WO2006041149A1 - 物体、画像データ、画像データ伝送方法、カード、ゲーム用マット、カードゲームシステム、画像解析装置、画像解析方法 - Google Patents
物体、画像データ、画像データ伝送方法、カード、ゲーム用マット、カードゲームシステム、画像解析装置、画像解析方法 Download PDFInfo
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- WO2006041149A1 WO2006041149A1 PCT/JP2005/018926 JP2005018926W WO2006041149A1 WO 2006041149 A1 WO2006041149 A1 WO 2006041149A1 JP 2005018926 W JP2005018926 W JP 2005018926W WO 2006041149 A1 WO2006041149 A1 WO 2006041149A1
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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
- A63F13/20—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
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06K—GRAPHICAL DATA READING; PRESENTATION OF DATA; RECORD CARRIERS; HANDLING RECORD CARRIERS
- G06K19/00—Record carriers for use with machines and with at least a part designed to carry digital markings
- G06K19/06—Record carriers for use with machines and with at least a part designed to carry digital markings characterised by the kind of the digital marking, e.g. shape, nature, code
-
- 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
- A63F1/00—Card games
- A63F1/02—Cards; Special shapes of cards
-
- 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
- A63F1/00—Card games
- A63F1/06—Card games appurtenances
-
- 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
-
- B—PERFORMING OPERATIONS; TRANSPORTING
- B42—BOOKBINDING; ALBUMS; FILES; SPECIAL PRINTED MATTER
- B42D—BOOKS; BOOK COVERS; LOOSE LEAVES; PRINTED MATTER CHARACTERISED BY IDENTIFICATION OR SECURITY FEATURES; PRINTED MATTER OF SPECIAL FORMAT OR STYLE NOT OTHERWISE PROVIDED FOR; DEVICES FOR USE THEREWITH AND NOT OTHERWISE PROVIDED FOR; MOVABLE-STRIP WRITING OR READING APPARATUS
- B42D25/00—Information-bearing cards or sheet-like structures characterised by identification or security features; Manufacture thereof
- B42D25/30—Identification or security features, e.g. for preventing forgery
- B42D25/305—Associated digital information
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06K—GRAPHICAL DATA READING; PRESENTATION OF DATA; RECORD CARRIERS; HANDLING RECORD CARRIERS
- G06K19/00—Record carriers for use with machines and with at least a part designed to carry digital markings
- G06K19/06—Record carriers for use with machines and with at least a part designed to carry digital markings characterised by the kind of the digital marking, e.g. shape, nature, code
- G06K19/06009—Record carriers for use with machines and with at least a part designed to carry digital markings characterised by the kind of the digital marking, e.g. shape, nature, code with optically detectable marking
- G06K19/06037—Record carriers for use with machines and with at least a part designed to carry digital markings characterised by the kind of the digital marking, e.g. shape, nature, code with optically detectable marking multi-dimensional coding
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06K—GRAPHICAL DATA READING; PRESENTATION OF DATA; RECORD CARRIERS; HANDLING RECORD CARRIERS
- G06K7/00—Methods or arrangements for sensing record carriers, e.g. for reading patterns
- G06K7/10—Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06K—GRAPHICAL DATA READING; PRESENTATION OF DATA; RECORD CARRIERS; HANDLING RECORD CARRIERS
- G06K7/00—Methods or arrangements for sensing record carriers, e.g. for reading patterns
- G06K7/10—Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation
- G06K7/14—Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation using light without selection of wavelength, e.g. sensing reflected white light
- G06K7/1404—Methods for optical code recognition
- G06K7/1439—Methods for optical code recognition including a method step for retrieval of the optical code
- G06K7/1443—Methods for optical code recognition including a method step for retrieval of the optical code locating of the code in an image
-
- 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
- A63F1/00—Card games
- A63F1/06—Card games appurtenances
- A63F1/067—Tables or similar supporting structures
-
- 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
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/2411—Input form cards, tapes, discs
- A63F2009/2419—Optical
-
- 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
- A63F2300/1087—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 comprising photodetecting means, e.g. a camera
- A63F2300/1093—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 comprising photodetecting means, e.g. a camera using visible light
-
- 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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/407—Data transfer via internet
-
- 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 relates to a technique for expressing code data by two-dimensionally arranging a plurality of cells.
- Patent Document 1 Japanese Unexamined Patent Publication No. 2000-82108
- the resolution of image data is high, a large amount of two-dimensional code information can be acquired, and a high recognition rate of code data can be realized.
- some cameras have low resolution, and even in such cases, it is preferable to increase the code data recognition rate.
- the image data acquired by imaging includes the influence of external ambient light, etc., so when binarizing the acquired image data, the influence is taken into account and binarized. It is preferable to set the range of pixel values suitably.
- An object of the present invention is to provide a technology capable of accurately recognizing an object such as a two-dimensional code or a card.
- an aspect of the present invention provides a two-dimensional arrangement of a plurality of rectangular cells.
- a code data portion constituting the code data and a plurality of corner cells arranged so as to surround the code data portion are provided, and the corner cell provides an object having an area larger than that of the square cell.
- This object may be a two-dimensional object such as a card or a three-dimensional object.
- the square cell and the corner cell may be printed on the object or may be stamped. These cells only need to exist in a state where they can be imaged by the imaging device.
- Another aspect of the present invention includes a code data portion that configures code data by two-dimensionally arranging a plurality of rectangular cells, and a plurality of corner cells arranged so as to surround the code data portion.
- the corner cell provides an object having a round shape. This object may be a two-dimensional object such as a force card or a three-dimensional object. Further, the square cell and the corner cell may be printed on the object or may be stamped. These cells only need to exist in a state where they can be imaged by the imaging device.
- Yet another aspect of the present invention provides image data generated according to a data format for displaying a two-dimensional code on a display device, wherein a plurality of rectangular cells are placed at predetermined coordinate positions on the display device. Data for display and data for displaying a plurality of corner cells at coordinate positions surrounding a plurality of rectangular cells displayed at predetermined coordinate positions, and the corner cells are displayed larger than the square cells. As described above, image data is provided in which corner cell and square cell data are set.
- Yet another aspect of the present invention is image data generated according to a data format for displaying a two-dimensional code on a display device, wherein a plurality of rectangular cells are placed at predetermined coordinate positions on the display device.
- Yet another aspect of the present invention is a method for transmitting image data generated according to a data format for displaying a two-dimensional code on a display device, wherein the image data to be transmitted is a plurality of squares.
- the image data to be transmitted is a plurality of squares.
- Data and data for displaying a plurality of corner cells at coordinate positions surrounding a plurality of square cells displayed at predetermined coordinate positions, and the corner cells are displayed so that the corner cells are displayed larger than the square cells.
- an image data transmission method characterized by the fact that the data of the rectangular cell is set.
- Yet another aspect of the present invention is a method of transmitting image data generated according to a data format for displaying a two-dimensional code on a display device, wherein the image data to be transmitted is a plurality of squares.
- an image data transmission method characterized in that data of a corner cell is set so that the cell is displayed in a round shape.
- Yet another aspect of the present invention provides a reference cell having a predetermined shape, a plurality of polygonal cells that constitute code data by two-dimensionally arranging each, and a plurality of polygonal cells.
- a plurality of corner cells arranged so as to surround the two-dimensionally arranged area, and at least one of the reference cell, the multi-sided cell, and the corner cell can be colored differently from other cells.
- This object may be a 2D object such as a card or a 3D object.
- the square cell and the corner cell may be printed on the object or may be stamped. These cells only need to exist in a state where they can be imaged by the imaging device.
- Still another aspect of the present invention provides image data generated according to a data format for displaying a two-dimensional code on a display device, and a reference cell having a predetermined shape is provided on the display device.
- Data for display at the position of, data for displaying multiple polygonal cells within the area defined for the reference cell, and display of multiple corner cells at the coordinate positions surrounding the area And providing image data in which the color of at least one of the reference cell, the multi-sided cell, and the corner cell is set to be different from the colors of the other cells.
- Yet another aspect of the present invention provides a method for transmitting image data generated in accordance with a data format for displaying a two-dimensional code on a display device.
- data for displaying a plurality of corner cells at coordinate positions surrounding the area, and the color of at least one of the reference cell, the polygonal cell, and the corner cell is different from the colors of the other cells. It provides image data transmission methods that can be set differently.
- Yet another embodiment of the present invention relates to an image analysis apparatus that recognizes an object image included in a frame image.
- the object image includes a reference cell having a predetermined shape and a plurality of corner cells colored differently from the reference cell.
- the image analysis apparatus sets a range of RGB pixel values, detects a reference cell from a binarization processing unit that converts a frame image into a binary bit representation, and binary data of the frame image A first detection unit; and a second detection unit that detects a corner cell from the binarized data of the frame image.
