WO2011016203A1 - Système de jeu, appareil de jeu, stylo, procédé de commande d'appareil de jeu et programme de commande d'appareil de jeu - Google Patents

Système de jeu, appareil de jeu, stylo, procédé de commande d'appareil de jeu et programme de commande d'appareil de jeu Download PDF

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Publication number
WO2011016203A1
WO2011016203A1 PCT/JP2010/004795 JP2010004795W WO2011016203A1 WO 2011016203 A1 WO2011016203 A1 WO 2011016203A1 JP 2010004795 W JP2010004795 W JP 2010004795W WO 2011016203 A1 WO2011016203 A1 WO 2011016203A1
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WIPO (PCT)
Prior art keywords
pen
game
unit
cpu
secret communication
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PCT/JP2010/004795
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English (en)
Japanese (ja)
Inventor
金子真人
鈴木孝行
金本直樹
大西隆之
野村晋平
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株式会社セガ
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Publication of WO2011016203A1 publication Critical patent/WO2011016203A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/424Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0354Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
    • G06F3/03545Pens or stylus
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V30/00Character recognition; Recognising digital ink; Document-oriented image-based pattern recognition
    • G06V30/10Character recognition
    • G06V30/22Character recognition characterised by the type of writing
    • G06V30/228Character recognition characterised by the type of writing of three-dimensional handwriting, e.g. writing in the air
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    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
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    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2439Characteristics of the input the input being a code, e.g. ID
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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 details of game servers
    • A63F2300/53Features 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 details of game servers details of basic data processing
    • A63F2300/532Features 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 details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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 details of game servers
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

Definitions

  • the present invention relates to a game system, a game device, a pen, a game device control method, and a game device control program.
  • a pen-type position input device (coordinate indicator; hereinafter referred to as “pen”) may be used as an interface for such a professional video game apparatus.
  • pen coordinate indicator
  • Patent Document 1 in a system in which a plurality of workers work, a signal for identifying the worker who performed the work is automatically generated together with the input operation performed by the worker.
  • Input means for outputting to the storage unit, storage means for storing the worker and the work performed by the worker based on the signal, and storage of the worker based on the storage without making the worker aware of the input of the work record.
  • a work management system comprising a management means for automatically managing work is described (hereinafter referred to as prior art 1).
  • the prior art 1 can automatically output a signal for specifying a worker, the communication means is not encrypted, so that it cannot be used in a game device that requires a charge when playing a game. There was a problem.
  • the prior art 1 is configured to transmit signals with different IDs by using a pen, a technique for performing different processing using different IDs related to the pen has not been disclosed.
  • the present invention has been made in view of such a situation, and aims to solve the above-described problems.
  • the game system of the present invention is a game system including a game device and a pen for an input interface of the game device, wherein the game device has a display unit for displaying an image and a position indicated on the display unit.
  • a pen ID that is an ID for identifying a pen, an output unit that outputs a signal for the digitizer reading unit, and charge information related to a charge amount that has been settled with the first secret communication unit is transmitted and received by secret communication.
  • a two-secret communication unit is a two-secret communication unit.
  • the game system of the present invention further includes a charging device that performs payment for the game device, and the charging device includes a charging unit that writes the pen ID and charge information relating to the payment for the game device to the pen.
  • the second secret communication unit includes a third secret communication unit that transmits and receives signals.
  • the game system of the present invention further includes an authentication unit for biometric authentication or signature authentication.
  • the game system according to the present invention is characterized in that the pen further includes a click unit that is a switch for changing a value related to an operation of the game by clicking.
  • the game system of the present invention is characterized in that the pen further includes a credit display unit for displaying a value related to a game operation.
  • the game system of the present invention is characterized in that the pen includes either a voice input / output unit that inputs / outputs a voice signal or a force feedback unit that outputs vibration.
  • the game apparatus according to the present invention includes a display unit that displays an image, a digitizer reading unit that acquires coordinates on the screen of the display unit, a pen ID that is an ID for identifying a pen, and a charge related to the amount of charge that has been settled. And a first secret communication unit that transmits and receives information.
  • the pen of the input interface of the game device of the present invention includes a pen ID that is an ID for identifying a pen, an output unit that outputs a signal for a digitizer reading unit, and a second secret communication unit. .
  • a control method for a game device is a control method for a game system including a game device and a pen of an input interface of the game device, and a pen ID that is an ID for identifying the pen by the pen.
