WO2004093406A1 - Dispositif et procede de transmission de donnees, dispositif et systeme de jeu - Google Patents

Dispositif et procede de transmission de donnees, dispositif et systeme de jeu

Info

Publication number
WO2004093406A1
WO2004093406A1 PCT/JP2004/005368 JP2004005368W WO2004093406A1 WO 2004093406 A1 WO2004093406 A1 WO 2004093406A1 JP 2004005368 W JP2004005368 W JP 2004005368W WO 2004093406 A1 WO2004093406 A1 WO 2004093406A1
Authority
WO
WIPO (PCT)
Prior art keywords
data
protocol
game
data transmission
receiving terminal
Prior art date
Application number
PCT/JP2004/005368
Other languages
English (en)
Japanese (ja)
Inventor
Yoshio Miyazaki
Original Assignee
Sony Computer Entertainment Inc.
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 Sony Computer Entertainment Inc. filed Critical Sony Computer Entertainment Inc.
Priority to JP2005505440A priority Critical patent/JP4040061B2/ja
Publication of WO2004093406A1 publication Critical patent/WO2004093406A1/fr
Priority to US11/250,185 priority patent/US20060084507A1/en

Links

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • 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
    • A63F2300/1025Features 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 details of the interface with the game device, e.g. USB version detection
    • 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
    • A63F2300/1025Features 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 details of the interface with the game device, e.g. USB version detection
    • A63F2300/1031Features 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 details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections

