WO2005120658A1 - 体感ゲーム装置 - Google Patents
体感ゲーム装置 Download PDFInfo
- Publication number
- WO2005120658A1 WO2005120658A1 PCT/JP2005/010810 JP2005010810W WO2005120658A1 WO 2005120658 A1 WO2005120658 A1 WO 2005120658A1 JP 2005010810 W JP2005010810 W JP 2005010810W WO 2005120658 A1 WO2005120658 A1 WO 2005120658A1
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- game
- screen
- tool
- light
- game tool
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/0002—Training appliances or apparatus for special sports for baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0003—Analysing the course of a movement or motion sequences during an exercise or trainings sequence, e.g. swing for golf or tennis
- A63B24/0006—Computerised comparison for qualitative assessment of motion sequences or the course of a movement
- A63B2024/0012—Comparing movements or motion sequences with a registered reference
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
- A63B2024/0028—Tracking the path of an object, e.g. a ball inside a soccer pitch
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/0002—Training appliances or apparatus for special sports for baseball
- A63B2069/0004—Training appliances or apparatus for special sports for baseball specially adapted for particular training aspects
- A63B2069/0008—Training appliances or apparatus for special sports for baseball specially adapted for particular training aspects for batting
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2102/00—Application of clubs, bats, rackets or the like to the sporting activity ; particular sports involving the use of balls and clubs, bats, rackets, or the like
- A63B2102/02—Tennis
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2102/00—Application of clubs, bats, rackets or the like to the sporting activity ; particular sports involving the use of balls and clubs, bats, rackets, or the like
- A63B2102/22—Field hockey
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/10—Positions
- A63B2220/12—Absolute positions, e.g. by using GPS
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/10—Positions
- A63B2220/13—Relative positions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/1062—Features 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 being specially adapted to a type of game, e.g. steering wheel
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
Definitions
- the present invention detects movement of a game tool that a game player moves in a three-dimensional space.
- the present invention relates to a bodily sensation game device that progresses a game according to a detected action, a game screen display method and a game screen display program in the device.
- Japanese Patent Application Laid-Open No. 2001-104636 shows an example of a bodily sensation game device for baseball and table tennis.
- an acceleration sensor is arranged on a game tool imitating a bat.
- the acceleration sensor detects the movement of the bat and outputs an action signal.
- a ball (moving body) thrown by the pitcher is projected on the TV screen, and the subsequent ball movement is determined based on the motion signal that detects the movement of the bat.
- the characters playing on behalf of the game player are not displayed, but the pitcher's pitch results, scores, and the like are displayed.
- Patent Document 1 JP 2001-104636 A FIG. 1 and FIG. 2
- An object of the present invention is to provide a sensation game device that allows a game player to immediately recognize that there is an error in the usage state of a game tool.
- Another object of the present invention is to play a game without reading a manual of the game device. It is also an object of the present invention to provide a sensation game device that can immediately recognize that there is an error in the usage state of the game tool.
- Another object of the present invention is to notify a game player whether or not a game tool is being used in a detectable state when detecting the operation of the game tool by using reflection of light.
- the object is to provide a bodily sensation game device.
- Another object of the present invention is to provide a sensation game device that can prevent erroneous detection as much as possible when detecting the operation of a game tool using reflection of light.
- Another object of the present invention is to provide a game screen display method and a game screen display program that allow a game player to immediately recognize that there is an error in the usage state of game equipment.
- a bodily sensation game apparatus to which the present invention is directed is a game tool that is operated in a three-dimensional space by a game player, and an action corresponding to the detected action by detecting the action of the game tool in the three-dimensional space.
- An operation signal generating means for outputting a signal and a screen display means having a function of determining the movement of a moving body such as a ball displayed on the screen based on the operation signal are provided.
- the screen display means does not display a character that performs proxy play on the screen in place of the game player.
- a character representing the game player is not displayed on the screen, thereby giving the game player a feeling that he / she is directly participating in the game.
- an operation determining means for determining whether or not the game tool has a predetermined correct operation in the three-dimensional space based on the operation signal.
- the screen display means displays that the correct operation has been performed on the screen when the operation determination means determines that the game tool has performed the correct operation. In this way, the game player can immediately recognize from the screen display that there is an error in the usage state of the game tool. Therefore, the game player is conscious of the correct use of the game equipment and uses it, so that the game can proceed properly.