- the binarization processing unit sets a range of RGB pixel values for the reference cell, extracts pixels within the set pixel value range, and performs binarization processing of the frame image.
- the first detector detects the reference cell based on the key data.
- the binarization processing unit sets the RGB pixel value range for the corner cell, extracts pixels within the set pixel value range, performs the binary image processing of the frame image,
- the second detector detects a corner cell based on the binary data.
- Yet another embodiment of the present invention relates to a method for recognizing an object image included in a frame image.
- the object image includes a reference cell having a predetermined shape and a plurality of corner cells colored differently from the reference cell.
- the object recognition method according to this aspect includes a step of setting a range of RGB pixel values for a reference cell, extracting pixels within the set pixel value range, and detecting a reference cell also with respect to frame image power. Setting a range of RGB pixel values for the cell, extracting pixels within the set range of pixel values, and detecting the corner image of the frame image power.
- An object according to yet another aspect of the present invention has the same shape as a reference cell having a predetermined shape, and a plurality of polygonal cells that constitute code data by two-dimensionally arranging the reference cells.
- the corner cell is the reference cell and the polygonal cell.
- This object may be a 2D object such as a card or a 3D object.
- a game mat according to still another aspect of the present invention is a game mat for placing a game card, and is provided with a gradation region in which the brightness changes stepwise.
- Yet another aspect of the present invention is a card game system.
- This card game system is configured for a game card having a cell having a predetermined color, and a game having a gradation area in which the brightness is changed step by step with the same hue color as the cell of the game card.
- An image capturing unit for capturing a frame image by capturing a mat, a game mat, and a game card placed on the game mat, and setting a range of RGB pixel values to represent the frame image in binary bits
- a binarization processing unit that converts the data into a frame, an extraction unit that extracts the gradation area of the game mat in the binarized data of the frame image, and a binarization processing unit based on the binary key data of the gradation area
- an adjustment unit is provided for adjusting the range of RGB pixel values when binarizing.
- Yet another embodiment of the present invention is an image analysis apparatus.
- This device images a game card having a cell of a predetermined color and a game mat having a gradation area that is composed of the same hue color as the cell of the game card and changes in brightness in stages.
- An image analysis device for analyzing a frame image, which sets a range of RGB pixel values and converts the frame image into a binary bit representation, and a binary image of the frame image Based on the binary data of the gradation area, the binarization processing section also extracts the RGB data for binarization based on the binary data of the gradation area.
- An adjustment unit for adjusting a range of pixel values.
- Yet another embodiment of the present invention is an image analysis method.
- This method takes an image of a game card having a cell having a predetermined color and a game mat having a gradation area in which the brightness changes in a stepwise manner with the same hue as the cell of the game card.
- Image analysis method for analyzing a frame image a step of converting a frame image into a binary bit representation by setting a range of RGB pixel values, and a game image for binarized data of a frame image
- Yet another embodiment of the present invention is a program.
- This program images a game card having a cell with a predetermined color and a game mat having a gradation area that is composed of the same hue color as the cell of the game card and changes in brightness in stages.
- a program for analyzing frame images which allows a computer to set a range of RGB pixel values and convert the frame image to a binary bit representation, and for the binary image data of the frame image for games Lets the computer execute a function that extracts the gradation area of the mat and a function that adjusts the range of RGB pixel values when binarizing based on the binarized data in the gradation area.
- FIG. 1 is a diagram showing a configuration of a game system that is effective in an embodiment.
- FIG. 2 is a diagram showing a two-dimensional code printed on the surface of a game card.
- FIG. 3 is a diagram showing a configuration of an image analysis apparatus.
- FIG. 4 is a flowchart showing a processing procedure for recognition processing of a two-dimensional code.
- FIG. 5 is a flowchart showing reference cell detection processing.
- FIG. 6 is a flowchart showing a code portion detection process.
- FIG. 7 is a flowchart showing a code data verification process.
- FIG. 8 is a diagram showing another example of the two-dimensional code printed on the surface of the game card.
- FIG. 9 is a diagram showing still another example of the two-dimensional code printed on the surface of the game card.
- FIG. 10 is a diagram showing still another example of the two-dimensional code printed on the surface of the game card.
- FIG. 11] (a) to (c) are explanatory diagrams for explaining a method of determining whether or not the force is a corner cell.
- FIG. 12 is a diagram showing still another example of the two-dimensional code printed on the surface of the game card.
- FIG. 13 is a diagram showing a game mat for arranging game cards.
- FIG. 14 is a diagram showing the appearance of a gradation area.
- FIG. 15 is a diagram showing another configuration of the image analysis apparatus.
- FIG. 16 (a) to (c) are diagrams showing a donut region specified as a gradation region.
- FIG. 17 is a diagram showing an image data transmission system in an embodiment.
- FIG. 1 shows a configuration of a game system 1 that can be used in an embodiment of the present invention.
- the game system 1 includes an imaging device 2, an image processing device 10, and an output device 6.
- the image processing device 10 includes an image analysis device 20 and a game device 30.
- the image analysis device 20 and the game device 30 may be configured as separate devices, but may be configured as a single unit.
- the imaging device 2 is a video camera configured with power such as a CCD imaging device or a MOS imaging device, and has a resolution of 320 pixels ⁇ 240 pixels, for example.
- the imaging device 2 captures the real space at a predetermined cycle and generates a frame image for each cycle.
- the imaging area 5 is an area that is imaged by the imaging apparatus 2, and the position and size of the imaging area 5 are adjusted by adjusting the height and orientation of the imaging apparatus 2.
- the game player moves the game card 4 that is a real object with a finger.
- the game card 4 has a two-dimensional code for uniquely identifying itself.
- the output device 6 includes a display 7 which is a display device.
- the output device 6 may further be configured to have a speaker force (not shown).
- the image processing apparatus 10 displays the frame image captured by the imaging apparatus 2 on the display 7 and controls display so that a character that is a virtual object is superimposed on the game card 4 at that time.
- the player can easily confirm whether or not the game card 4 has entered the imaging region 5 by looking at the display 7. If not, the player can shift the position of the game card 4 or the orientation of the imaging device 2. Is adjusted so that the imaging device 2 captures an image of the game card 4.
- the player moves the character by performing a predetermined operation on the game card 4. Due to the nature of this game application, it is preferable for the player to recognize the unity between the game card 4 and the character, so that the character image is displayed superimposed on the game card 4. When the game card 4 is slowly moved within the imaging area 5, the character moves together following the movement of the game card 4 while maintaining the state of riding on the game card 4.
- the movement of the above character is controlled by the image processing apparatus 10.
- the image analysis device 20 extracts image information of the game card 4 from the frame image acquired by the imaging device 2. Further, the image analysis device 20 extracts the two-dimensional code printed on the game card 4 from the image information of the game card 4. At this time, the image analysis device 20 determines position information, direction information, distance information, and the like in the space of the game card 4 from the two-dimensional code of the game card 4.
- the image analysis device 20 uses the reference cell and the four corner cells in the image of the game card 4 in the frame image to determine the distance between the imaging device 2 and the game card 4 and the game. Calculate the direction of card 4 and so on. As a result, the character is controlled to face forward on the game power mode 4. Also, the code data of the game card 4 is obtained from the array of a plurality of rectangular cells in the two-dimensional code.
- the force indicating that the game card 4 is simply placed on the table 3 The game force card 4 is tilted with respect to the table 3, for example, or is higher than the table 3. It may be lifted up.
- the image analysis device 20 has a function of recognizing a state where the game card 4 is tilted or a state where the height from the table 3 is changed by image analysis. Image analyzer 20
- the result of the image analysis in step S is sent to the game apparatus 30.
- the frame image power captured by the imaging device 2 may be sent to the game device 30 and image analysis may be performed on the game device 30 side.
- the image processing apparatus 10 is composed of only the game apparatus 30.
- the game device 30 Based on the image analysis result in the image analysis device 20, the game device 30 performs display control so that the character is positioned on the game card 4 on the display screen of the display 7.
- the character may be associated with the code data extracted from the game card 4 and appropriately assigned for each game scene. In this case, when the game scene is switched, the displayed character is switched.
- FIG. 2 shows a two-dimensional code printed on the surface of the game card.
- polygon cells having a plurality of predetermined shapes are two-dimensionally arranged according to a predetermined arrangement rule.
- the two-dimensional code of the game card 4 is a two-dimensional arrangement of a reference cell 1002 and a plurality of rectangular cells 106 that serve as a reference for performing the recognition process of the game card 4 with respect to the image data force captured by the imaging device 2.
- Code data portion 102 constituting the code data, and a plurality of corner cells 104 4a, 104b, 104c, 104d arranged so as to surround the code data portion 102 (hereinafter collectively referred to as “corner cell 104”) Called).
- the code data portion 102 and the corner cell 104 exist in the code portion 110 in the two-dimensional code.
- the reference cell 100, the square cell 106, and the corner cell 104 are each configured to have a predetermined shape.