  • the charge information and the digitizer reading unit signal are output by secret communication, and the game device transmits and receives the pen ID and the charge information related to the settled charge amount by secret communication.
  • the method for controlling a game device according to the present invention is characterized in that the game device performs processing of different layers according to the pen ID.
  • a control program for a game apparatus is a control program for a game system including a game apparatus and a pen for an input interface of the game apparatus, and a pen ID that is an ID for identifying the pen by the pen;
  • the charge information and the digitizer reading unit signal are output by secret communication, and the game device transmits and receives the pen ID and the charge information related to the settled charge amount by secret communication.
  • the pen ID and the charge information are transmitted by secret communication from the pen of the input interface of the game apparatus, and the pen ID and the charge information are transmitted and received by the game apparatus, so that the safe charging can be performed. It is possible to provide a game system that performs different authority processing depending on the ID.
  • the game system A includes a game device 10, a pen 30 (coordinate indicator), a pen 31 (coordinate indicator), a large display device 55, a charging device 60 (payment registration unit / payment registration means), a server (not shown), and the like.
  • a game apparatus 10 is a game apparatus that executes a game that can be played simultaneously by a plurality of people, and includes an electromagnetic digitizer, an optical reading panel, a touch panel, and the like (hereinafter referred to as “digitizer”).
  • indicated with respect to the display part 270 which is a flat display can be acquired using pen 30,31 grade
  • the game apparatus 10 can include a switch 240 and the like used by each player or administrator, and can also include a sound output device 280 that performs voice input / output.
  • the plurality of pens 30 and 31 can transmit the indication position to the display unit 270 by a digitizer electronic pen or LED (Light Emitting Diode) incorporating a loop coil.
  • Each pen 30, 31 can store a unique pen ID (Identification / pen identification information), which will be described later, in the pen ID unit 350, thereby allowing a plurality of players to play the game.
  • the unique pen ID attached to the pen can differentiate between a function that can be used by a general player and a function that can be used by an administrator, thereby realizing various functions that will be described later.
  • the large display device 55 is a display device (display unit) such as a large liquid crystal display or PDP (plasma display panel).
  • the large display device 55 can use an optical projector (projection unit / projection unit) that projects an image (image) using a laser or the like.
  • the large display device 55 is a monitor that can display images related to the game of the game device 10, game situations of the plurality of game devices 10, and the like.
  • the large display device 55 may be an HMD (head mounted display) worn by a general player, a small display provided so as to display almost the same contents as each game device 10.
  • the charging device 60 deposit registration unit / deposit registration means
  • deposits an economic value medium such as a monetary unit stored in a coin, medal, IC card or the like so that the player can play a game or the like on the pen 30 or the like.
  • This is a dedicated device for performing (charging) and registering player-related data related to the player such as name (real name, nickname, user name, etc.) and address.
  • the player places the pen 30 or the like at a predetermined position of the charging device 60 and performs biometric authentication or the like of the player, thereby creating a pen ID associated with the placed pen 30 or the like. Settlement is performed with money, a credit card, or the like at section 610 (see FIG. 4).
  • the secret communication unit 660 (see FIG. 4) of the charging device 60 can perform charging for storing the charge amount (charge information) related to the charge amount in the storage unit 305 such as the pen 30.
  • the secret communication unit 660 of the charging device 60 and the secret communication unit 360 such as the pen 30 it is not necessary to place the pen 30 or the like in the vicinity of the charging device 60, even if it is inserted into the player's pocket or the like. You can charge. As a result, it is not necessary to provide a settlement means for causing each of the plurality of game apparatuses 10 to read money or a credit card, so that the cost can be reduced. Further, as will be described later, a plurality of game apparatuses 10 can instruct using the same pen 30, pen 31, etc., and the charge amount (payment amount) can also be used in common. A configuration in which the charging device 60 is built in the game device 10 is also possible.
  • a gate device that warns with a buzzer or the like when the pens 30, 31 and the like are taken out of the play facility, and the operation status and sales of each ranking and device are totaled. It is possible to further include a server, a management device for an administrator, and the like.
  • the configuration of the control device (electronic circuit) in the game apparatus 10 includes a CPU 100 (control section, game execution section), a storage section 110, a boot ROM 130, a peripheral I / F 140 (peripheral device connection interface means), and a bus arbiter. 150, GPU 160 (rendering unit), graphic memory 170, audio processor 180, audio memory 190, communication I / F 200 (communication unit / communication unit), illumination unit 210 (illumination unit), and authentication unit 220.