- the “correct operation” is an operation in which a normal operation signal required for progressing the game is obtained when the game tool is operated. Therefore, the game tool When a sensor is attached, a normal motion signal cannot be obtained due to improper holding, posture, and motion angle of game equipment. Judge that. In addition, when a sensor is not disposed on the game device and a sensor for detecting the operation of the game device is disposed on the game machine body side, the arrangement relationship between the game tool and the game machine body, the game tool and If the normal operation signal cannot be obtained due to improper distance from the game console and the game tool passage area, it is determined that the correct operation is not being performed.
- the image display means moves the simulated display of the sport tool on the screen or changes the color. It is preferable to display that the correct operation has been performed in a manner that can be visually confirmed. In this way, game equipment and children who have not read the game device manual will immediately notice the presence or absence of movement of the sports equipment due to the movement of the sports equipment and changes in color. The game player can immediately recognize that there is a method.
- the image display means includes It is preferable to display that the correct operation has been performed in a manner that can be visually confirmed by moving the simulated display of the wearing type game tool on the screen or changing the color.
- display a mode in which the glove is deformed by closing or opening For example, display a mode in which the glove is deformed by closing or opening.
- the present invention can be applied regardless of whether the operation signal generating means and the screen display means are housed in the game machine body or the force in which the operation signal generating means is housed in the game tool.
- the operation signal generating means and the screen display means are stored in the game machine body.
- a light reflection material that positively reflects light is placed on the surface of the game equipment.
- the motion signal generating means includes a light emitting element that emits light toward the three-dimensional space in which the game tool operates, and a light receiving element that receives the reflected light emitted from the light emitting element and reflected by the light reflecting material.
- Have The An operation signal is generated by the output of the light receiving element.
- a light emitting element accommodating hole for accommodating the light emitting element and a light receiving element accommodating hole for accommodating the light receiving element are formed on the upper surface wall portion thereof. It is provided with a predetermined interval. It is preferable to position the light receiving element below the light emitting element. In this way, it is possible to prevent the occurrence of false detection by arranging the light receiving element at a position where only the light reflected by the game tool is received by emitting the light emitting element force.
- the light receiving element below the light emitting element depending on the amount of light emitted from the light emitting element, the distance between the light emitting element and the game tool, the diameter of the light receiving element receiving hole, and the like. Come. Therefore, in practice, the best placement position can be determined at the design stage. If a structure in which the light receiving element and the light emitting element are accommodated in the light receiving element accommodating hole and the light emitting element accommodating hole, respectively, even if the light receiving element and the light emitting element are mounted in a slightly inclined posture, the light receiving element accommodating hole and the light emitting element are provided. Since each storage hole serves as a light guide, the detection range is prevented from shifting its intended position force, and the reflected light is transmitted in the same manner as when the light receiving element and the light emitting element are mounted without tilting. It can receive light.
- a ball displayed on the screen based on an operation signal corresponding to the operation is detected by detecting the operation of the game tool when the game player operates the game tool in the three-dimensional space. Determine the movement of the moving body. On the screen, a character that performs proxy play on the screen is not displayed in place of the game player. Then, it is determined based on the action signal whether or not the game tool has performed a correct action predetermined in the three-dimensional space. When it is determined that the game tool has performed the correct operation, the fact that the correct operation has been performed is displayed on the screen.
- the game screen display program of the present invention has a function for generating an operation signal corresponding to the operation of the game tool when the game player operates the game tool in the three-dimensional space, and the function is displayed on the screen. Determine the movement of a moving object such as a ball based on the motion signal.
- the function, a function for determining whether or not the game tool has performed a predetermined correct action in the three-dimensional space based on the operation signal, and when it is determined that the game tool has performed the correct action, are displayed on the screen.
- the function to display that correct operation has been performed is realized using a computer.
- FIG. 1 is a diagram showing a scene of a usage situation of an embodiment in which the present invention is applied to a sensation type game device.
- FIG. 2 is a perspective view of a game machine body used in the embodiment.
- FIG. 3 is a cross-sectional view of the game machine main body of FIG. 2 with most of the internal mechanisms omitted.
- FIG. 4 is a block diagram showing in block form the main components used in the present embodiment in terms of function, among the circuits housed inside the game machine body.
- FIG. 5 is a block diagram showing a configuration of function realizing means having various functions realized in the game processor, and a diagram showing a relationship between the light emitting element, the light receiving element, and the game tool.