- each cell is filled in black.
- an area 108 is configured by connecting a plurality of rectangular cells 106, and constitutes code data together with other rectangular cells 106.
- the square cells 106 have the same shape, here a square shape.
- the arrangement and size of the reference cell 100 and the corner cell 104 are the same, and the game card 4 is uniquely identified by the arrangement of the rectangular cells 106 in the code data portion 102. can do.
- the reference cell 100 has 7 horizontal long sides of 1.5 blocks. It is configured as a rectangular cell (element) formed by the short side of the block in the vertical direction. In the embodiment, a square area formed by one vertical block and one horizontal block is called a block area.
- the code data portion 102 is formed in an area surrounded by 7 blocks ⁇ 7 blocks. One side of this region is parallel to the long side of the reference cell 100 and is arranged at a position one block away from the long side.
- the code part 110 is an area surrounded by 8 blocks ⁇ 8 blocks, and the code data part 102 is included in the area where the code part 110 is formed.
- the corner cell 104a is disposed in the upper left corner area of the code portion 110.
- the area at the upper left corner may be within the range of the area of 2 blocks X 2 blocks at the upper left corner of the area surrounded by 7 blocks X 7 blocks as the code data portion 102, or may extend beyond the range.
- the corner cell 104a is arranged to protrude 0.5 blocks vertically and 0.5 blocks horizontally from the area of 2 blocks X 2 blocks in the upper left corner of the code data portion 102. That is, the corner cell 104a is present in the upper left corner area surrounded by 2.5 blocks X 2.5 blocks in the code part 110.
- each corner cell 104 is formed in a square shape, specifically, a square cell having a length of 1.5 blocks on one side.
- the code data portion 102 if one block area is 1 bit, information of 33 bits in total can be encoded. Of these 33 bits, 9 bits constitute check data to confirm that the code data is correct. Therefore, the code data portion 102 is encoded with 24 bits of information.
- the square cell 106 is an important element that expresses code data, and the image analysis apparatus 2 The image needs to be recognized correctly at 0. For that purpose, it is ideal to make all the square cells 106 large, but it is natural that the size of the game card 4 is limited. As a result, the number of rectangular cells 106 constituting 102 is reduced. This is equivalent to reducing the number of bits of information and is not preferable.
- the corner cell 104 is configured to have a larger area than the rectangular cell 106.
- the four corner cells 104 are used to detect the code data portion 102. In other words, if the corner cell 104 at the four corners cannot be detected, then the square cell 106 cannot be detected. Therefore, in this two-dimensional code, the corner cell 104 must first be recognized more reliably than the square cell 106. is there. By forming the four corner cell 104 larger than the square cell 106, the recognition rate of the four corner cell 104 can be increased.
- the image analysis apparatus 20 extracts candidates for the reference cell 100 in the frame image, assumes a reference cell 100 that satisfies a predetermined criterion, and has four corner cells in the vicinity of the assumed reference cell 100. It is determined whether 104 exists! /. When the four corner cells 104 are recognized, the image analysis apparatus 20 reads the area surrounded by the four corner cells 104, that is, the arrangement of the rectangular cells 106 in the code data portion 102, and acquires code data. Thereby, it is determined that the assumed reference cell 100 is the true reference cell 100, and the game card 4 can be recognized. The image analysis device 20 calculates and obtains the position and direction of the game card 4 in the virtual three-dimensional coordinate system with the imaging device 2 as a reference (origin).
- FIG. 3 shows a configuration of the image analysis apparatus.
- the image analysis device 20 includes a frame image acquisition unit 40, a real object extraction unit 42, and a state determination unit 44.
- the real object extraction unit 42 includes a binarization processing unit 50, a reference cell detection unit 52, a code unit detection unit 54, and a verification processing unit 56.
- the processing function of the image analysis device 20 in the present embodiment is realized by a CPU, a memory, a program loaded in the memory, and the like, and here, a configuration realized by cooperation thereof is illustrated.
- the program may be built in the image analysis device 20 or supplied externally in a form stored in a recording medium. So this is Those skilled in the art will understand that these functional blocks can be realized in various forms by hardware only, software only, or a combination thereof.
- the image analysis apparatus 20 functions as a CPU power frame image acquisition unit 40, a real object extraction unit 42, and a state determination unit 44.
- the frame image acquisition unit 40 acquires a frame image of a real space imaged by the imaging device 2.
- the imaging device 2 periodically acquires frame images, and preferably generates frame images at 1Z60 second intervals.
- the real object extraction unit 42 extracts a frame image power real object image, that is, an image of the game card 4.
- the binarization processing unit 50 converts the frame image into a binary bit representation, and expresses the frame image information by turning the bit on and off.
- the reference cell detection unit 52 detects the reference cell 100 from the binarized data of the frame image.
- the code part detecting unit 54 force detects the code part 110 based on the position of the reference cell 100, and the verification processing part 56 performs the verification process of the code data included in the code part 110.
- the state determination unit 44 determines the state of the real object in the set coordinate system, and specifically determines the position and direction of the game card 4 and the distance from the imaging device 2.
- the position information, the direction information, and the distance information determined by the state determination unit 44 are respectively associated with code data acquired from the two-dimensional code and sent to the game apparatus 30. If a plurality of game cards 4 exist in the imaging area 5, position information, direction information, distance information, and code data are associated with each game force 4 and sent to the game device 30. It is done.
- the frame image itself is also sent to the game device 30 in order to display the frame image captured by the imaging device 2 on the display 7.
- the game device 30 reads out the character associated with the code data, and displays the game card 4 and the character superimposed in the three-dimensional virtual space.
- FIG. 4 is a flowchart showing a processing procedure for recognition processing of a two-dimensional code.
- the two-dimensional code is picked up by the image pickup device 2 and acquired by the image data force frame image acquisition unit 40 for one frame obtained as a result.
- the binarization processing unit 50 performs binarization processing on the image data (S10).
- an image that has a brightness greater than a predetermined threshold is stored.
- the pixel value of the prime is "0" and the pixel is white for display.
- the pixel whose pixel value is "encoded” is referred to as a white pixel. .
- the pixel value of the pixel holding the luminance value below the threshold value is encoded as “1 ⁇ , and the pixel is black on the display.
- the binarized processing unit 50 collects the areas where the black pixels are continuously present as one connected area, and extracts the plurality of extracted black pixel connected areas.
- the number is set (labeled) in ascending order from 1 (S 12), for example, the labeling number may be set in the order extracted as the connected region, that is, in the specified order.
- RAM 2 (not shown) When the 2D code shown in Fig. 2 is used, since the corner cell 104 is displayed larger than the square cell 106, the probability that the corner cell 104 can be detected as a black pixel connection region and Coordinate position precision It can be increased.
- the reference cell detection unit 52 displays the position on the display of the recognized two-dimensional code, for example, the center point of the reference cell 100 It is determined whether or not it is stored in the RAM (S14). When the center point of the reference cell 100 in the previous frame is stored in the RAM (Y in S14), the stored position is set as the start point of the reference cell detection process (S16). If V and the reference cell 100 are detected in the previous image frame !, then the position of the game power mode 4 has changed greatly in the current image frame! /! Therefore, by using the center point of the reference cell 100 of the previous frame, the reference cell 100 can be efficiently detected in the current frame.
- the reference cell detection unit 52 sets the center point on the display of the display 7 as the start point of the reference cell detection process ( S18). After setting the starting point, the reference cell detection unit 52 executes the detection process of the reference cell 100 (S20).
- FIG. 5 is a flowchart showing reference cell detection processing. Note that the number of pixels shown in this flow depends on the resolution of the imaging device 2, and the number of pixels is shown here as an example for easy understanding.
- the reference cell detection unit 52 reads the total number M of black pixel connected regions labeled in S12 of FIG. 4, and initializes the counter value j to 1 (S100).
- S100 the counter value j to 1
- a black pixel connected region is searched along the trace of the counterclockwise spiral on the screen of FIG. 7 and the black pixel connected region detected first is selected as a reference cell candidate region (S102).
- the reference cell detection unit 52 extracts the edge portion of the selected reference cell candidate region, and determines the short side and the long side (S104).
- the reference cell detection unit 52 determines whether or not the short side includes a predetermined number of pixels, for example, 20 pixels or more (S106).
- the short side is 1.5 blocks long, but if the short side is a reference cell 100 consisting of fewer than 20 pixels, the length of one block is even smaller. Pixel power will also be constructed. Therefore, one side of the rectangular cell 106, which is the smallest component in the two-dimensional code, is about 13 pixels or less, and the imaging device 2 cannot capture images appropriately. Therefore, if it is determined that the short side is composed of fewer than 20 pixels (N in S106), it is determined that the black pixel connected region selected in S102 is not the reference cell 100. And go to S116.
