the game server 5 together with the information of the PC character address and the attribute (chat mode).
  • the pictogram data can be sent together with the character operation information described above. Attributes include chat for all PC characters in the virtual space, mobile phones for private communication with specific people (P14).
  • the game server 5 receives picture and character data from each game device (PC 30) connected to the game server 5. If words or pictures that should not be displayed in the virtual game space are included in the characters or pictures, they are removed by the filter function. This is done by registering prohibited words in the database in advance and checking the characters. In addition, prohibited images are also registered in the database in advance, and as a result of comparison with a handwritten input picture, if it is determined that they are substantially the same as the prohibited images, they are deleted from the transmission data. The prohibited term part can be replaced with “***”, “X X X”, etc. and transmitted. In addition, the display time of the image displayed in the virtual game space may be shortened instead of the filter of the prohibited image (P16).
  • the received character (text) data is sent to the speech synthesis server 6, and the text data is converted into speech signal data (P18). This is useful for infants who do not yet understand the language.
  • the game server 5 stores the received picture / character data and voice data in the chat database. As described above, the game server 5 stores data of all PC characters existing in the virtual game space in the database (P22). In addition, the game server 5 distributes the picture / character data to the game device corresponding to the attribute of the chat. For example, in the case of text chat, the virtual camera set by the program installed on the game machine of the caller The picture / character data or voice data is transmitted to one or more PC characters (personal computer) within the visual field of (P20).
  • PC characters personal computer
  • a message of another PC character issued by a player of another game device includes “character” and “handwriting”. Is output as a picture or voice (P24-P28).
  • the picture / character data is delivered only to the specified person.
  • FIG. 26 shows an example of the picture chat described above. Select the picture chat icon from the picture book and display the picture chat window shown in Figure 24. The player operates the touch pen 13 on the tablet 14-2 to write characters in the picture chat window. As a result, handwritten characters are displayed in a balloon.
  • the mobile phone here refers to the function of exchanging information between specific individuals using the configuration shown in Fig.22.
  • the player can send to only the player (specific speaker) registered in the friend book. It is also possible to call from shortcut registration (for 3 people).
  • the procedure for using a mobile phone is as follows.
  • the player selects a friend to be sent from the friend book and displays the business card.
  • the message "Do you want to make a phone call?" Is displayed, and the "Yes” and “No” icons are displayed below it. If the player selects the "Yes” icon, a ring will sound. If your friend is logged in (accessing ABC Town), a message “Danwa tsu ga tsu tatsuta” is displayed. If your friend is not logged in, the message “My friend is not in town” is displayed. If the player selects the “No” icon, the window is closed and the mobile phone mode is terminated.
  • the sent text is displayed at the bottom of the screen, and the business card is displayed at the same time. If you want to reply to the other party, click on the mobile phone button on the business card and it will be sent to the other party.
  • FIG. 29 shows an example of a pedometer indicating the walking distance of the player. Clicking on the pedometer icon on the picture book or screen will bring up this window.
  • the pedometer counts and displays the number of steps taken by the character. It is used for event generation, ranking, etc. based on the number of steps. The number of steps is counted up to 99, 99, 999.
  • FIG. 30 shows the life window. Money earned at events, etc. is counted.
  • the monetary unit of money in the virtual game space is "pico". This money can be used for shops and events. For example, it is possible to count up to 99, 99, 999 pico.
  • each player has his own room (mansion) Can be. Inside the apartment, you can have your own private space. Here, you can chat with specific friends, set up item boxes, exchange emails, and so on. Entering an apartment requires a key (password), and you can be invited to a room by giving a password to certain friends. In addition, others cannot enter unless there is a master of the room in the apartment. If you chat in this room, you can enjoy the conversation without the knowledge of a third party. You can store your important items in Item Bottas. In the room, you can store furniture purchased from the town store. Also, the interior of the room can be changed.
  • the program includes a process of registering a handwritten picture and a process of developing a game using a handwritten picture.
  • a guidance screen for selecting either “getting the game” or “playing a game” is displayed (S52).
  • registration processing is performed (S54; “registration”).
  • a picture input window is displayed on the screen to guide the player to write a picture (S62).
  • the characteristic of the picture is determined (S 64). The player listens to the picture drawn and stores it in a memory, for example, a hard disk, together with the discriminated picture and its features (S66).
  • the database stores in advance a database for discriminating handwritten pictures, for example, "pictures drawn by infants", "pictures for which transmission is prohibited", and the like. If there is another picture to be registered, steps S62 to S66 are repeated to register a handwritten picture. If there is no other picture to register, finish.
  • FIG. 33 is a flowchart for more specifically describing the picture registration procedure (steps S62 to S66) described above.
  • a picture input window as shown in FIG. 36 is displayed on the screen (S622).
  • a character controlled by the CPU guides the player to write a picture, for example, "Please do something.”
  • the player uses the drawing tool shown in Fig. 16 to draw a picture in the drawing area with the tablet 14 and the touch pen 13.
  • the CPU reads this picture (S622) and performs normalization processing to make it a fixed size in order to facilitate mutual comparison (S641).
  • the features of the normalized picture are extracted.
  • the characteristics of the picture include parameters such as the size, color, and shape of the picture.
  • the feature of the shape may be obtained, for example, by following the trajectory of the touch pen 13 as a unit vector and based on a change tendency of this vector, or may be obtained based on a change in a distance (coordinate) from a predetermined reference point. good. Also, other known appropriate methods can be used.
  • a name input window is displayed as shown in FIG. 37, and the player is asked "What is this?" And the player is requested to write the name of the handwritten picture (S661).
  • the “Done” icon is clicked from the window, the written name, for example, “cake” is identified by the handwritten character recognition algorithm, and the diagram, feature parameters, and name are stored in the database (S 662).
  • FIG. 34 is a flowchart for more specifically explaining the procedure (S72, S74) of determining a handwritten input picture in order to perform the above-described game development with a handwritten picture.
  • a window prompting the user to enter a picture is displayed during the drawing program.
  • the character balloon displays “Hey Hey, Yukichiyan! I'm hungry!
  • the CPU reads this picture (S722). Similar to steps S 641 and S 642 described above, normalization processing of the read picture (S 741) and feature parameter extraction are performed (S 742).
  • the approximate picture is extracted by referring to the database based on the characteristic parameters, and the name of the picture is determined (S743). Compare the picture for which the input was requested with the drawn picture and evaluate it. The result is output by setting the flag group (S744). This result is used, for example, in a game program.
  • FIG. 35 is a flowchart showing an example of determining the next process based on the determination result (S744).
  • the state of the handwriting picture discrimination flag is read (S761). It is determined whether or not the state of the determination flag satisfies predetermined condition 1. For example, if a parameter that is substantially the same as the previously registered feature parameter of the cake is extracted (S762; Yes), the first process (process 1) is performed. For example, as shown in Fig. 39, the character in the drawing window is asked to say "Thank you very much!” (S763).
  • the state of the determination flag does not satisfy the condition 1 (S762; No)
  • the state of the discrimination flag indicates the condition 3, for example, the state of a large cake, as shown in FIG. 41, the character in the drawing window has a full expression of “Wow, big, stomach!” Try to talk to at.
  • the state of the determination flag is the condition n, for example, the input “handwritten cake” If the degree of difference between the characteristic parameter and the characteristic parameter of “cake” registered in advance is large, and is close to the characteristic parameter of “acorn” instead of the cake (S766), processing n is performed. For example, as shown in Fig. 42, the character in the drawing window is made to speak with a troubled expression, "Is it an acorn?" (S766).
  • the example of the game development corresponding to the recognition of the handwritten picture is not limited to the above. For example, if the character in the picture input window asks you to write, "Samuiyo, I don't know," and if a picture of a hat of an appropriate size is drawn, the character wears this hat Thank you! Yukichiyan Thank you! " If the hat drawn is small, the character wears this hat and displays “Hakushon!
  • the handwritten picture can be used as a “key” to enter the next game stage.
  • the game stage to be developed can be determined by a picture input by handwriting.
  • the touch pen position detecting mechanism may be configured to transmit an electromagnetic wave from the touch pen side and detect a position where the electromagnetic wave is received on the tablet side. Further, as the position detecting mechanism of the touch pen, it is also possible to arrange a large number of pressure-sensitive switches on the tablet and detect the selected position by pressing the finger with the touch pen.
  • the electronic picture book device is used as an input device of a personal computer, even a small child can easily operate the personal computer.
  • a personal computer to realize a large-scale game environment or educational environment that is difficult to achieve with an electronic picture book device, and to communicate with other game participants by networking the electronic picture book device. It is also possible to do so.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Mechanical Engineering (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