- FIG. 6 is a flowchart of an example of an algorithm used when the operation timing determination means is realized using a computer.
- FIG. 7 is a flowchart showing an algorithm of a program used when the present invention is applied to a target game device.
- FIG. 8 is a diagram showing an initial screen used in the target game device.
- FIG. 1 shows a game machine body 1 with a switch omitted, directly connected to a TV 5 via a cord 3, and a game tool 9 imitating a bat operated (swinged) by a game player 7 is a part of an input device.
- FIG. 3 is a diagram showing a scene of a usage situation of an embodiment in which the present invention is applied to a so-called sensation type game device used as a part.
- FIG. 2 shows a perspective view of the game machine main body 1 used in this embodiment.
- FIG. 3 shows a cross-sectional view of the game machine body 1 in which most of the internal mechanism is not shown.
- the gaming machine body 1 includes an upper case half part 11 and a lower case half part 13 which are divided in the vertical direction. Is provided with an outer case 15 formed by combining the two.
- a circuit including a microcomputer as a main component is arranged inside the outer case 15.
- Four push button switches 17 to 23 are arranged on the surface of the upper case half 11 so as to be pressed.
- a slide type power switch 25 is arranged in the region 12 of the upper case half 11 surrounded by the four push button switches 17 to 23.
- These push button switches 17 to 23 are operated when making selections necessary for the progress of the game, such as game type selection, pitcher selection, and ball type selection. Furthermore, in the region 12 of the upper case half 11, ten through holes 27 to 36 forming a set of two are formed. Each of the through holes 27 and 28, the through holes 29 and 30, the through holes 31 and 32, the through holes 33 and 34, and the through holes 35 and 36 constitute one set. A light emitting element 39 is arranged inside the through holes 27, 29, 31, 33 and 35, and a light receiving element 41 is arranged inside the through holes 28, 30, 32, 34 and 36.
- this game apparatus since this game apparatus is used as a baseball experience game apparatus, actually, only the light emitting element 39 and the light receiving element 41 disposed inside the through holes 27 and 28 and the through holes 29 and 30 are provided. It will be used to detect the movement (motion timing) of the game tool 9.
- the light receiving element 41 is disposed at a position lower than the light emitting element 39 (position closer to the lower case half 13).
- the vertical lengths of the through holes 28, 30, 32, 34 and 36 in which the light receiving element 41 is accommodated are the lengths of the through holes 27, 29, 31, 33 and 35 in which the light emitting element 39 is accommodated. It is longer than the vertical length.
- the light receiving element 41 if the light receiving element 41 is positioned too high (when the light receiving element 41 is placed at the same level as or higher than the light receiving element 39), it is reflected by the game tool 9.
- the light receiving element 41 In addition to the light from the light emitting element 39, the light receiving element 41 also receives light, and the signal output from the light receiving element 41 contains a lot of noise, which causes false detection. It is.
- the preferred vertical distance between the light receiving element 41 and the light emitting element 39 (vertical direction) is the height of the pass band through which the game tool 9 on the game machine body 1 passes, the amount of light emitted from the light emitting element 39, Radiation angle range of light emitted from the light emitting element 39 (angle range where the light emitted from the light emitting element 39 intersects the pass band), penetrating Light receiving angle range of the light receiving element 41 arranged at the bottom of the holes 28, 30, 32, 34 and 36 (the reflected light reflected from the game tool 9 can be received through the through holes 27, 29, 31, 33 and 35) Angle range), and various conditions such as the reflectance of the reflective material provided on the game tool 9. Therefore, this distance belongs to the range of design matters.
- the light receiving element 39 and the light emitting element 41 are accommodated in the light receiving element receiving holes 27, 29, 31, 33 and the light emitting element receiving holes 28, 30, 32, 34, respectively, the light receiving element 39 and the light emitting element 41 are used. Even if the sensor is mounted in a slightly inclined position, the light receiving element accommodating holes 28 and 30 and the light emitting element accommodating holes 27 and 29 serve as light guides, respectively, so that the position force originally intended for the detection range also deviates. In the same manner as when the light receiving element 39 and the light emitting element 41 are mounted without being inclined, the reflected light can be received.
- FIG. 4 is a functional block diagram of the main components used in the present embodiment among the circuits housed in the game machine body 1. Note that the power supply circuit of the light emitting element 39 is not shown.
- a game processor 43 having the internal memory 42 that records information obtained from the signal power output from the light receiving element 41
- a game processor 43 developed exclusively for the game device can be used.