- the reference cell detection unit 52 determines that the long side of the reference cell candidate region has a predetermined number of pixels, for example, 300 pixels It is determined whether the pixel is composed of the following pixels (S108). For example, if the reference cell 100 is composed of more than 300 pixels on the long side, the length of one block, which is calculated at a ratio of 1 to 7 on the long side, becomes large. The imaging device 2 cannot capture the lower right corner cell 104c and the lower left corner cell 104d located 8.5 blocks apart from the cell 100. Therefore, if it is determined that the long side is composed of more than 300 pixels (N in S108), the black pixel connected region selected in S102 is not the reference cell 100! / ⁇ And I will cut half IJ and proceed to S116.
- the reference cell detection unit 52 determines that the total number of black pixels in the reference cell candidate region is 20 pixels or more and It is determined whether it is less than 1500 pixels (S110).
- the total number of black pixels is less than 20 pixels (N in S110)
- the same problem occurs as when the short side is composed of less than 20 pixels, and when the total number is 1500 pixels or more (S110 N)
- S110 N the same problem occurs when the long side is composed of more than 300 pixels. Therefore, in these cases, it is determined that the possibility that the reference cell candidate area is the reference cell 100 is small, and the process proceeds to S116.
- the reference cell detection unit 52 determines the squareness of the reference cell candidate region (S112) As described in Patent Document 1 described above, the zero squareness is obtained based on the moment of the reference cell candidate region. When it is determined that it is not a square (N in S112), it is determined that the reference cell candidate area is not the reference cell 100, and the process proceeds to S116. When it is determined that the pixel is a square (Y in S112), the reference cell detection unit 52 sets the reference cell candidate region as the reference cell 100 (S114), and the black pixel concatenated region set as the reference cell candidate region. Store the labeling number in RAM.
- the reference cell 100 can be detected. If the image data includes one game card 4 and the power is not included, the reference cell detection process ends when the reference cell 100 is detected. On the other hand, if there is a possibility that a plurality of game cards 4 are included, the process proceeds to S116.
- the reference cell detection unit 52 determines whether or not the count value j is equal to the total number M of reference cell candidate areas (S116). If the count value j has not reached the total number M (N in S116), the count value j is incremented by 1 (S118), and the process returns to the step of S102. On the other hand, when the count value j reaches the total number M (Y in S116), this reference cell detection process is terminated.
- FIG. 6 is a flowchart showing the code portion detection process.
- the code part detection unit 54 reads the total number N of reference cells 100 set in S114 of FIG. 5, and initializes the counter value k to 1 (S200). Note that the reference cells 100 set in S114 are numbered in the set order. Subsequently, the total number M of black pixel linked regions labeled in S12 of FIG. 4 is read, and the counter value j is initialized to 1 (S202).
- the code part detection unit 54 detects the black pixel connected region having the number corresponding to the count value j, and selects it as the corner cell candidate region in the lower left corner (S204).
- the code portion detection unit 54 selects the lower left corner cell candidate region force of S2 in FIG. It is determined whether or not the force exists within the search range preset for the reference cell 100 of the number corresponding to the count value k detected at 0 (S206). Since the positional relationship between the reference cell 100 and the corner cell 104d in the lower left corner is predetermined as shown in Fig. 2, it is possible to narrow down the search range for the lower left corner cell from the coordinate data of the reference cell 100 It is. Since reference cell 100 has a horizontally long rectangular shape, it is possible to set a search range at two positions facing each other across the long side.
- the black pixel connection region is not the lower left corner cell 104d, and the process proceeds to S232. If it exists within the search range (Y in S206), the black pixel connection region is set as the lower left corner cell 104d (S208).
- the code portion detection unit 54 After setting the lower left corner cell 104, the code portion detection unit 54 initializes the value 1 of another counter that counts the number of the black pixel connection region to 1 (S210). Code detector 5
- the code portion detection unit 54 calculates the ratio of the number of pixels (area) of the lower left corner cell 104d set in S208 to the number of pixels (area) of the lower right corner cell candidate region selected in S212. Then, it is determined whether the ratio (area ratio) is, for example, 1Z6 or more or 6 times or less (S214).
- the ratio (area ratio) is, for example, 1Z6 or more or 6 times or less (S214).
- the ratio (area ratio) is, for example, 1Z6 or more or 6 times or less (S214).
- the ratio area ratio
- the ratio of the lower left corner cell to the lower right corner cell is smaller than 1Z6 or larger than 6 times (N in S214) cannot normally be assumed. Cannot be considered a corner cell in, go to S226.
- the code part detection unit 54 calculates the center point of the lower left corner cell 104d and the lower right corner cell candidate area selected in S212. It is determined whether the distance between the center points satisfies a predetermined condition (S216).
- the predetermined condition may be that the distance between the center points approximates the length of the long side of the reference cell 100, for example. If the prescribed conditions are not met (N in S216), proceed to S226, When the predetermined condition is satisfied (Y in S216), the code portion detection unit 54 sets the black pixel connection region as the lower right corner cell 104c (S218).
- the code unit detection unit 54 force sets the reference cell 100, the lower left corner cell 104d, the lower right corner cell 104c, and the display 7 screen. Affine transformation is performed in the X-axis direction and Y-axis direction (S220). Note that the length of one block is calculated based on the length of the long side or the short side of the reference cell 100 set in S20.
- the code part detection unit 54 maps the black pixel connection area included in the area of the code part 110 as a cell from the image obtained by the affine transformation, and generates a code map (S222).
- the code part detection unit 54 detects the corner cells 104 at the four corners of the generated code map cells, and determines whether or not the surrounding three block regions are white pixels ( S2 24). If the three block areas around the corner cell 104 are composed of white pixels (Y in S224), the code map is set as the code part 110 of the two-dimensional code (S230), and the process proceeds to S236. If the three block areas around the corner cell 104 are not white pixels, the process proceeds to S226.
- S236 it is determined whether or not the count value k is equal to the set total number N of reference cells 100. If the count value k is not equal to N (N in S236), the count value k is incremented by 1. (S238), return to S202. This makes it possible to search for a plurality of two-dimensional codes in image data. When the count value k becomes equal to N (Y in S236), the detection process of the code unit 110 is completed as described above.
- FIG. 7 is a flowchart showing a code data verification process.
- 9-bit check data generated by a predetermined algorithm and 24-bit information data exist in 33-bit code data.
- the check data is used to generate code data.
- the code data is verified by generating code data check data based on the check data generated by a predetermined algorithm and collating it.
- the verification processing unit 56 initializes the reference value calculated in the subsequent steps S304 and S308 to 1 as a counter value p that counts the number of shifts to the right by 1 bit (S3). 00).
- the verification processing unit 56 calculates code data and check data values from the code map of the code unit 110 (S302).
- the verification processing unit 56 performs an exclusive OR operation between the calculated code data value (bitstream) and OxFFFFFF (S304), and uses the obtained value (bitstream) as a reference value ( Reference bit stream). It is determined whether or not “1” is set in the LSB (Least Significant Bit) of the reference bitstream (S306), and ⁇ 1 is set to be! /, N! / (N in S306) ), The verification processing unit 56 performs an exclusive OR operation on the reference value (reference bitstream) and 0x8408 (S308), and the obtained value (bitstream) is used as a new reference value (reference value). Bit stream), and go to S310, if “1” is applied to LSB! /, (Y in S306), go to S3 10 in the same way.
- a logical product operation of the calculated bitstream and OxlFF is performed (S316).
- the verification processing unit 56 determines whether or not the value obtained from the logical product operation is equal to the calculated check data value (S318), and if it is determined to be equal (Y in S3 18), it is detected in S24 in FIG.
- Code part 110 force Putter suitable as a two-dimensional code The code part 110 of the two-dimensional code is determined (S320). If it is not equal to the check code (N in S318), it is determined that there is an error in reading the code part 110, and the code data verification process is terminated. Note that FIG. 7 shows only the verification process of one code part 110. When a plurality of code parts 110 are detected, this verification process is executed for each.
- the angle of view of the imaging device 2 the screen resolution, the screen coordinate positions of the four corner cells 104, and the actual corner cells 104 Use the distance.
- the screen is a screen of the display 7 that displays an image picked up by the image pickup device 2.
- the viewpoint power is also determined as the distance to the screen projection surface.
- the viewpoint power and the distance to the screen projection surface are obtained from the angle of view of the camera and the screen resolution.
- Corner cell screen coordinate position SX, SY
- V (SX, SY, P)
- the screen coordinate position has the origin at the center of the screen.
- Normal vector of the plane formed by the viewpoint and corner cells 104a and 104b S12 Normal vector of the plane formed by the viewpoint and corner cells 104b and 104c: S23 Normal vector of the plane formed by the viewpoint and corner cells 104c and 104d: S34 If the normal vector of the plane formed by the viewpoint and the corner cells 104d and 104a is S41, the following formula is established.