Definitions

  • Data transmission device data transmission method, game machine and game system
  • the present invention relates to communication technology, and more particularly to technology for realizing communication between a plurality of terminals via a network.
  • UDP User Datagram Protocol
  • TCP Transmission Control Protocol
  • U D P and T C P are set as Layer 4 (transport layer) protocols.
  • a U D P or T C P protocol is predetermined as a transport protocol communication protocol, and data transmission is performed according to the protocol.
  • the protocol once set is not changed, and if the propagation environment changes, it will respond by lowering the transmission rate.
  • An object of the present invention is to provide a communication technology adopting a novel communication protocol setting method.
  • the communication technology of the invention is used according to the circumstances. Protocol can be set.
  • FIG. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention.
  • FIG. 2 is a diagram showing the format of the T CP header.
  • FIG. 3 is a diagram showing a communication model in T C P / I P.
  • FIG. 4 is a diagram showing the U.sub.D P header format.
  • FIG. 5 is a diagram showing a system configuration of the game machine.
  • FIG. 6 shows an example of the DMA mode register.
  • FIG. 7 is a diagram showing an example of the DMA control register.
  • FIG. 8 is a diagram showing a system configuration of the receiving terminal.
  • FIG. 9 is a diagram showing a functional configuration of the game machine which is characteristic in the embodiment.
  • FIG. 10 is a diagram showing a table in which the game genre and the presence or absence of the low delay request are associated.
  • FIG. 11 is a diagram showing a table in which game titles are associated with the presence or absence of a low delay request.
  • FIG. 12 is a diagram showing an RTP header format.
  • FIG. 13 shows an example of the PROTOCOL designation bit of the DMA control register. BEST MODE FOR CARRYING OUT THE INVENTION
  • One aspect of the present invention relates to a data transmission apparatus for transmitting data to a receiving terminal via a network.
  • This data transmission apparatus can set the protocol to be used from a plurality of protocols of data transmission.
  • the data transmission apparatus may set the protocol based on the indication information set in connection with the data to be transmitted.
  • the instruction information is set for the protocol setting information set for the image data or for a scene composed of the image data. It may be protocol setting information.
  • the protocol setting information may be in the form of a flag indicating a protocol, or may be in the form of information specifying the title or genre of the image data.
  • a protocol may be set based on an instruction from the user.
  • the protocol may be set based on the transmission error rate of the data received at the receiving terminal.
  • Another aspect of the present invention relates to a data transmission method for transmitting data to a receiving terminal via a network.
  • This data transmission method makes it possible to set the protocol to be used from multiple protocols for data transmission.
  • Yet another aspect of the present invention relates to a game machine for transmitting AV data of a game via a network to a receiving terminal having device play and speed.
  • the rubber machine can set the protocol to use from multiple protocols of data transmission.
  • Game consoles use UDP to transmit AV data for games or game scenes that require low latency
  • TCP uses TCP to transmit AV data for games or game scenes that do not require low latency. You may
  • Yet another aspect of the present invention is a receiving terminal having a display and a speaker, a game machine for transmitting AV data of a game to the receiving terminal via a network, and a controller for the game machine operated by the user. It relates to the equipped game system.
  • the game machine can set a protocol for transmitting AV data to the receiving terminal based on protocol setting information set in advance in association with AV data or a transmission error rate. .
  • the game machine may be able to switch the protocol by input from the controller.
  • Yet another aspect of the present invention provides a program for causing a computer to execute a function that enables a protocol of data transmission via a network to be configured from a plurality of protocols.
  • Yet another aspect of the present invention provides a computer-readable recording medium having recorded thereon a program for causing a computer to execute a function of enabling a protocol of data transmission via a network to be set from a plurality of protocols.
  • FIG. 1 shows the overall configuration of a game system 1 according to an embodiment of the present invention.
  • the game machine 10 functions as a data transmission device for transmitting data to the receiving terminal 20 via the network 40.
  • the game machine 10 and the receiving terminal 20 may be connected by wireless or may be connected by wire.
  • the network 40 may take the form of a home network constructed with, for example, a network (LAN) cable or a wireless LAN.
  • the transceiver 22 of the receiving terminal 20 receives it, and displays the game image on the display 30, and Output audio from the speaker 32.
  • the transmitter / receiver 22 may be integrated with an output device such as the display 30 or the speaker 32.
  • the game machine 10 processes the operation signal from the wireless controller to generate AV data of the game and transmits it to the receiving terminal 20.
  • the transceiver 22 may have a function of receiving the operation signal and transferring it to the game machine 10. In particular, when the operation signal from the wireless controller is weak, it is preferable to give the transceiver 22 this transfer function.
  • the controller may be connected to the game machine 10 or the receiving terminal 20 by wire.
  • the game machine 10 can set the protocol to be used from among a plurality of data communication ports.
  • the transport layer protocol of the OSI (Open Systems Interconnection) reference model is set as the game machine 10 power communication protocol.
  • the transport layer defines a method to ensure the reliability of data transfer, and belongs to the transport layer.
  • Figure 2 shows the TCP header format.
  • TCP can realize highly reliable communication by transmitting and receiving buckets after confirming the connection partner.