- An example of such a game processor (including a microcomputer) 43 is known in Japanese Patent No. 3467382.
- the game processor that can be used when the present invention is implemented is not limited to that shown in this patent publication.
- the external memory 45 stores a program necessary for operating the game processor 43.
- the game processor 43 includes a circuit for processing a video signal and an audio signal. Therefore, the output of the game processor 43 is output to the television as it is. Of course, the circuit may be configured without using such a game processor 43.
- FIG. 5 is a block diagram showing a configuration of a function realizing means having various functions implemented in the game processor 43, and a diagram showing a relationship between the light emitting element 39, the light receiving element 41, and the game tool 9. It is.
- the function realizing means shown in FIG. 5 is an image display means 55 including an operation signal generating means 47, an operation timing determining means 49, a moving body operation direction changing means 51, and an action determining means 53.
- other function realization means other than these function realization means are used in an actual game device.
- the motion signal generating means 47 is composed of two light emitting elements 39 that emit light L 1 by force toward the three-dimensional space S in which the game tool 9 operates, and the surface of the game tool 9 that is emitted from the light emitting element 39. And two light receiving elements 41 that receive the reflected light L2 reflected by the light reflecting material provided on the light receiving material.
- the light L1 and the reflected light L2 are drawn as parallel light beams for convenience.
- one light emitting element 39 and one light receiving element 41 are used as a pair.
- the two light receiving elements 41, 41 output two light receiving signals with a time difference.
- the motion signal generating means 47 Based on the two received light signals, the motion signal generating means 47 generates a motion signal including information relating to the operation of the game tool 9 (information relating to the timing at which the game tool 9 is shaken and the motion speed of the game tool).
- information relating to the operation of the game tool 9 information relating to the timing at which the game tool 9 is shaken and the motion speed of the game tool.
- the operation timing determination means 49 determines the timing when the game tool 9 is swung based on the operation signal as the operation timing when the input device is operated, and issues a change command based on the operation timing. Output to the operation direction changing means 51.
- FIG. 6 shows an example of a flowchart of an algorithm used when the operation timing determination means 49 is realized using a computer. This algorithm reduces the number of balls (remaining pitches) when the pitcher throws the ball (moving object) while the game is in progress (step ST1), and the operation timing is determined based on this point. (Step ST2). On the screen of TV 5, the movement status of the ball is displayed so that the ball approaches the game player!
- step ST22 After a predetermined time has elapsed since the pitcher threw the ball (step ST21), a swing motion is detected (step ST22). Details of step ST22 in the example of the case will be described later with reference to FIG. Then, the operation timing is determined based on the motion signal (step ST23), and when the operation timing advances with respect to a predetermined reference timing, the ball ( A change command to move (moving object) is output (step ST24, ST25), and if the operation timing is delayed from the reference timing, a change command to move (fly) the ball in the light direction is output.
- Step ST26, ST27 otherwise, if the reference timing and the operation timing are inconsistent, a change command to move (fly) the ball in the direction of hitting the pitcher directly is output (Step ST28).
- the ball movement direction (flying direction), that is, the angle with reference to the base is determined by the amount of advance or delay of the operation timing with respect to the reference timing (steps ST25 and ST27).
- step ST29 it is determined whether or not the ball has hit the target.
- the moving body motion direction changing means 51 displays that the power ball is moving on the screen toward the game player side (coming flying).
- the image display means 55 is instructed to output the video signal to be output to the television 5.
- the moving body movement direction changing means 51 receives the above change command from the operation timing determination device 49 while the ball is moving, the moving body movement direction changing means 51 changes the ball movement direction according to the change command (the ball that has been struck).
- the image display means 55 is instructed to output the video signal to the television 5 (changing the direction of the flying).
- the motion determination means 53 determines whether or not the game tool 9 has performed a correct predetermined motion in the three-dimensional space based on the motion signal.
- the screen display means 55 displays that the correct operation has been performed on the screen when the operation determination means 53 determines that the game tool 9 has performed the correct operation.
- FIG. 7 is a flowchart showing an algorithm example of a program used when a part of the functions of the operation signal generation unit 47, the operation determination unit 53, and the image display unit 55 is realized using a computer.
- step ST31 When the reflected light is received, an operation signal is output in step ST32.