- the direction (coordinate axis) of the game card 4 in the three dimensions is obtained. Based on the four normal vectors found in step 3, the card's coordinate axes are found.
- VX S12 X S34
- VZ S23 X S41
- VY VZ XVX
- the position of the game card 4 on the 3D is obtained.
- step 4 if the distance between the corners of the actual reality cell is determined, the card position can be easily obtained. If the three-dimensional coordinate position of the corner cell 104a is expressed as a variable, the three-dimensional coordinate positions of the corner cells 104b, 104c, and 104d can be expressed using the variable. Since the screen coordinate positions of the four corner cells are known, the three-dimensional coordinate position of the game card 4 can be specified by solving the simultaneous equations of these calculations.
- the recognition rate of the corner cell 104 in the code portion 110 can be increased, and the corner in the two-dimensional coordinate system can be increased.
- the coordinate position of the cell 104 can be accurately obtained. Specifically, by forming the corner cell 104 large, the center position of the corner cell 104 can be accurately obtained, so that the position of the game card 4 can be accurately identified.
- accurately determining the center positions of the plurality of corner cells 104 it is possible to accurately grasp the positional relationship between the reference cell 100 and the corner cell 104, and to improve the accuracy of the affine transformation. It is possible to accurately identify the position and the direction in which the game card 4 is facing.
- FIG. 8 shows another example of the two-dimensional code printed on the surface of the game card.
- a reference cell 100 and a code portion 110 having a predetermined shape are arranged on the surface of the game card 4.
- a plurality of corner cells 104a, 104b, 104c, 104d surrounding the code data portion 102 are formed in a circle.
- the two-dimensional coordinate position of the corner cell 104 is specified by the center point of the corner cell 104. Since the corner cell 104 has a round shape, the shape of the corner cell 104 imaged by the imaging device 2 does not change regardless of the orientation of the game card 4 with respect to the imaging device 2.
- the center point of the corner cell 104 does not change depending on the orientation with respect to the imaging device 2, and therefore, the center point can be acquired stably.
- the position information, direction information, and distance information of the game card 4 are It can be obtained accurately.
- the square cell 106 may be formed in a round shape.
- the corner cell 104 is simply circular, it is possible to determine the coordinate position of the corner cell 104 with higher accuracy by forming it larger than the rectangular cell 106. It becomes.
- FIG. 9 shows still another example of the two-dimensional code printed on the surface of the game card.
- a reference cell 100 and a code part 110 are arranged on the surface of the game card 4.
- the reference cell 100 having a predetermined shape, a plurality of rectangular cells 106 constituting the code data by arranging each two-dimensionally, code data
- At least one cell force of the plurality of corner cells 104 arranged so as to surround the region of the portion 102 can be colored differently from other cells. For example, red may be assigned to the reference cell 100, green may be assigned to the square cell 106, blue may be assigned to the corner cell 104, and different colors may be assigned to the respective cells.
- the color assigned here is not necessarily required to be visible to the human eye as long as it is a color that can be captured by the imaging apparatus 2 and can be binary-coded with a predetermined luminance threshold as a reference. If the imaging characteristics of the imaging device 2 to be used are preliminarily divided, the cells may be colored according to the characteristics.
- the two-dimensional code recognition process of the present embodiment it is necessary to detect the reference cell 100 first, as shown in S20 of FIG. Among the entire two-dimensional code recognition processes, the load of the reference cell detection process is high. Therefore, it is preferable that the reference cell 100 can be efficiently extracted from the image data. Therefore, it is preferable that at least the reference cell 100 among the plurality of types of cells is colored differently from the rectangular cell 106 and the corner cell 104.
- RGB color filter is arranged in front of the light receiving surface of the image pickup apparatus 2, and for each frame image, each RGB pixel value is recorded as data expressed in 256 gradations.
- the binarization processing unit 50 has a function of setting a range of RGB pixel values for binarization processing.
- the binarization processing unit 50 sets the range of RGB pixel values for the reference cell.
- the binarization processing unit 50 has a red (R) pixel value range of 200 to 255, a green (G) pixel value range of 0 to 100, and a blue (B) pixel value range of 0 to Set to 100.
- the binarization processing unit 50 uses the RGB composite pixels within this range. Is extracted, and its pixel value is encoded by 1 bit. For example, the pixel value of a composite pixel having an R pixel value of 225, a G pixel value of 30, and a negative pixel value of 50 is set to 1 and the color as a binary image is set to black. On the other hand, the pixel value of a composite pixel that is not within these ranges is encoded with a value of “0”, and the color of the binary image is set to white.
- the pixels to be extracted as black pixels are the specific color in the image data, here red. The number of extracted noises can be reduced, and the reference cell detection unit 52 can shorten the time for detecting the reference cell 100 from the binarized data of the frame image.
- the reference cell Since the pixel value is affected by the color filter characteristics, in order to set the range of the pixel value in consideration of the color filter characteristics, the reference cell is placed with the game card 4 placed on the table 3. One hundred red pixel values may be examined. As a result, the RGB pixel value of the reference cell 100 acquired in the imaging device 2 can be specified, and detection is performed by performing binary key processing within a range in which a slight margin is given to the specified pixel value. It is possible to dramatically reduce the number of black pixel connection regions. In particular, in the game system 1, since it is preferable to perform processing in real time, there is a great merit that the reference cell 100 can be efficiently extracted.
- the binarization processing unit 50 sets a range of RGB pixel values for the corner cell in S10 of FIG. For example, the binarization processing unit 50 sets the red (R) pixel value range from 0 to 100, the green (G) pixel value range from 0 to 100, and the blue (B) pixel value range from 200 to 200. Set to 255. Based on this setting, the binarization processing unit 50 extracts RGB composite pixels within this range, and encodes the pixel values as “one pixel.
- the R pixel value is 20
- the G pixel value is The pixel value of a composite pixel with a B of 30 and a B pixel value of 240 is signed as “1”, and the color of the binary image is set to black.
- the pixel value of a composite pixel whose RGB pixel value is not within these ranges is encoded as “0 ⁇ ”, and the color as a binary image is set to white.
- the connected area that becomes the black pixel in the binary image is labeled. Can be belled.
- the code portion detection unit 54 performs the binary label processing for converting a strong blue image into a black image, and then labels the black pixel connection region in S12.
- the number of noises to be extracted can be reduced by limiting the pixels to be extracted as black pixels to a specific color in the image data, in this case, blue, and the code part detector 54 can detect the binary image data of the frame image. Moreover, the time for detecting the corner cell 104 can be shortened. If the square cell 106 is green, the binary image processing that converts a strong green image into a black image is performed in S10 in FIG. 4 and then labeled as a black pixel connection region in S12. This is used for the code map generation process of S222. When three types of cells are colored differently, the number of times binary processing is performed increases, but the amount of processing to search for connected regions after binarization processing is greatly reduced, so the whole Efficient efficiency can be realized.
- the two-dimensional code shown in FIG. 9 has colored cells, and the colored cells may be formed large or may be formed round as shown in FIG.
- FIG. 10 shows still another example of the two-dimensional code printed on the surface of the game card.
- a reference cell 100 and a cord part 110 are arranged on the surface of the game card 4.
- the two-dimensional code shown in FIG. 10 is one embodiment of the two-dimensional code shown in FIG.
- the two-dimensional code shown in FIG. 10 is arranged so as to surround a reference cell 100 having a predetermined shape, a plurality of rectangular cells 106 constituting the code data by arranging each two-dimensionally, and a code data portion 102.
- a plurality of corner cells 104 are provided.
- the four corner cells 104a, 104b, 104c, 104d are all colored in the same color as the force reference cell 100 and the square cell 106.
- the corner cell 104 is provided up to the side edge of the game card 4. Since the corner cell 104 is arranged near the four corners of the game card 4 and is formed larger than the rectangular cell 106, the four corner cells 104 are conspicuous in the game card 4. Originally, the corner cell 104 is provided in order to specify the location of the square cell 106, but aesthetics are also important as long as it is used as the game card 4. Therefore, frame edge 107 that borders game card 4 is positioned at corner cell 104. Therefore, the corner cell 104 is designed to have a design by being bent inward so as to surround the corner cell 104 and changing the design.
- the corner cell 104 When the corner cell 104 is provided on the side edge of the game card 4 as described above, it is preferable that the corner cell 104 be colored other than black. If black is assigned, the shadow generated on the edge of the game card 4 may be converted as black pixels when the game card 4 is picked up by the image pickup device 2 and subjected to binary key processing. It is assumed that the two corner cells 104 converted into are connected by the shadow of the edge of the game card 4. When two corner cells 104 are connected by binarization processing, it is difficult to separate the two corner cells 104 from the connected black pixels.
- the edge of the game card 4 It is possible to avoid the situation where the corner cell 104 is connected by the shadow.