L'invention concerne la possibilité d'échanger facilement des programmes et de fournir un livre d'images électronique à un coût raisonnable. Un outil logiciel comprend un support d'impression pour l'impression d'une image et de caractères, une plaque de base assurant la tenue du support d'impression, et une cartouche à mémoire incorporée enregistrant des données vidéo de sortie et des données audio de sortie, à l'adresse qui correspond à l'information de position bidimensionnelle sur le support d'impression. L'outil logiciel est monté sur un appareil de traitement de l'information qui détecte une position spécifiée par une opération d'utilisateur, sur le support d'impression, et qui fournit une information correspondant à l'image et aux caractères spécifiés par l'opération d'utilisateur, à l'adresse qui correspond à la position. L'outil logiciel comprend une partie de maintien (12e) pour l'assemblage de feuilles imprimées ou écrites à la main par un utilisateur, de manière à pouvoir renverser les feuilles, et une plaque de base (12i) assurant la tenue de la partie de maintien et pouvant être montée selon une position préétablie sur l'appareil de traitement de l'information. On peut ainsi remplacer facilement les feuilles.
PCT/JP2002/008667 2002-08-28 2002-08-28 Appareil de jeu WO2004020061A1 (fr)

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PCT/JP2002/008667 WO2004020061A1 (fr) 2002-08-28 2002-08-28 Appareil de jeu

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JP2006314632A (ja) * 2005-05-13 2006-11-24 Nintendo Co Ltd ゲームプログラムおよびゲーム装置
JP2008259880A (ja) * 2008-07-17 2008-10-30 Nintendo Co Ltd ゲームプログラムおよびゲーム装置
JP2009122498A (ja) * 2007-11-16 2009-06-04 Konami Digital Entertainment Co Ltd 電子絵本システム及び電子絵本システム制御装置
JP2009199269A (ja) * 2008-02-20 2009-09-03 Taito Corp 宛先変換サーバ、宛先変換プログラム及び宛先変換システム
JP7030231B1 (ja) * 2021-06-10 2022-03-04 株式会社バンダイ 知育玩具およびプログラム

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JP2006314632A (ja) * 2005-05-13 2006-11-24 Nintendo Co Ltd ゲームプログラムおよびゲーム装置
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JP7030231B1 (ja) * 2021-06-10 2022-03-04 株式会社バンダイ 知育玩具およびプログラム
WO2022260111A1 (fr) * 2021-06-10 2022-12-15 株式会社バンダイ Jouet éducatif et programme

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