- step ST32 When the motion signal is generated, whether or not the swing motion (game tool motion) is correct (normal or not) is determined based on the motion signal in step ST33. In this embodiment, it is determined that the two light receiving elements 41 are normal (correct operation has been performed) when both light receiving elements 41 receive light. If only one of the light receiving elements 41 receives light, it is determined that there is an abnormality (correct, operation has been performed! /).
- step ST34 If it is determined to be normal, an operation for rotating the image of the bat is performed in step ST34.
- step ST35 the subsequent hit ball processing is executed. If the pitcher throws at steps ST31 and ST36 and the force is not received within a certain time, and if the swing motion is determined to be abnormal at step ST33, the bat on the screen is detected at step ST37. Do not rotate the image! As a result, the game player recognizes that there is a problem in the operation of the game tool (bat swing).
- steps ST31 and ST32 realize a part of the function of the operation signal generating means 47 of FIG.
- the function of the operation judging means 53 is realized by steps ST33 and ST36. Further, steps ST34 and ST37 realize part of the function of the image display means 55.
- FIG. 8 shows an example of the initial screen when the hit game is realized with this bodily sensation game device.
- the screen 61 on the screen 61, eight panel-like targets T1 to T8 are arranged side by side on both sides of the pitcher 63 on the baseball mound.
- a target holding frame 65 holding four targets ⁇ 1 to ⁇ 4 and a target holding frame 67 holding four targets ⁇ ⁇ ⁇ ⁇ ⁇ 5 to ⁇ 8!
- a number of ball images 68 corresponding to the number of pitches remaining by the pitcher are shown. Since Fig. 8 shows the initial screen, the pitcher's remaining pitch is shown as 10 balls.
- a bat image 69 that is a simulated image of the game tool 8 is shown in the upper right area in the left grasshopper box.
- the bat image 69 indicates that the operation determining means 53 indicates that the game tool 9 has correctly operated (the game tool 9 has passed over a predetermined band on the game machine body 1 or a normal operation signal has been output).
- the bat image 69 moves to the position of the bat indicated by the broken line, and displays that the game player has operated the game tool 9 correctly. By this display, the position force at which the game player is swinging the game tool 9 which is a part of the input device. Detection of the swing detector comprising the light emitting element 39 and the light receiving element 41 shown in FIGS. You can know if it is in the area.
- the game player changes the position of the game machine body 1 or the position where the game player stands.
- the force that determines the operation status of the game tool 9 using the reflection of light uses various sensors such as an acceleration sensor. Of course, you can do it.
- the present invention is applied to a baseball game.
- a moving object such as tennis, badminton, table tennis, or hockey is hit with a game tool.
- the present invention can be applied to anything as long as it is present.
- the bat image 69 is rotated to indicate that the operation of the game tool is normal.
- the color of the bat image 69 is changed and the operation of the game tool is normal. Let me show you. For example, when a grab of the catcher is displayed as an image, it may be displayed that the operation is normal by opening or closing the grab.
- the game player can immediately recognize that there is an error in the usage state of the game tool and the display power of the screen, the game player can play while being aware of the correct usage state of the game tool. As a result, there is a benefit that allows the game to proceed correctly.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Health & Medical Sciences (AREA)
- General Health & Medical Sciences (AREA)
- Physical Education & Sports Medicine (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/570,296 US9597591B2 (en) | 2004-06-11 | 2005-06-13 | Sensory video game machine |