- the corner cell 104 is provided up to the side edge of the game card 4, it is possible to appropriately extract the corner cell 104 by assigning a color other than the shadow color, that is, a color other than black. Become.
- the corner cell 104 is configured in a triangular shape. This shape may be an equilateral triangle. By making the corner cell 104 an equilateral triangle, the recognition accuracy of the corner cell 104 can be improved.
- FIG. 11A to FIG. 11C are explanatory diagrams for explaining a method of determining whether or not the acquired black pixel is the corner cell 104.
- the corner cell 104 is discriminated based on the connected area of black pixels after binarizing the frame image. Since the binarized frame image is expressed on the two-dimensional XY coordinates, it is possible to determine whether or not the connected area is a corner cell 104 by using the coordinate value of the connected area.
- FIG. 11 (a) shows an example of a connected region extracted from a frame image.
- the width in the X-axis direction is H
- the width in the Y-axis direction is V. This width is counted by the number of pixels on the two-dimensional coordinates. If the number of pixels in the connected area 109a is C, whether or not the connected area 109a is a candidate for the corner cell 104 is determined by the following equation. a X H X V ⁇ C ⁇ j8 ⁇ ⁇ X V ( ⁇ ⁇ ⁇ 1)
- ⁇ is 0.3 and j8 is 0.7. If the number of pixels in the connected area 109a satisfies the above equation, the connected area 109a may be determined as a candidate for the corner cell 104. Of course, the values of the constants a and j8 may be set to other values.
- FIG. 11 (b) shows another example of the connected region extracted from the frame image. Whether or not this connected area 109b is a candidate for the corner cell 104 is similarly determined by the following equation.
- the number of pixels in this connection area 109b is C
- the width in the X-axis direction is H
- the width in the Y-axis direction is V.
- FIGS. 11A and 11B each satisfy the discriminant and are examples in which it is determined that the corner cell 104 is a candidate.
- the game card 4 may be placed in the imaging region 5 at various angles. By using it, the triangular corner cell 104 can be properly recognized.
- FIG. 11 (c) shows still another example of the connected region extracted from the frame image.
- the number of pixels C in the connected area 109c is calculated from a X H (width in the X-axis direction) X V (width in the vertical axis direction).
- connection region 109c shown in FIG.
- the shape of the corner cell 104 by making the shape of the corner cell 104 a triangle, candidates for the corner cell 104 can be easily extracted using the coordinate values on the two-dimensional coordinates.
- the corner cell 104 has an equilateral triangle shape, the direction dependency in the determination by the above discriminant can be reduced compared to other triangular shapes, so that the recognition accuracy of the corner cell 104 can be further increased. it can.
- FIG. 12 shows still another example of the two-dimensional code printed on the surface of the game card.
- the corner cell 104 is provided from the side edge of the game card 4 as in the case of the game card 4 shown in FIG.
- the corner cell 104 is formed in a triangular shape and is colored differently from the reference cell 100 and the code data portions 102a and 102b.
- the area where the rectangular cell 106 is provided is separated into two.
- the two code data portions 102a and 102b are arranged at portions other than the region surrounded by the four corner cells 104a, 104b, 104c and 104d.
- the code data portion 10 2a is formed between the reference cell 100 and the upper edge of the game card 4, and the code data portion 102b is between the line connecting the corner cells 104c and 104d and the lower edge of the game card 4. Formed.
- the line connecting the corner cells 104c and 104d is a line connecting triangle vertices facing inward of the card.
- Each of the code data portions 102a and 102b can record 12 bits of information, and thus can hold a total amount of information of 24 bits. It should be noted that the code data portion 102b arranged below the game card 4 is not continuously colored in a predetermined bit length, for example, 3 bits or more in order to prevent being mistakenly recognized as the reference cell 100. I want to do it!
- the reference cell 100 and the lower left and lower right corner cells 104d and 104c have already been detected. Portions 102a and 102b can be easily detected. That is, the code data portion 102a exists on the opposite side of the corner cells 104c and 104d with respect to the reference cell 100, and the code data portion 102b exists on the opposite side of the reference cell 100 with respect to the corner cells 104c and 104d. .
- the search efficiency of the code data portion 102 can be improved.
- the code data portions 102a and 102b are The force code data portions 102a and 102b showing a two separate arrangement may be arranged adjacent to each other. That is, the code data portions 102a and 102b may be arranged between the reference cell 100 and the upper edge of the game card 4, or may be arranged between the corner cells 104d and 104c and the lower edge of the game card 4. .
- a game mat may be placed on the power table 3 that moves the game card 4 on the table 3, and the game card 4 may be powered on the game mat.
- FIG. 13 shows a game mat for placing game cards.
- game mat 300 is placed on table 3 so as to enter imaging region 5 of imaging device 2. It is preferable that the game mat 300 is made of a soft material such as felt cloth and can be rolled up into a container and stored when not in use.
- the game mat 300 is configured according to the game application, and each cell 302 forms a section in which the game card 4 is placed.
- the image analysis device 20 identifies the square 302 placed and recognizes the two-dimensional code of the game card 4. 1S You may develop a game story according to the arranged squares.
- the number of force cells 302 on which 3 ⁇ 3 cells 302 are formed is not limited to this.
- a square area in which a square 302 is formed forms a play area 306.
- the game mat 300 does not need to be arranged so that the entire game mat 300 enters the imaging region 5, but at least the play area 306 needs to enter the imaging region 5. Note that in the game application in which the game card 4 may be moved freely, the mass 302 may not be formed.
- gradation area 310 whose brightness changes in stages at the four corners of the play area 306 (hereinafter collectively referred to as "gradation area 310")
- a color has three attributes: Hue, Lightness, and Saturation.
- the gradient area 310 is composed by changing the lightness of one hue. It is not necessary to change the saturation.
- the outer edge of the gradation region 310 is circular, and the brightness changes in a concentric manner from high brightness to low brightness in a directional direction from the center of the gradation area 310 to the outer edge.
- FIG 14 shows the appearance of the gradation area.
- the gradation area 310 is composed of one hue, and the brightness is gradually changed in the hue.
- Hue represents the difference in shades of red, green, and blue
- lightness represents the difference in brightness.
- the gradation region 310 has a hue, that is, is represented by a chromatic color. It should be noted that although there is no hue in achromatic colors such as white, black, and gray, the gradation region 310 can be configured by changing the brightness in steps of white to black.
- the difference in brightness in the gradation area 310 is acquired as a difference in brightness when digitized through the RGB filter.
- the brightness of the center 314 where the brightness of the outer edge 312 of the gradation area 310 is low is set high. That is, the gradation region 310 is configured to have a chromatic region where the outside is dark and the inside is white.
- the four gradation areas 310 may be composed of all four colors, but can be used as an index for determining the orientation of the game mat 300 by changing at least one color.
- the three gradation areas 310a, 310b, and 310c may be configured with the same hue, and one gradation area 310d may be configured with another hue.
- the position of the gradation area 310d with respect to the gradation areas 310a, 310b, 310c is known, and therefore the orientation of the game mat 300 can be specified.
- the position, direction, and direction of the game mat 300 are determined in the same manner as the method for obtaining the position and direction of the game card 4 in the virtual three-dimensional coordinate system described above. Geometric information such as distance can be calculated. By knowing the position and direction of the game mat 300 in advance, the game card 4 placed in the play area 306 can be recognized more efficiently.
- FIG. 1 when using the power game mat 300 that explains that the frame image captured by the imaging device 2 is displayed on the display 7 and the character is superimposed on the game card 4.
- the geometric information of the game mat 300 is acquired and displayed on the display 7. For example, a background image of a battle using the game card 4 may be superimposed on the game mat 300 in the frame image.
- the game mat 300 used for efficiently recognizing the game card 4 can be displayed on the display 7 as it is, it is possible to superimpose a background image or the like so that it is possible to improve the production effect. .
- the gradation area 310 further determines a threshold value of RGB pixel values when the image of the reference cell 100, the corner cell 104, and / or the rectangular cell 106 of the game card 4 is binarized and extracted. Used for example, it is assumed that the hue of the corner cell 104 is green and has a predetermined brightness. At this time, the hue of the gradation area 310 is set to green, and an area having the same brightness as the corner cell 104 is formed in a part of the gradation. Therefore, the cell brightness area 316 having the same brightness as the corner cell 104 is set at a predetermined position between the center 314 of the gradation area 310 and the outer edge 312.
- the cell brightness region 316 is concentrically formed at a midpoint between the center 314 and the outer edge 312. Therefore, in the radial direction of the gradation area 310, an area having a higher brightness than the cell brightness area 316 is provided between the cell brightness area 316 and the center 314, and a cell between the cell brightness area 316 and the outer edge 312 is provided. A region having a lower lightness than the lightness region 316 is provided.