  • the electrode sheet 440 is built in the display unit 270, so that, for example, a digitizer can be configured.
  • the CPU 100 includes a CISC (Complex Instruction Set Computer) system or a RISC (Reduce Instruction Set Computer) system CPU (Central Processing Unit), MPU (MicroDSP) (Digital Signal Processor), ASIC (Application Specific Processor, processor for specific application) and the like. Further, the CPU 100 can be provided with a part of functions of the storage unit 110 described later, functions of the GPU 160, the audio processor 180, and the like. Further, the CPU 100 can detect the touch position of the pens 30 and 31 in FIG. In addition, information can be transmitted and received between the pens 30 and 31 using the secret communication unit 260.
  • CISC Complex Instruction Set Computer
  • RISC Reduce Instruction Set Computer
  • CPU Central Processing Unit
  • MPU MicroDSP
  • ASIC Application Specific Processor, processor for specific application
  • the CPU 100 can be provided with a part of functions of the storage unit 110 described later, functions of the GPU 160, the audio processor 180, and the like. Further, the CPU 100 can detect the touch position of the pens 30 and 31 in FIG.
  • the storage unit 110 includes high-speed storage means used for main storage such as RAM (Random Access Memory), HDD (Hard Disk Drive), flash memory, SRAM (Static Random Access Memory), magnetic tape device, optical disk device, and the like. Including auxiliary storage means.
  • the storage unit 110 includes a program 111 and data 112. Further, the storage unit 110 is provided with an OS (Operating System, not shown) for causing the game apparatus 10 to function as a computer, and the program 111 and the like are game-played by various APIs (Application Programming Interface) of the OS. Each function of the device 10 is accessible.
  • the program 111 is a game program executed by the CPU 100.
  • a program for executing a data display function as will be described later is incorporated by the pens 30, 31 and the like.
  • the program 111 itself can be downloaded from a server (not shown) and updated, or downloaded at the start of the game.
  • the data 112 is various data for the game program 111 and includes data necessary for game execution, such as display polygon data for each game character, a map and an object in the game, music data, and the like.
  • information such as the difficulty level setting, the operating status and sales of the game apparatus 10 can be stored.
  • the boot ROM 130 is a nonvolatile storage medium such as a ROM (Read Only Memory), a NOR flash memory, or a pseudo SRAM (PRAM: Pseudo SRAM).
  • the boot ROM 130 is an instruction for setting the microcode of the CPU 100, initializing each unit, starting the OS or the like from the storage unit 110, and executing the program 111 when the game apparatus 10 is started. I do.
  • the IP address of the communication I / F 200 is set, the operation test of each unit is performed, the operation status of the game apparatus 10, the number of “winning” times, the charge amount (payment amount), etc. are counted. Program and data to do.
  • the peripheral I / F 140 is a part that provides an interface such as USB, IEEE 1394, serial, parallel, infrared, and wireless for connecting to various peripheral devices (peripherals).
  • Various peripheral devices used in the game apparatus 10 are connected to the peripheral I / F 140.
  • the illumination unit 210, the authentication unit 220, the switch 240, the secret communication unit 260, the sensor microcomputer 400, and the like can be connected to the peripheral I / F 140.
  • a force feedback device such as a stick-type controller and a vibration device, a foot / hand-operated switch, a keyboard, a pointing device such as a mouse and a trackball, and the like can be connected to the peripheral I / F 140.
  • the peripheral I / F 140 can also control an electronic switch or the like, and can reduce power consumption by turning on or off the power of various peripheral devices. That is, it is possible to control lighting of the lighting unit 210 built in the game apparatus 10.
  • the bus arbiter 150 is an integrated circuit that provides a bus interface for connecting each part, such as a so-called “chip set”, and performs arbitration for the right to use the bus in response to a bus use request from the CPU 100 or the like. (Integrated circuit).
  • the bus speed of each part connected by the bus arbiter 150 may be different, or may be asymmetric in up / down.
  • the CPU 100, the storage unit 110, and the bus arbiter 150 are connected by a high-speed bus such as FSB or HT, and the GPU 160 and the bus arbiter 150 are also connected by a broadband bus.
  • a bus interface such as DDR2 / 3 SDRAM or XDR DRAM may be built in the CPU 100 so that the storage unit 110 can be directly read and written.
  • the GPU 160 is a graphic processor (image generation means, image generation unit) having a function of drawing a three-dimensional CG.