  • TCP / IP which is commonly used on the Internet, consists of two protocols, TCP and IP (Internet Protocol), and executes the following communication procedures.
  • the transmitting terminal sends a connection request, and the receiving terminal receives the request and starts connection.
  • the transmitting terminal adds control information called header in each layer of the OSI reference model to the data and packetizes it, and transmits a packet.
  • the receiving terminal checks and removes the corresponding header as data passes through each layer and finally passes the data to the application layer.
  • the receiving terminal refers to the TCP header to check whether the bucket has arrived properly. If there is a packet that has not been received or a packet in which an error has been detected, the terminal on the transmitting side retransmits the packet without giving a receipt confirmation notification. The connection is terminated when all data is sent from the sending terminal.
  • the sequence number in the TCP header indicates the position of the transmitted data, and each time data is transmitted, the value is added by the number of octets of the transmitted data.
  • the acknowledgment number means the sequence number of the data to be received next. Therefore, in communication using TCP, if the next sent sequence number matches the acknowledgment response number returned, it can be confirmed that normal communication is being performed.
  • Figure 3 shows the communication model in TCP / IP.
  • communication on Ethernet registered trademark
  • data generated in the application layer is added with a TCP header in the transport layer, an IP header added in the Internet layer, an Ethernet header added in the network layer, Transmitted to the receiving terminal.
  • the Ethernet layer is removed at the network layer, the IP header is removed at the Internet layer, the TCP header is removed at the transport layer, and data is passed to the application layer.
  • the game machine 10 corresponds to the transmission side terminal
  • the reception terminal 20 corresponds to the reception side terminal.
  • FIG 4 shows the UD header format.
  • the UD P / I P used on the Internet consists of two protocols, UDP and I P, and omits the communication establishment confirmation function of TCP and the data re-transmission function.
  • the TCP header consists of 24 bytes and the UDP header consists of 8 bytes.
  • the terminal on the receiving side analyzes the header and processes the packet, but the time taken for processing can be shortened by the shorter header length of the UD P.
  • TCP performs retransmission according to the above procedure. The fact that retransmission processing is performed means that the real-time nature of data is lost at that time. Therefore, when the AV data of the game is transmitted by TCP, symptoms such as freeze appear on the image displayed on the display 30.
  • both TCP and UDP can perform error detection using a checksum. If an error is detected, the packet will be discarded.
  • the checksum can be OF F for UDP according to the current standard, but can not be turned off for TCP. That is, even if an error of only 1 bit occurs in the data payload, all packets are discarded in TCP and retransmission processing will be performed, but in UDP, it is 1 bit by turning off the checksum. You can process the error data as it is and pass it to the upper layer. From the above, it can be seen that UDP is more suitable than TCP in terms of real time. From the opposite point of view, it can be seen that TCP is more suitable than UDP if real-time property is not required to perform retransmission processing.
  • the game machine 10 when transmitting game AV data to the receiving terminal 20, the game machine 10 adaptively sets a data transmission protocol.
  • the transport layer protocol is adaptively selected as TCP or UDP based on data to be transmitted from the game machine 10 and instructions from the user.
  • TCP Transmission Control Protocol
  • UDP User Datagram Protocol
  • FIG. 5 shows the system configuration of the game machine 10.
  • the game machine 10 is a media drive 100, a CPU 1 02, a graphics engine 1 04, an input interface 1 06, a network controller 1 08, a wired communication interface 1 1 0, a wireless communication interface 1 1 2 and storage section 14 are provided. Each of these configurations is connected by bus 120.
  • the wired communication interface 1 10 and the wireless communication interface 1 1 2 are both configured to have a media access control unit (MAC) and a physical layer processing block (PHY).
  • the media access control unit may be integrated into the network controller 108. Examples of wired interfaces include Ethernet (IEEE 802.3), and examples of wireless interfaces include IEEE 802. llb, llg, and 11a.
  • the CPU 102 performs overall system control.
  • the human-powered interface 106 may be a controller for games as described above, and shows an example in which it is directly connected to the game machine 10 here.
  • the operation signal from the user is received via the wireless communication interface 112.
  • an operation signal from the user may be received via the input interface 106.
  • the application layer in the communication model is the graphics engine 104
  • the transport layer and the Internet layer are the network controller 108
  • the network layer is the communication interfaces 1 10 and 1 1 Corresponds to 2.
  • Media drive 100 drives media that stores game data.
  • the media is, for example, a CD-ROM or a DVD, and records AV data of the game scene, a game program, and the like.
  • the game program recorded on the medium may be directly executed by CPU 102 or may be executed by CPU 102 by decoding.
  • the game data recorded on the media is read from the media drive 100 to the storage unit 14, It is executed by the CPU 102.
  • the graphics engine 104 generates AV data of the game based on the game data processed by the CPU 102. This AV data is generated as digital data.
  • Network controller 108 performs protocol stack processing. This function may be realized by dedicated hardware or may be realized by software processing in CPU 120.
  • network controller 1 08 receives digital AV data from graphics engine 1 04, it adds protocol processing to AV data, specifically, to AV data, a header corresponding to the protocol to be used.