- Corner cell 104 and cell brightness area 316 of gradation area 310 have the same hue
- the binarization processing unit 50 sets a range of RGB pixel values for binarization processing. Ideally, if the pixel values of the corner cell 104 are previously divided, the binarization processing unit 50 It is preferable that the threshold value is set in the vicinity of the pixel value of the corner cell 104 and the range is set so as not to extract a pixel value lower than the corner cell 104 (that is, having a high brightness) as much as possible.
- the binarization processing unit 50 can extract the corner cell 104 by setting the G pixel value range from 120 to 255, for example, by setting the threshold value to 120, and the G pixel value is 120. Images less than 5 can be converted to "0" by binary key processing. By narrowing the G pixel value range during binarization, other noise can be reduced. [0107] However, in an actual environment, the corner cell 104 acquired by the imaging apparatus 2 may be different from the theoretical value (127) due to lighting or sunlight. Many.
- the “theoretical value” is a term used for convenience in describing the present embodiment, and means a pixel value that is extracted in an image data force under a reference environment.
- the gradation value 310 is used to calibrate the pixel value range when binarizing, and the pixel value in an actual use environment that takes into account the influence of ambient light and the like. Set the range.
- FIG. 15 shows another configuration of the image analysis apparatus.
- the image analysis device 20 includes a frame image acquisition unit 40 and a real object extraction unit 42.
- the real object extraction unit 42 includes a binary key processing unit 50, a region extraction unit 60, and an RGB adjustment unit 62.
- FIG. 15 shows a configuration for calibrating a range of pixel values when binarizing.
- the processing function of the image analysis device 20 is realized by a CPU, a memory, a program loaded in the memory, and the like, and here, a configuration realized by the cooperation thereof is depicted.
- the program may be built in the image analysis device 20 or may be supplied with external force in a form stored in a recording medium. Therefore, those skilled in the art will understand that these functional blocks can be realized in various forms by hardware only, software only, or a combination thereof.
- the image analysis device 20 has functions as a CPU power frame image acquisition unit 40 and a real object extraction unit 42.
- the frame image acquisition unit 40 acquires a frame image of the real space imaged by the imaging device 2.
- the imaging device 2 periodically acquires frame images, and preferably generates frame images at 1Z60 second intervals.
- the frame image includes the game mat 300 and the game card 4.
- the real object extraction unit 42 extracts the real object image with the frame image power.
- the actual object image to be extracted is the gradation region 310 in the game mat 300.
- the corner cell 104 is composed of green having a predetermined brightness
- the gradation region 310 is formed as a green gradation including the predetermined brightness. .
- the binarization processing unit 50 sets an RGB range to be binarized, and converts the frame image into a binary bit representation. Specifically, the binarization processing unit 50 extracts the G pixel value range from 120 to 255 and the R pixel value range to 0 in order to extract the gradation regions 310a, 310b, and 310c to which the green gradation is applied. Set the range of ⁇ 20, B pixel value to 0 ⁇ 20, and extract RGB composite pixels within this RGB pixel value range. The reason why the pixel value range for RB is not 0 is to consider the characteristics of the color filter. The binarization processing unit 50 extracts a composite pixel within the set RGB pixel value range, and sets the pixel value to “1”.
- the area extraction unit 60 extracts the gradation area 310 of the game mat 300 from the binarized data of the frame image.
- the gradation area 310 forms a gradation in which the G pixel value in the central portion is low and the G pixel value in the outer peripheral portion is high.
- the gradation area 310 is converted to a bit representation in which the composite pixel value of the central portion is 0 and the composite pixel value of the outer peripheral portion is 1, and becomes a donut shape in which the central portion is blank. Therefore, the region extraction unit 60 detects the donut shape from the binarized data.
- forming the gradation area 310 in a circular shape means narrowing the candidates for the gradation area 310. The benefits are high.
- the four gradation areas 310 are arranged at the vertices of a square.
- the ones that are related to the donut areas at the vertices of the square are extracted, and these are extracted.
- the shape of the donut area identified as the green gradation areas 310a, 310b, 310c is sent to the RGB adjustment unit 62 for binary threshold calibration.
- Fig. 16 (a) to Fig. 16 (c) show a donut region specified as a gradation region.
- the G pixel value binary threshold is 120
- the extraction range is 120-255.
- the RGB adjustment unit 62 adjusts the range of RGB pixel values when performing binary keying in the binary key processing unit 50.
- Figure 16 (a) shows a donut region in which the ratio of inner diameter to outer diameter is approximately 1: 2, more precisely 121: 256.
- the gradation region 310 in which the influence of the ambient light is cut off is ideally binarized.
- a cell brightness region 316 having the same gradation as the rectangular cell 106 exists at a point where the center and the outer edge are divided into 1: 1, and is included in the black portion of the donut region. Therefore, by setting the threshold value of the G pixel value to 120, the corner cell 104 can be preferably extracted.
- FIG. 16 (b) shows a state where the inner diameter is very small with respect to the outer diameter of the donut region.
- the cell brightness area 316 existing at the point where the center and the outer edge are divided into 1: 1 is included in the black part of the donut area, but even the low gradation area inside it is detected. It is.
- the green light and the green color in the gradation region 310 may overlap, and the G component of the detection light may increase.
- the pixel value of the donut area is detected by a value that is stronger than the theoretical value of the pixel value of the gradation area 310, and therefore, an area that is binary-coded and encoded as "1" is required. It will increase more than that.
- the binarization processing unit 50 binarizes the image of the game power mode 4 by setting the G pixel value range to 120 to 255, the corner cell 104 can be extracted.
- the green area lighter than the corner cell 104 is extracted in the same manner.
- the range of pixel values for binarization should be set so that there are fewer candidates for corner cell 104. Is preferred.
- the RGB adjustment unit 62 adjusts the gradation represented by the gradation in the gradation area 310.
- the distribution and the position of the region where the same gradation as the corner cell 104 exists are held in advance. Therefore, when receiving the shape of the donut area shown in FIG. 16B, the RGB adjustment unit 62 determines that the set threshold value (120) is low, and determines that the threshold value needs to be increased.
- the RGB adjustment unit 62 uses the gradation distribution in the gradation area 310 to determine the gradation area 310 at the point from the distance from the center to the inner diameter in the donut area (that is, the radius of the white area).
- the theoretical value of G pixel value is obtained.
- the theoretical value of the G pixel value at that point is essentially a force that takes a G pixel value lower than 120.
- the RGB adjustment unit 62 may determine the amount of increase in the threshold value by using the difference between the theoretical value of the G pixel value on the gradation region 310 and the set threshold value 120 as an increase due to the ambient light.
- the difference from the setting threshold 120 is 60.
- the threshold value of the G pixel value in the binarization process is set to 180 and supplied to the binarization processing unit 50.
- FIG. 16 (c) shows a state where the inner diameter of the donut region is larger than half of the outer diameter.
- the cell brightness region 316 existing at the point where the center and the outer edge are divided by 1: 1 is included in the white portion of the donut region, and therefore, the cell brightness region 316 having the same gradation as the corner cell 104 is obtained. Is converted to "0" by binary key processing. For example, when the environment is very dark, the pixel value may be detected lower than the theoretical value of the gradation area 310.
- the binarization processing unit 50 binarizes the game power mode 4 by setting the G pixel value range to 120 to 255, the corner cell 104 cannot be extracted. Therefore, it is necessary to reset the G pixel value range of the binarization process so that the cell brightness region 316 having the same pixel value as that of the corner cell 104 can be extracted by expanding the G pixel value extraction range.
- the RGB adjustment unit 62 determines that the set threshold value (120) is strong and determines that the threshold needs to be lowered. To do. For example, the RGB adjustment unit 62 uses the gradation distribution in the gradation region 310 to determine the distance from the center to the inner diameter in the donut region (that is, the radius of the white region) at that point. The theoretical value of G pixel value in gradation area 310 is obtained. The theoretical value of the G pixel value at that point is essentially a force that takes a G pixel value higher than 120. In the donut region shown in Fig. 16 (c), the G pixel value at that point is detected as 120.
- the RGB adjustment unit 62 may determine the difference between the theoretical value of the G pixel value on the Dara decision area 310 and the set threshold 120 as the threshold reduction amount. For example, if the theoretical value of G pixel value on the gradation area 310 at the boundary between the white area and the black area in the donut area is 180, the difference from the setting threshold 120 is 60.
- the threshold value of the G pixel value in the binarization process is set to 60 and supplied to the binarization processing unit 50.
- the binarization processing unit 50 receives the range of pixel values adjusted from the RGB adjustment unit 62, the binarization processing of the frame image is executed based on the range.
- the region extraction unit 60 detects a donut region corresponding to the gradation region 310 from the binarized data, and supplies it to the RGB adjustment unit 62.
- the RGB adjustment unit 62 adjusts the binarization processing threshold based on the donut area and feeds it back to the binarization processing unit 50.