  • the GPU 160 includes a geometry unit 162 that calculates polygon geometry (coordinates), and a rendering unit 164 that rasterizes / renders (draws) the polygon for which the geometry calculation has been performed.
  • the GPU 160 includes a RAMDAC (RAM D / A converter), an HDMI interface, and the like in order to output the rendered image to the display unit 270.
  • the GPU 160 extracts feature quantities such as vector components and acceleration components from a stroke that is a set of coordinate information of pressed points that form a sign when a sign is input with the pens 30 and 31, etc. It can also be used when performing signature recognition.
  • the geometry unit 162 is a function of a geometry processor or the like that performs a affine transformation or the like by rotating or enlarging a matrix with respect to coordinates (world coordinates) of a polygon in three-dimensional space, and obtaining coordinates of the polygon in two-dimensional space. It is a part provided with.
  • the geometry unit 162 can also include a “geometry shader” (or a vertex shader) that performs tessellation such as polygon division and spline interpolation.
  • the rendering unit 164 is a part having a function of a rendering processor or the like that pastes image data called texture on the coordinate-calculated polygon and draws it in the graphic memory 170 with various effects.
  • the types of polygons rendered by the rendering unit 164 include point polygons (points), line polygons (line lists), surface polygons such as triangles and quadrangles, and surface polygon aggregates.
  • the rendering unit 164 performs rendering using ray tracing or the like, it is possible to render an object defined by a region such as a circle, an ellipse, a sphere, or a metaball.
  • the geometry unit 162 may be configured to be processed by the CPU 100. In this case, the CPU 100 executes the program stored in the storage unit 110, and transfers the polygon coordinate information created by the execution of the program of the CPU 100 to the graphic memory 170.
  • the rendering unit 164 renders the polygon according to the polygon coordinate information.
  • the graphic memory 170 is a storage medium that can be read and written at high speed for the GPU 160 to draw.
  • a wide-band memory such as GDDR (Graphics Double Data Rate) can be connected as the graphic memory using a high-level memory interleave or the like.
  • a configuration in which a graphic memory is built in the GPU 160 like a system LSI is also possible. It is also possible to adopt a dual port configuration for displaying on the display unit 270 while the GPU 160 is drawing.
  • the audio processor 180 is a DSP (digital signal processor) provided with a PCM (Wave) sound source for outputting music, voice, and sound effects.
  • the audio processor 180 can calculate physical sound sources, FM sound sources, and the like, and can also calculate various sound effects such as reverberation and reflection.
  • the output of the audio processor 180 is D / A (digital / analog) converted, connected to a digital amplifier or the like, and reproduced as music, sound, or sound effect by a sound output device 280 (for example, a speaker or the like).
  • the audio processor 180 can also handle voice recognition of voice input from a microphone. Further, the audio processor 180 can cope with voice recognition using voice signals input from the pens 30, 31 and the like.
  • the audio memory 190 is a storage medium that stores digitally converted data for music, voice, and sound effects. Of course, the audio processor 180 and the audio memory 190 may be integrally configured.
  • the communication I / F 200 is an interface for connecting to a network such as a LAN (Local Area Network) or a WAN (Wide Area Network).
  • the communication I / F 200 is, for example, WiMax (registered trademark), c. Link (registered trademark), HDMI (registered trademark), wired / wireless LAN, telephone line, cellular phone network, PHS network, power line network, IEEE 1394, and the like can be used.
  • WiMax registered trademark
  • c. Link registered trademark
  • HDMI registered trademark
  • wired / wireless LAN telephone line
  • cellular phone network cellular phone network
  • PHS network power line network
  • IEEE 1394 IEEE 1394
  • a battle game game that competes for battle or the like
  • a player of another game apparatus 10 that is connected so as to be communicable
  • a joint game game that cooperates to solve the problem
  • a plurality of game devices are connected so as to be able to communicate with each other via a server or without a server, so that game scores (scores, scores, etc.) are totaled, and game devices arranged in other play facilities It is possible to play a battle game with and to rank the rankings.
  • each game play is executed to check whether the charge amount (payment amount) of the pens 30 and 31 has been increased or decreased by an unauthorized method. It is also possible to check by communicating the state of the charge amount immediately before.
  • the illumination unit 210 is an illumination device such as an LED array, a light bulb, or a fluorescent lamp provided in the casing of the game apparatus 10, a control circuit for the illumination, and the like.
  • the lighting unit 210 can be turned on in accordance with various effects during the game, thereby improving the game performance.