  • the AV data is supplied to the communication interface 1 1 0, and in the case of wireless communication, the AV data is supplied to the communication interface 1 1 2 and output to the network 40.
  • the protocol used is defined by CPU 102.
  • DMA direct memory access
  • the DMA engine is provided in the network controller 108 and sets registers for controlling the CPU 102 DMA engine.
  • FIG. 6 shows an example of the DMA mode register.
  • DEVSEL specifies the target device of DMA
  • DMATYP specifies the type of DMA
  • DMA WIDTH specifies the bit width of DMA transfer data
  • DIRECTION specifies the direction of DMA. Do.
  • the CPU 102 sets this DMA mode.
  • FIG. 7 shows an example of the DMA control register.
  • STOP is a DMA stop request
  • START is a DMA start request
  • PROTOCOL specifies a communication protocol.
  • the CPU 102 sets the DMA start bit after specifying the protocol to be processed by the network controller 108 with the DMA controller register. This starts the DMA engine and transmits data to the network controller 108. The transmitted data is processed based on the specified protocol.
  • FIG. 8 shows the system configuration of the receiving terminal 20.
  • Receiving terminal 20 CPU 200: AV codec 202: video DA converter 240: audio DA converter 260: network controller 2 08: wired system communication interface 2 1 0, wireless system communication interface 2 1 2 and storage unit 2 1 4 are provided.
  • the output of the video DA converter 204 is supplied to the display 30, and the output of the audio DA converter 206 is supplied to the speaker 32.
  • Each of these configurations is connected by a bus 220.
  • the wired communication interface 210 and the wireless communication interface 212 are both configured to have a media access control unit (MA C) and a physical layer processing block (P H Y).
  • the media access control unit may be integrated into the network controller 2008.
  • C P U 200 performs overall system control.
  • the application layer in the communication model is AV codec 202
  • the transport layer and the internet layer are network controller 2 08
  • the network layer is communication interface 2.
  • the application layer in the communication model is AV codec 202
  • the transport layer and the internet layer are network controller 2 08
  • the network layer is communication interface 2.
  • the network layer is communication interface 2.
  • AV data transmitted from the game machine 10 passes through the wired communication interface 2 1 0 or the wireless communication interface 2 1 2 and is subjected to protocol processing by the network controller 2 0 8.
  • the network controller 208 checks the contents of the header added to the AV data and removes the header.
  • the processed data is recorded in the storage unit 214, and the AV codec 202 decodes the recorded AV data and converts it into AV digital data in a state of audio and video synchronization.
  • the video data is supplied to a video D / A converter 204, converted into an analog signal, and displayed as an image from a display 30.
  • the audio data is supplied to an audio D / A converter 206, converted into an analog signal, and output as audio from the speaker 32.
  • FIG. 9 shows a functional configuration of the game machine 10 which is characteristic of the present embodiment.
  • the function block shown in FIG. 9 is realized by each configuration shown in FIG. 5 or a combination of each configuration.
  • the game machine 10 is a media drive 10 0, a reading unit 1 3 0, an instruction information analysis unit 1 3 2, a protocol setting unit 1 3 4, a processing unit 1 4 0, an input interface 1 0 6, a graphics engine 1 0 4, storage unit 1 14 and communication unit 1 36 are provided.
  • the game machine 10 is realized by a CPU, a memory, a program loaded to the memory, etc.
  • a functional block realized by the cooperation of them is drawn.
  • the program may be built in the game machine 10 or may be externally supplied as stored in a recording medium. Therefore, it is understood by those skilled in the art that these functional blocks can be realized in various forms by hardware only, software only, or a combination thereof.
  • media 50 storing game data is loaded into media drive 100.
  • the reading unit 130 reads out game data from the medium 50 and stores the game data in the storage unit 114.
  • the processing unit 140 advances the game based on the game data read out to the storage unit 114 and the game operation instruction inputted by the user from the input interface 106, and the graphics engine 1
  • AV data of the game is generated based on the game data processed by the processing unit 140.
  • instruction information for defining a protocol to be used is set in advance in association with AV data.
  • the instruction information may be, for example, title information of the game, or genre information of the game or information for identifying a scene of the game.
  • the instruction information may directly represent the features of the AV data itself, or may be setting information of a protocol derived from the features of the AV data.
  • the configuration information of the protocol is a representation of the protocol to be used, and may be, for example, a bit representation of the type of protocol, or may be a representation as a flag.
  • the processing unit 140 extracts instruction information set in relation to AV data, and sends it to the instruction information analysis unit 132.
  • the instruction information analysis unit 1 32 analyzes this instruction information and determines the protocol to be used.
  • the analysis result is sent to the protocol setting unit 1 34.
  • the protocol setting unit 1 34 4 sets a communication protocol.
  • the games can be roughly divided into two groups, ie games with high real-time requirements and games with low real-time requirements.
  • a game with high real-time requirements is, for example, a game such as a fighting game or a racing simulation game in which the progress of the game is fast, and the user's operation input needs to be immediately reflected in the output such as 30 Yes
  • games with low real-time requirements are games with relatively slow progress, such as battle games such as shogi and mahjong, and RPG (role playing games).
  • TCP As the communication protocol realizes real-time performance by the delay of the processing itself and the delay due to retransmission processing. Is difficult. Therefore, when transmitting AV data of such a game, it is important to continue the game without losing the gameability even if several bits of the image are missing, and therefore, it is necessary to use the light processing UDP. It is preferable to use it as a communication protocol.