- the above calibration processing may be executed until the donut area is in a state as shown in FIG.
- the gradation areas 310a, 310b, and 310c exist at three spatially different points, and due to the influence of ambient light, etc., the range of the optimum pixel value during the binary key process depending on the position thereof. May be different.
- the threshold value for binarization may be set to a low value in accordance with the gradation area 310c. .
- the corner cell 104 can be detected regardless of the arrangement position of the game card 4.
- the binary threshold value is set low, so that the possibility of extracting various areas other than the corner cell 104 increases. Therefore, the optimum binary threshold value at the position of each gradation area 310 is obtained and From these three binary threshold values, a binary threshold value at an arbitrary position in the play area 306 may be derived. For example, if the binary threshold value in the gradation area 310b is Tl and the binarization threshold value in the gradation area 310c is ⁇ 2, the binary threshold value is changed from T1 on the line connecting the gradation areas 310b and 310c. It may be set to change linearly up to T2.
- the binary threshold value at each position may be calculated according to the distance from the three binary threshold values. This makes it possible to recognize the code appropriately even when the lighting environment differs depending on the card position, such as when the lighting is close, and the code color to be photographed varies greatly.
- the calibration process of the present embodiment is preferably performed periodically. If there is no change in the environment, the need for frequent calibration processing is not high.Therefore, a separate sensor is provided to detect the change in the environment, and the change in the environment is detected by that sensor. Calibration processing may be performed.
- the environment changes include when the game mat 300 is powered and when the brightness of external lighting changes.
- the binarization threshold value may be corrected based on the difference between the actual pixel value at a predetermined position in the gradation area 310 and the measurement value obtained as a result of shooting, or the gradation area 310 may be corrected.
- the binarization threshold value may be corrected so that the shape of the donut region when the value is binarized becomes a specific shape.
- the binary threshold may be incremented or decremented according to the size of the donut region, and adjusted so that the shape of the donut region approaches the theoretical value.
- the binary value may be “0”, otherwise “1”.
- the gradation area 310 is binarized based on the size of a certain binary threshold value, the outer diameter of the gradation area 310 is grasped, and then the intermediate donut area specified by the upper and lower thresholds The actual measurement result may be obtained, and the upper and lower limits may be corrected so that the shape approaches the theoretical value.
- the binary process may be performed after the reversal process.
- the imaging device 2 images the game mat 300 with an oblique upward force. Even if the shape of the gradation area 310 is a perfect circle, it may be recognized as an ellipse. Even in this case, as described above, the position and direction of the game mat 300 can be grasped in advance, so the shape of the donut area that is the recognition result of the gradation area 310 based on this information. Can be corrected by affine transformation or similarity transformation, and then the calibration process described above can be performed! ,.
- the game mat 300 is fixedly installed and the force calibration process is performed, for example, the recognition process of the gradation region 310 is performed a plurality of times to confirm that the position does not change.
- the calibration process may be started after confirming that the position does not change by performing the recognition process again after a predetermined time.
- the game card 4 is transferred to the game mat 300 by calculating the distance between the game mat 300 and the card game 4.
- FIG. 17 shows an image data transmission system in the embodiment.
- the image data transmission system 200 includes an image data generation device 201 that generates image data, a transmission station 204 that transmits image data, and a terminal device 202 that receives the transmitted image data.
- the terminal device 202 has a display device 203 for displaying the received image data.
- the image data transmission system 200 transmits data by wireless communication. However, the image data transmission system 200 may transmit data by wired communication.
- the image data generation device 201 converts the above-described two-dimensional code, that is, the image data of the two-dimensional code described with reference to FIGS. 2, 8, 9, 10, and 12 into the display device 203 of the terminal device 202. It is generated according to the data format to be displayed on the screen.
- the image data generation device 201 displays, as the two-dimensional code image data shown in FIG. 2, data for displaying a plurality of rectangular cells at predetermined coordinate positions on the display device 203, and the predetermined coordinate positions. Data for displaying a plurality of corner cells at coordinate positions surrounding a plurality of rectangular cells may be generated.
- the image data generation device 201 is displayed on the display device 203. Set the corner cell and square cell data so that the corner cell is displayed larger than the square cell.
- the image data generation device 201 displays data for displaying a plurality of rectangular cells at predetermined coordinate positions on the display device 203 as image data of the two-dimensional code shown in FIG. Data for displaying a plurality of corner cells at coordinate positions surrounding a plurality of rectangular cells may be generated. The image data generation device 201 sets the corner cell data so that the corner cell is displayed in a round shape.
- the image data generation device 201 uses, as the two-dimensional code image data shown in FIG. 9, data for displaying a reference cell having a predetermined shape at a predetermined position on the display device, and the reference cell.
- the data for displaying a plurality of polygonal cells within the range of the area defined by the user and the data for displaying a plurality of corner cells at the coordinate positions surrounding the area may be generated.
- the image data generation device 201 sets the color of at least one of the reference cell, the polygonal cell, and the corner cell to be different from the colors of the other cells.
- the image data generation device 201 has the same shape as the data for displaying a reference cell having a predetermined shape at a predetermined position on the display device as the image data of the two-dimensional code shown in FIGS. Data for displaying a plurality of corner cells having data and data for displaying a plurality of corner cells in a predetermined area may be generated. The image data generation device 201 sets the color of the corner cell to a color different from that of the reference cell and the polygonal cell.
- the transmitting station 204 transmits the image data generated by the image data generating device 201 to the terminal device 202.
- the image data is preferably compressed in a format that can be decompressed by the terminal device 202, and needs to be created in a data format that is displayed by a browser function or the like in the terminal device 202.
- the transmission station 204 can reduce the data transmission amount by transmitting image data for each cell in association with the display coordinate position, for example.
- the terminal device 202 displays the two-dimensional code on the display device 203. In the game system 1 in FIG. 1, the user can use the two-dimensional code displayed on the display device 203 instead of the game card 4 to be read by the imaging device 2. Thereby, even if the user does not have the game card 4, the image data is transferred to the terminal device 202. You can participate in the game system 1 by downloading.
- the present invention can be used for an object such as a card having a two-dimensional code, a device for recognizing the two-dimensional code, and the like.
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Priority Applications (5)
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EP05793212A EP1801735B1 (en) | 2004-10-15 | 2005-10-14 | Card and image data transmission method |
US10/590,759 US7661601B2 (en) | 2004-10-15 | 2005-10-14 | Object, image data, image data transmission method, card, game mat, card game system, image analysis device, and image analysis method |
US12/534,979 US8066195B2 (en) | 2004-10-15 | 2009-08-04 | Object, image data, image data transmission method, card, game mat, card game system, image analysis apparatus, and image analysis method |
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2005
- 2005-10-14 EP EP05793212A patent/EP1801735B1/en not_active Not-in-force
- 2005-10-14 WO PCT/JP2005/018926 patent/WO2006041149A1/ja active Application Filing
- 2005-10-14 US US10/590,759 patent/US7661601B2/en active Active
- 2005-10-14 DE DE602005026145T patent/DE602005026145D1/de active Active
- 2005-10-14 EP EP10195115A patent/EP2330536B1/en not_active Not-in-force
- 2005-10-14 AT AT05793212T patent/ATE497219T1/de not_active IP Right Cessation
- 2005-10-14 KR KR1020067018844A patent/KR100858399B1/ko active IP Right Grant
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2009
- 2009-08-04 US US12/534,979 patent/US8066195B2/en active Active
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Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
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US20110049234A1 (en) * | 2007-06-21 | 2011-03-03 | Kenji Yoshida | Card surface reading/instruction executing method |
CN102125756A (zh) * | 2009-12-01 | 2011-07-20 | 环球娱乐株式会社 | 能够跟踪游戏纸牌的游戏台 |
US10275626B2 (en) | 2014-02-07 | 2019-04-30 | Sony Interactive Entertainment Inc. | Sheet body, steroscopic object, and information code reading system |
US10412353B2 (en) | 2016-04-18 | 2019-09-10 | Sony Interactive Entertainment Inc. | Processing apparatus and image projecting method |
Also Published As
Publication number | Publication date |
---|---|
EP1801735B1 (en) | 2011-01-26 |
US20090321521A1 (en) | 2009-12-31 |
KR20060123625A (ko) | 2006-12-01 |
EP2330536A3 (en) | 2012-01-18 |
EP2330536A2 (en) | 2011-06-08 |
EP2330536B1 (en) | 2013-03-27 |
DE602005026145D1 (de) | 2011-03-10 |
US7661601B2 (en) | 2010-02-16 |
US8066195B2 (en) | 2011-11-29 |
ATE497219T1 (de) | 2011-02-15 |
KR100858399B1 (ko) | 2008-09-11 |
EP1801735A1 (en) | 2007-06-27 |
EP1801735A4 (en) | 2009-09-16 |
US20070181684A1 (en) | 2007-08-09 |
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