GB0700483A GB2430390B (en) | 2004-06-11 | 2007-01-10 | Sensory video game machine |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004-174801 | 2004-06-11 | ||
JP2004174801A JP4397740B2 (ja) | 2004-06-11 | 2004-06-11 | 体感ゲーム装置 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2005120658A1 true WO2005120658A1 (ja) | 2005-12-22 |
Family
ID=35502856
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2005/010810 WO2005120658A1 (ja) | 2004-06-11 | 2005-06-13 | 体感ゲーム装置 |
Country Status (4)
Country | Link |
---|---|
US (1) | US9597591B2 (ja) |
JP (1) | JP4397740B2 (ja) |
GB (1) | GB2430390B (ja) |
WO (1) | WO2005120658A1 (ja) |
Families Citing this family (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
AU2006201734A1 (en) * | 2005-04-27 | 2006-11-16 | Aruze Corp. | Gaming machine |
TWI395604B (zh) * | 2007-05-03 | 2013-05-11 | Pixart Imaging Inc | Interactive game method and system with anti - sports injury function |
US20080278440A1 (en) * | 2007-05-10 | 2008-11-13 | Hsuan-Yin Chen | Limb image interactive apparatus for information products |
US9958903B2 (en) * | 2015-04-29 | 2018-05-01 | Sony Mobile Communications Inc. | Providing a representation of orientation and movement of an item being moved in space |
US10265627B2 (en) | 2017-06-22 | 2019-04-23 | Centurion VR, LLC | Virtual reality simulation of a live-action sequence |
US11491369B2 (en) * | 2018-09-20 | 2022-11-08 | Catalyst Sports Llc | Bat speed measuring device |
USD882435S1 (en) | 2018-09-20 | 2020-04-28 | Catalyst Sports Llc | Movement measurement device housing |
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JPS59147570U (ja) * | 1983-03-23 | 1984-10-02 | 三菱電機株式会社 | スウイング測定装置 |
JPH1071274A (ja) * | 1996-07-03 | 1998-03-17 | Sega Enterp Ltd | ゲーム画面の表示方法 |
JP2001104636A (ja) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | 体感ボールゲーム装置 |
JP2001137543A (ja) * | 1999-11-10 | 2001-05-22 | Namco Ltd | ゲーム装置の入力装置 |
JP2002165912A (ja) * | 2000-12-05 | 2002-06-11 | Konami Co Ltd | ダンスゲーム用コントローラ |
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US4515365A (en) * | 1983-03-23 | 1985-05-07 | Mitsubishi Denki Kabushiki Kaisha | Device for measuring swing data of baseball bat |
US5833549A (en) * | 1995-11-14 | 1998-11-10 | Interactive Light, Inc. | Sports trainer and game |
US6270413B1 (en) * | 1996-07-03 | 2001-08-07 | Sega Enterprises, Ltd. | Display method for games displays |
JP4221838B2 (ja) * | 1998-09-30 | 2009-02-12 | 株式会社セガ | ゲーム装置、当り判定方法、及び情報記録媒体 |
US6485374B1 (en) * | 1999-06-29 | 2002-11-26 | Julian Myerscough | Golf ball striking trainer |
JP4691754B2 (ja) | 1999-09-07 | 2011-06-01 | 株式会社セガ | ゲーム装置 |
JP2001252470A (ja) | 2000-03-13 | 2001-09-18 | Taito Corp | ビデオゲーム装置 |
JP2002052246A (ja) | 2000-08-11 | 2002-02-19 | Konami Co Ltd | ゲーム機 |
JP4027031B2 (ja) | 2000-11-16 | 2007-12-26 | 株式会社コナミデジタルエンタテインメント | 対戦式3dビデオゲーム装置 |
JP3839354B2 (ja) | 2002-06-03 | 2006-11-01 | 株式会社Snkプレイモア | ゲーム機 |
US7336575B2 (en) * | 2003-08-25 | 2008-02-26 | Ricoh Company, Ltd. | Information recording/reproducing apparatus that improves recording/reproducing characteristics |
-
2004
- 2004-06-11 JP JP2004174801A patent/JP4397740B2/ja not_active Expired - Lifetime
-
2005
- 2005-06-13 US US11/570,296 patent/US9597591B2/en active Active
- 2005-06-13 WO PCT/JP2005/010810 patent/WO2005120658A1/ja active Application Filing
-
2007
- 2007-01-10 GB GB0700483A patent/GB2430390B/en not_active Expired - Fee Related
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPS59147570U (ja) * | 1983-03-23 | 1984-10-02 | 三菱電機株式会社 | スウイング測定装置 |
JPH1071274A (ja) * | 1996-07-03 | 1998-03-17 | Sega Enterp Ltd | ゲーム画面の表示方法 |
JP2001104636A (ja) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | 体感ボールゲーム装置 |
JP2001137543A (ja) * | 1999-11-10 | 2001-05-22 | Namco Ltd | ゲーム装置の入力装置 |
JP2002165912A (ja) * | 2000-12-05 | 2002-06-11 | Konami Co Ltd | ダンスゲーム用コントローラ |
Also Published As
Publication number | Publication date |
---|---|
GB2430390A (en) | 2007-03-28 |
JP2005349047A (ja) | 2005-12-22 |
GB0700483D0 (en) | 2007-02-21 |
US9597591B2 (en) | 2017-03-21 |
GB2430390B (en) | 2009-01-28 |
US20070225054A1 (en) | 2007-09-27 |
JP4397740B2 (ja) | 2010-01-13 |
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