  • TCP which guarantees packet transmission, as a communication protocol.
  • the instruction information analysis unit 132 predetermines game data in relation to the instruction information sent from the processing unit 140, that is, the AV data generated by the graphics engine 104. Analyze the instruction set in the menu. The game maker should be able to generate A in graphics engine 104
  • Game data in which this instruction information is incorporated in advance is created corresponding to the V data.
  • the instruction information analysis unit When using a game title or genre as instruction information, the instruction information analysis unit
  • V data is required to be real-time, that is, whether low delay is required.
  • FIG. 10 shows a table in which the game genre and the presence or absence of the low delay request are associated. If the instruction information sent from the processing unit 140 is the game genre, the instruction information analysis unit 132 determines whether or not there is a low delay request for the corresponding AV data with reference to the table shown in FIG. Do.
  • Figure 11 shows a table in which game titles are associated with low delay requirements. If the instruction information sent from the processing unit 140 is a game title, the instruction information analysis unit 132 determines the presence or absence of a request for low delay of the corresponding AV data with reference to the table shown in FIG. Do.
  • a table in which titles and genres are associated may be used, and the instruction information analysis unit 132 classifies genres from titles, and based on the genres, as shown in FIG. The presence or absence of low delay request may be determined by referring to the table shown in.
  • the analysis result of the instruction information analysis unit 132 is supplied to the protocol setting unit 134.
  • the protocol setting unit 1 34 receives the analysis result and sets the communication protocol. Specifically, the protocol setting unit 134 sets U D P as the communication protocol when low delay is required, and sets T C P when low delay is not required. As described above, UDP is excellent in real time, and TCP is excellent in data transmission reliability. According to the game machine 10 of this embodiment, a protocol suitable for a game title or game is adaptively applied. It becomes possible to select it and to set it.
  • the communication protocol may be set according to the game scene. Even during one game play, there are scenes where real-time performance is required and scenes not required. In the case of a fighting game, real-time performance is required during fighting using a character, but high real-time performance is not required when setting up a character before that or in a scene after the end of the fighting. Therefore, in accordance with these scenes, instruction information indicating the presence or absence of a low delay request may be recorded in advance in the game data. Based on the instruction information set for each scene, the instruction information analysis unit 132 can determine whether the scene requires a low delay or not.
  • the CPU 200 receives the result of the protocol processing in the network controller 20 8 and measures the transmission error rate of the packet transmitted from the game machine 10.
  • the CPU 200 transmits the measured transmission error rate to the game machine 10 via the network 40.
  • the protocol setting unit 1 34 receives a transmission error rate from the communication unit 1 36. If the transmission error rate is good, the protocol setting unit 134 does not need to change the communication protocol. In the case where the transmission error rate has deteriorated, the protocol setting unit 1 34 responds to the current protocol and the scene of the game image to be reproduced on the receiving terminal 20, ie, the scene of the game image being transmitted. , Decide whether to change the protocol. The determination as to whether the transmission error rate is good may be made based on the determination as to whether the transmission error rate is equal to or higher than a predetermined threshold value, or lower than the threshold value.
  • the protocol setting section 134 may decide to change the communication protocol to TCP. In this case, emphasis will be placed on the certainty of data transmission to realize stable data transmission.
  • the protocol setting unit 134 may decide to change the communication protocol to UDP. In this case, although the scene realtime property is high, this is equivalent to a situation where the image is frozen due to repeated retransmission processing in TCP due to the poor propagation environment, which is more real time than the certainty of data transmission.
  • the communication protocol is set to TCP for data transmission reliability. If the propagation environment deteriorates, by switching the protocol to UDP, efficient communication can be realized without losing gameplay.
  • FIG 12 shows the RTP header format.
  • the RTP header contains a sequence number. Therefore, using the RTP header, it is possible to execute bucket throttling detection, arrival order error detection, etc. using the sequence number, and communication reliability can be realized.
  • FIG 13 shows an example of the PROTOCOL specification bit of the DMA control register shown in Figure 7.
  • PROTOCOL is expressed by 2 bits and is assigned including the case where RTP is used in the upper layer of UDP. The determination of whether to add RTP may be determined based on the transmission error rate.
  • the communication protocol is set based on the instruction information or transmission error rate set in the game data
  • the user can set the communication protocol via the input interface 1 06. You may This allows the user to select an appropriate protocol based on the output of the display 30 and the speaker 32.
  • transmission of AV data between the game machine 10 and the receiving terminal 20 is described as an example, but the present invention is not limited to this, and data transmission between a plurality of communication terminals is described. It is possible to apply to Industrial applicability
  • the present invention is applicable to communication performed between a master and a slave.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Communication Control (AREA)
  • Computer And Data Communications (AREA)