  • the authentication unit 220 includes a sensor for performing various types of biometric authentication such as fingerprint, vein, retina, pulse, DNA (Deoxyribo Nucleic Acid), and a dedicated DSP (Digital Signal Processor) for performing signature authentication. .
  • a hash function parameter or ID for determining whether or not the password or password is entered and stored can be stored in a flash memory or ROM.
  • the switch 240 is a button, a foot switch / pedal, a joystick, a trackball, an optical pointing device, or the like for use in various selections, menu calls, and the like during game play.
  • the game device 10 may be configured such that the switch 240 is not provided, that is, the switch 240 is not used.
  • a touch panel or a touch pad may be provided separately from the digitizer reading unit 275 and used as the switch 240.
  • the secret communication unit 260 is a part for performing secret communication (encrypted communication) in a secure (secret holding, encryption) state with the pens 30, 31 and the like (FIG. 1).
  • the secret communication unit 260 performs secret communication and reads / writes information by communication using Bluetooth (registered trademark), wireless LAN, infrared rays, or electromagnetic induction.
  • the antenna 265 is a transmission / reception unit such as an antenna or an infrared ray corresponding to the communication method of the secret communication unit 260.
  • the display unit 270 is a display unit (display unit) such as a liquid crystal display, a PDP (plasma display panel), or an HMD (head mounted display). Further, the display unit 270 uses an optical projector (projection unit / projection unit) that projects an image (image) using a light source, a reflection / transmission type liquid crystal element, a MEMS (Micro Electro Mechanical Systems), a laser, or the like. You can also. In a configuration using a projector, it is possible to project a video (image) with a screen.
  • the display unit 270 can display a setting screen and the like in addition to a specific game development and score. Note that in this embodiment, a structure in which a liquid crystal display is used for the display portion 270 is described.
  • an electrode sheet 440 for a digitizer can be provided between the backlight (light source) used for the liquid crystal display and the liquid crystal panel body as disclosed in the international publication WO2008 / 12312 pamphlet. At this time, the shadow of the electrode sheet 440 can be prevented from being reflected on the liquid crystal panel by using a diffusion member or the like.
  • the digitizer reading unit 275 includes a sensor microcomputer 400 and an electrode sheet 440, and the position coordinates (X coordinate, Y coordinate, or Z coordinate) on the display unit 270 such as the pens 30, 31, and the touch. a portion for acquiring the presence or absence.
  • the position coordinates are obtained using an electrode sheet 440, that is, an electromagnetic digitizer will be described.
  • the sensor microcomputer 400 acquires a contact position in the X-axis and Y-axis directions from each electrode sheet 440 by using an induction current of electromagnetic induction, and detects a microcomputer (MPU, sensor control unit), an A / D converter, etc. It is a part provided with.
  • a microcomputer MPU, sensor control unit
  • the sensor microcomputer 400 can acquire the coordinates of each dot.
  • the effective sensor distance can be obtained in the vertical direction (Z-axis) from the surface of the display unit 270 at a distance of several centimeters to several tens of centimeters.
  • the sensor microcomputer 400 can simultaneously measure the coordinates of a plurality of pens 30 and 31, for example, several to several tens.
  • the speed of this measurement can correspond to the display update speed of the display unit 270 and the game screen update speed (refresh rate, frame rate).
  • the coordinates of the plurality of pens 30 and 31 can be acquired at a period of 1/60 seconds or 1/30 seconds. Thereby, it becomes possible for a plurality of persons to play a game using the game apparatus 10 at the same time. It is also possible to acquire coordinates at a cycle that is faster / slower than the display update speed.
  • the secret communication unit 260 is not provided, the pens 30 and 31 and the game apparatus 10 may directly communicate via the digitizer reading unit 275 to transmit and receive data using electromagnetic induction. it can.
  • the electrode sheet 440 is a sheet in which a plurality of conductive wires are formed in a coil shape by screen printing or the like.
  • the conductive line is formed using metal powder, conductive plastic, transparent metal, or the like. With the configuration described later, this line is configured to make it difficult for the shadow of the conductive line to be projected onto the liquid crystal panel with respect to the light from the backlight of the liquid crystal display to the liquid crystal panel.
  • the configurations of the electrode sheet 440 and the display unit 270 will be described later.
  • the electrode sheet 440 can be a capacitive digitizer switch, a resistive film touch switch, or the like. In that case, it is also possible to form this electrode sheet 440 on a liquid crystal panel, and to form a conductive divided region (area) on a transparent substrate such as a sheet.
  • the sound output device 280 is a part that amplifies the sound signal (sound information) output from the audio processor 180 with a digital amplifier or the like and outputs the sound.
  • a microphone (not shown) for performing voice input may be provided simultaneously with the sound output device 280.
  • the control configuration of the pen 30 will be described with reference to FIG.
  • the pen 30 is an input means for the player or administrator to point (designate) the display surface of the display unit 270 and input the position coordinates of the display surface to the CPU 100 (FIG. 2) of the game apparatus 10. It is.
  • the pens 30 and 31 are electronic pens incorporating a loop coil for an electromagnetic digitizer will be described. Further, the pen 30 and the pen 31 have the same configuration, and a plurality of them can be used.
  • the pen 30 mainly includes a main body portion 35 and a loop coil portion 37.
  • the main body 35 is operated by a power source (not shown) such as a battery or a capacitor, and includes a circuit board on which each function of the pen 30 is mounted.
  • the loop coil portion 37 is a portion that includes a loop coil and pressed pressure (writing pressure) sensitive switch for electromagnetic digitizer causes generating an electric field for sensing the position on the digitizer reading unit 275 (output signal) .
  • the main body 35 includes a control unit 300, a storage unit 305, a loop coil output unit 310, an authentication unit 320, a battery monitoring unit 330, an acceleration sensor 335, a click unit 340, a pen ID unit 350, a secret communication unit 360 (second secret The communication unit), the credit display unit 370, the voice input / output unit 380, and the force feedback unit 390 can be provided. Further, it is possible to reduce the cost by adopting a configuration not including some of them.
  • the pen 30 is mainly used by a general player, and the pen 31 is used by an administrator.
  • the pen 31 can use the same configuration as the pen 30, but can be distinguished by a pen ID (pen identification information) that is a unique ID stored in the pen ID unit 350. It should be noted that the pen 31 can be provided with a difference such as setting a special unique ID or using the configuration of the authentication chip or the authentication unit 320. Further, the pens 30, 31 and the like do not necessarily have an elongated rod-like shape such as a pen or a pencil. Anything is acceptable.
  • the control unit 300 is a low power consumption MPU, CPU, DSP, or the like, and controls each unit of the pen 30.
  • the storage unit 305 is a storage unit including a nonvolatile memory such as a RAM, a ROM, and a flash memory, and includes a charge amount (payment amount, billing information), a credit value (amusement value information) related to the charge amount, and credits to bet
  • the bet face value which is a value, personal results, opponent information, etc. can also be encrypted and written and stored.
  • the storage unit can store player-related information related to the player such as the winning percentage of play in the casino game. Furthermore, selectable games can be changed according to the level of play.
  • the storage unit 305 may be configured to store a pen ID.
  • the loop coil output unit 310 is a magnetic field generation unit (magnetic field generation unit) for causing a current to flow through the loop coil of the loop coil unit 37 and generating a magnetic field.
  • the loop coil output unit 310 causes a current to flow through the loop coil of the loop coil unit 37 to generate a magnetic field.
  • the magnetic field from the loop coil generates an induced current in the electrode sheet 440 (FIG. 5), and the coordinates of the X axis and the Y axis of the digitizer reading unit 275 can be obtained based on the intensity and distribution of the induced current. Communication can also be performed by modulating the magnetic field.
  • the loop coil output unit 310 can generate a magnetic field by causing a current to flow through the loop coil of the loop coil unit 37 when the pressing pressure detection switch of the loop coil unit 37 is equal to or higher than a predetermined pressure.
  • the authentication unit 320 includes a biometric sensor, a DSP, and the like similar to the authentication unit 220 (FIG. 2). Thereby, it is possible to continue authentication at a predetermined interval so that fraud does not occur while the player or administrator touches (holds) the pens 30 and 31. If this authentication fails and a player who uses the pen or a non-administrator (third party) uses the pen 30 (or the pen 31), the authentication unit 320 displays “Err” on the credit display unit 370. Etc., an error message indicating that an abnormality has occurred can be displayed, or a warning buzzer sound or the like can be output using the voice input / output unit 380. As described above, a configuration in which the authentication unit 320 is provided only for the pen used by the administrator, such as the pen 31, is also possible.
  • the battery monitoring unit 330 is connected to a power source unit such as a battery or a capacitor (capacitor) (not shown), and checks the power supplied from the battery of the power source unit.