Abstract

L'invention concerne un dispositif de jeu (10) qui peut transmettre des données AV de jeu à un terminal de réception (20) en réglant de manière adaptative le protocole de communication. Le réglage du protocole est effectué en fonction de l'état de la scène dans les données AV et l'environnement de propagation comme notamment le taux d'erreur de transmission. Par exemple, l'utilisation d'un UDP pour une scène de jeu nécessitant un caractère temps réel élevé et d'un TCP pour une scène de jeu nécessitant un caractère temps réel bas, permet de transférer de façon efficace les données AV au terminal de réception (20) sans nuire à la caractéristique de jeu.
PCT/JP2004/005368 2003-04-16 2004-04-15 Dispositif et procede de transmission de donnees, dispositif et systeme de jeu WO2004093406A1 (fr)

Priority Applications (2)

Application Number Priority Date Filing Date Title
JP2005505440A JP4040061B2 (ja) 2003-04-16 2004-04-15 データ伝送方法、ゲーム機およびゲームシステム
US11/250,185 US20060084507A1 (en) 2003-04-16 2005-10-13 Data transmission device, data transmission method, game device, and game system

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2003112218 2003-04-16
JP2003-112218 2003-04-16

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US11/250,185 Continuation US20060084507A1 (en) 2003-04-16 2005-10-13 Data transmission device, data transmission method, game device, and game system

Publications (1)

Publication Number Publication Date
WO2004093406A1 true WO2004093406A1 (fr) 2004-10-28

Family

ID=33296050

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2004/005368 WO2004093406A1 (fr) 2003-04-16 2004-04-15 Dispositif et procede de transmission de donnees, dispositif et systeme de jeu

Country Status (4)

Country Link
US (1) US20060084507A1 (fr)
JP (1) JP4040061B2 (fr)
CN (1) CN1774902A (fr)
WO (1) WO2004093406A1 (fr)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8065081B2 (en) 2004-11-19 2011-11-22 Sony Corporation Vehicle mounted user interface device and vehicle mounted navigation system
JP2017038141A (ja) * 2015-08-07 2017-02-16 日本電信電話株式会社 通信システム、リレー装置、管理装置および通信方法
CN108322453A (zh) * 2018-01-16 2018-07-24 上海康斐信息技术有限公司 一种路由器及游戏数据包传输方法
WO2022097303A1 (fr) * 2020-11-09 2022-05-12 ソニーグループ株式会社 Dispositif de traitement d'informations et procédé de communication
CN116747525A (zh) * 2023-08-21 2023-09-15 成都初心互动科技有限公司 一种自动化工作室脚本检测方法、装置、设备及介质