  • a power source unit such as a battery or a capacitor (capacitor) (not shown)
  • a capacitor (capacitor) not shown
  • a buzzer sound is output using the voice input / output unit 380, or the LED is turned on, It is possible to instruct the holder of the pen 30 or the pen 31 to replace or charge the battery.
  • the acceleration sensor 335 is a known sensor that outputs analog / digital output acceleration by MEMS (Micro Electro Mechanical Systems) capable of detecting XYZ triaxial acceleration.
  • the output of the acceleration sensor 335 can be used as one of feature amounts when performing signature authentication described later.
  • the acceleration sensor 335 can also be used to input a game command separately from the sign input by the digitizer. That is, in the game system A, both the sign input and the command input by moving the pen 30 up can be used. Further, the XYZ coordinates of the pen 30 can be calculated from the output from the acceleration sensor 335.
  • the reading accuracy of the digitizer reading unit 275 can be improved, and when a plurality of pens 30 and 31 are used, the correspondence between the pen position coordinates and the pen ID unit 350 can be performed quickly. Thereby, the reading speed of the pens 30 and 31 can be increased, and it can respond to the quick action and operation
  • the click portion 340 is a portion mechanical buttons and switches (not shown) is connected. These buttons and switches may not be normally contacted by a mechanical spring or the like of the main body portion 35 of the pen 30, and the player or the administrator can press the button or switch like a mechanical pencil or a ballpoint pen to play the game.
  • the value related to the operation can be changed. As a value related to the operation of the game, for example, in a casino game to be described later, the click unit 340 may increase or decrease the credit value (play value information) at the time of betting (betting) depending on the number of times the player clicks. it can.
  • the type of game such as the size of the web of the throwing game, the strength of the attack in the real-time simulation game, and the type of attack.
  • the pen ID unit 350 is a part that stores a unique pen ID that is different for each of the pens 30 and 31.
  • the pen ID can be written in the pen ID unit 350 by the charging device 60 as a unique pen ID, which is a unique ID.
  • the pens 30 and 31 can be distinguished by the pen ID.
  • the pen ID makes it possible to make a difference in the functions that can be handled in the game system A (the functions to be handled hierarchically).
  • the secret communication unit 360 is a part for performing secure communication with the secret communication unit 260. In order to reduce battery consumption of the pen 30, the secret communication unit 360 is preferably a power-saving radio wave transmission / reception unit.
  • the secret communication unit 360 includes an antenna 365 for communication.
  • the antenna 365 may be built in the pen 30 or a clip portion of the pen 30 may be used as an antenna.
  • the credit display unit 370 is a small 8-segment / dot matrix liquid crystal display, LED, organic EL panel, and the like, and displays information in the operation of the player or administrator.
  • the credit display unit 370 may be configured using a plurality of display means such as a small panel and an LED. Further, the credit display unit 370 can display information such as an error, a game setting / status / help, a play instruction, information on the authentication unit 320 of the player or administrator, and game over (“Game Over”). For example, in a casino game to be described later, a credit value bet on the credit display unit 370 can be displayed as information. This makes it possible to easily confirm (recognize) the credit value (play value information) to bet at once.
  • the voice input / output unit 380 includes a small speaker, an amplifier, a buzzer, a microphone, a D / A converter, an A / D converter, and the like.
  • the speaker or buzzer of the voice input / output unit 380 outputs voice and issues a warning in processing related to the game.
  • an instruction can be given to the game apparatus 10 by voice input using a microphone.
  • the force feedback unit 390 is an actuator or the like that changes the center of gravity of the pen 30 using a vibration motor or a weight, and generates vibration or the like corresponding to the processing of the game apparatus 10. For example, in a casino game to be described later, when a “winning” occurs, the force feedback unit 390 generates a vibration on the pen, thereby expressing an increase in the emotion of the player. As a result, the pen 30 can be played with a sense of presence as an input device for games, not as a mere digitizer pen.
  • the charging device 60 is a device for writing a pen ID to the pen 30 or the pen 31 to perform charging (charging).
  • the charging device 60 includes a CPU 600, a charging unit 610, an authentication unit 620, an ID creation unit 650, a secret communication unit 660 (third secret communication unit), and a communication I / F 690.
  • the CPU 600 is a control unit such as a CPU or MPU similar to the CPU 100 and controls each unit of the charging device 60.
  • the charge unit 610 detects and settles economic value information such as a predetermined coin and other economic value media inserted by the user (player) and the amount of the prepaid card in order to play the game, and the charged amount of the settlement This is a part (payment information writing unit / payment information writing unit) that stores the charge amount (charge information) in the pens 30 and 31.