Families Citing this family (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7761293B2 (en) * 2006-03-06 2010-07-20 Tran Bao Q Spoken mobile engine
US7867088B2 (en) * 2006-05-23 2011-01-11 Mga Entertainment, Inc. Interactive game system using game data encoded within a video signal
US20090079690A1 (en) * 2007-09-21 2009-03-26 Sony Computer Entertainment America Inc. Method and apparatus for enhancing entertainment software through haptic insertion
JP5477357B2 (ja) * 2010-11-09 2014-04-23 株式会社デンソー 音場可視化システム
KR20120060012A (ko) * 2010-12-01 2012-06-11 한국전자통신연구원 시나리오 기반 부하 테스트 장치 및 방법
KR101822940B1 (ko) * 2011-12-12 2018-01-29 엘지전자 주식회사 수행 시간에 기초하여 장치 관리 명령을 수행하는 방법 및 장치
CN109618372B (zh) * 2019-01-11 2020-09-15 Oppo广东移动通信有限公司 数据传输方法及相关装置
KR102397202B1 (ko) * 2020-09-07 2022-05-12 엘지전자 주식회사 디스플레이 장치 및 이를 이용한 게임 화면 제공 방법

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000232632A (ja) * 1998-12-11 2000-08-22 Matsushita Electric Ind Co Ltd データ伝送方法,データ伝送システム,データ受信方法,及びデータ受信装置
JP2002152307A (ja) * 2000-11-09 2002-05-24 Sony Corp データ受信装置、データ送信装置、データ通信システム、データ受信方法、データ送信方法、データ通信方法、並びにプログラム記憶媒体
JP2002544689A (ja) * 1999-05-10 2002-12-24 テレフオンアクチーボラゲット エル エム エリクソン(パブル) 通信ネットワークにおける方法及び装置
JP2003069472A (ja) * 2001-08-24 2003-03-07 Matsushita Electric Ind Co Ltd 受信端末装置及び通信システム

Family Cites Families (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR970006419B1 (ko) * 1994-02-25 1997-04-28 엘지전자 주식회사 2-플레이어 무선 리모콘 게임 장치
US5710908A (en) * 1995-06-27 1998-01-20 Canon Kabushiki Kaisha Adaptive network protocol independent interface
EP1009140A3 (fr) * 1998-12-11 2005-12-07 Matsushita Electric Industrial Co., Ltd. Méthode de transmission de données, système de transmission de données, méthode de réception de données, et système de réception de données
US6665872B1 (en) * 1999-01-06 2003-12-16 Sarnoff Corporation Latency-based statistical multiplexing
FR2811180B1 (fr) * 2000-06-20 2007-08-31 Ibm Reseau de transmission de donnees ip utilisant un syteme de selection de route base sur des informations de niveau 4/5
US7260601B1 (en) * 2002-06-28 2007-08-21 Cisco Technology, Inc. Methods and apparatus for transmitting media programs

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000232632A (ja) * 1998-12-11 2000-08-22 Matsushita Electric Ind Co Ltd データ伝送方法,データ伝送システム,データ受信方法,及びデータ受信装置
JP2002544689A (ja) * 1999-05-10 2002-12-24 テレフオンアクチーボラゲット エル エム エリクソン(パブル) 通信ネットワークにおける方法及び装置
JP2002152307A (ja) * 2000-11-09 2002-05-24 Sony Corp データ受信装置、データ送信装置、データ通信システム、データ受信方法、データ送信方法、データ通信方法、並びにプログラム記憶媒体
JP2003069472A (ja) * 2001-08-24 2003-03-07 Matsushita Electric Ind Co Ltd 受信端末装置及び通信システム

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8065081B2 (en) 2004-11-19 2011-11-22 Sony Corporation Vehicle mounted user interface device and vehicle mounted navigation system
JP2017038141A (ja) * 2015-08-07 2017-02-16 日本電信電話株式会社 通信システム、リレー装置、管理装置および通信方法
CN108322453A (zh) * 2018-01-16 2018-07-24 上海康斐信息技术有限公司 一种路由器及游戏数据包传输方法
WO2022097303A1 (fr) * 2020-11-09 2022-05-12 ソニーグループ株式会社 Dispositif de traitement d'informations et procédé de communication
CN116747525A (zh) * 2023-08-21 2023-09-15 成都初心互动科技有限公司 一种自动化工作室脚本检测方法、装置、设备及介质

Also Published As

Publication number Publication date
JP4040061B2 (ja) 2008-01-30
JPWO2004093406A1 (ja) 2006-07-13
US20060084507A1 (en) 2006-04-20
CN1774902A (zh) 2006-05-17

Similar Documents

Publication Publication Date Title
US20060084507A1 (en) Data transmission device, data transmission method, game device, and game system
US8396028B2 (en) System and method for multi-link communication in home network
JP4287448B2 (ja) 通信装置、通信端末装置、通信システム、方法およびプログラム
US8312159B2 (en) Methodology for fast file transfer protocol
US20060106963A1 (en) Wireless network system and wireless communication program
TW200820677A (en) Device and method for configuring a target device
JP2002271445A (ja) 高速リンクのための自動−交渉方法及び自動−交渉装置
WO2013123838A1 (fr) Procédé et système de transfert d'informations vocales
JP3907609B2 (ja) ゲーム実行方法、ゲーム機、通信方法および通信装置
US8560676B2 (en) Communication system, communication method, information recording medium, and program
JP5121738B2 (ja) 通信装置、通信システム、通信方法、プログラム、及び集積回路
JP4875464B2 (ja) 情報通信システム、情報処理装置、及び情報通信方法
JP4186893B2 (ja) パケット通信装置、パケット通信方法、データ受信装置およびデータ受信方法
JP4370506B2 (ja) リモートコントローラ
JP3998466B2 (ja) ネットワークゲームシステムおよびネットワークゲーム処理方法
KR20070052729A (ko) 네트워크 기반의 로봇 단말기 시스템의 제어를 위한 통신방법 및 데이터 구조
JP4330976B2 (ja) 端末装置、端末方法、プログラム、ならびに、通信システム
JPH11249978A (ja) データ転送方法および装置
CN115300901A (zh) 游戏回放方法、游戏回放装置、存储介质及设备
CN117978787A (zh) 数据传输方法、装置、系统、电子设备及存储介质
JP2006129046A (ja) ブリッジ装置、通信プログラム及び通信方法
JP4696269B2 (ja) ネットワーク回線を用いたアナログ信号入出力システム
JP2005070975A (ja) 中継装置及び制御システム
KR20190134106A (ko) Tcp/ip 기반 모바일 mmorpg 게임 대규모 사용자 처리를 위한 실시간 네트워크 서버 개발
WO2005036824A1 (fr) Systeme de radiocommunication, client radio, et point d'acces

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A1

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BW BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE EG 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 MZ NA NI NO NZ OM PG PH PL PT RO RU SC SD SE SG SK SL SY TJ TM TN TR TT TZ UA UG US UZ VC VN YU ZA ZM ZW

AL Designated countries for regional patents

Kind code of ref document: A1

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

DPEN Request for preliminary examination filed prior to expiration of 19th month from priority date (pct application filed from 20040101)
121 Ep: the epo has been informed by wipo that ep was designated in this application
WWE Wipo information: entry into national phase

Ref document number: 2005505440

Country of ref document: JP

WWE Wipo information: entry into national phase

Ref document number: 20048098733

Country of ref document: CN

Ref document number: 11250185

Country of ref document: US

WWP Wipo information: published in national office

Ref document number: 11250185

Country of ref document: US

122 Ep: pct application non-entry in european phase