  • the credit value which is the currency unit (game value information) in the game which concerns on this charge amount can also be memorize
  • the charge unit 610 is also provided with box like to store the coins. The administrator of the game apparatus 10 can access this box by opening the casing using a key (not shown).
  • the authentication unit 620 is a part including a biometric authentication sensor, a DSP, and the like similar to the authentication unit 220 (FIG. 2) and the authentication unit 320 (FIG. 3).
  • the authentication unit 620 may include a camera for creating image data of an avatar that is a character that is a substitute for the player in the game. With this camera, a photo of the player's face is acquired, and this data can also be used for biometric authentication.
  • the ID creation unit 650 is a part for creating the pen IDs of the pens 30 and 31 using the data from the authentication unit 620 and the password, signature, or the like input by the player or administrator. This pen ID can also be transmitted to the game apparatus 10 or server (not shown) via the communication I / F 690 and used for checking fraud.
  • the secret communication unit 660 is a part for performing secure communication with the pen 30, similarly to the secret communication unit 260 (FIG. 2) and the secret communication unit 360 (FIG. 3).
  • the secret communication unit 660 of the charging device 60 communicates with the pens 30 and 31 using predetermined commands, transmits and receives information such as a pen ID and a charge amount, and cooperates with the charging unit 610 to The data can be written in the storage unit 305 or the pen ID unit 350.
  • the communication I / F 690 is a part that can communicate with the game apparatus 10, the server, and the like, similarly to the communication I / F 200 (FIG. 2).
  • the pen ID of the pen 30 can be transmitted to each game apparatus 10 in the same amusement facility.
  • fraud such as changing or modifying information of the pen 30 (for example, a credit value as a value unit in a game, a charge amount related to the credit value, or the like) can be prevented.
  • the display unit 270 and the digitizer reading unit 275 can be integrally operated as a liquid crystal display device with a digitizer function.
  • a light diffusing member 420, a light transmissive member 430, an electrode sheet 440, and a backlight 450 are arranged in order behind the liquid crystal panel 410 (back side). ing.
  • the light diffusion member 420, the light transmissive member 430, and the electrode sheet 440 are arranged in this order between the liquid crystal panel 410 and the backlight 450.
  • the digitizer reading unit 275 includes a light diffusing member 420, a light transmissive member 430, an electrode sheet 440, and a sensor microcomputer 400 (FIG. 2) that reads position information from the electrode sheet 440. Yes.
  • a transparent plate for protecting glass or plastic can be provided on the display surface side of the liquid crystal panel 410.
  • the liquid crystal panel 410 includes a control circuit for driving the liquid crystal panel 410.
  • the backlight 450 also includes an inverter circuit, an LED control circuit, and the like. Further, although the periphery of the liquid crystal panel 410, the light diffusing member 420, the first light transmitting member 430, and the like is fixed by a frame (frame body), this frame body is not illustrated.
  • the liquid crystal panel 410 is a known TFT (Thin Film Transistor) driven liquid crystal panel having a size of, for example, 10 to 150 type.
  • the liquid crystal panel 410 is configured by using a liquid crystal plate in which a liquid crystal material is sealed between two glass or plastic plates, a polarizing plate disposed on both surfaces of the liquid crystal plate, and color filters for displaying each color such as RGB. .
  • a TFT is formed on the display surface of the liquid crystal plate.
  • the liquid crystal panel 410 can also be configured to include a viewing angle improving film, a protective film, and the like.
  • the light diffusing member 420 is a light guide plate, a light diffusing plastic plate, or the like that diffuses irradiation light from the backlight 450 and uniformly guides it to the liquid crystal panel 410.
  • the light transmissive member 430 is a member having a light transmissive property that allows the irradiation light from the backlight 450 to pass therethrough.
  • the light transmissive member 430 transmits irradiation light transmitted to the light diffusing member 420 at a predetermined interval from the electrode sheet 440, thereby obtaining an effect of making the electrode shadow of the electrode sheet 440 less noticeable on the surface of the liquid crystal panel 410. It is done.
  • the thickness of the light transmissive member 430 is preferably set to about 2 to 3 mm.
  • the light transmissive member 430 can be used as a means for fixing the electrode sheet 440.
  • the electrode sheet 440 has a coordinate position in one coordinate axis (X axis) on the display screen of the liquid crystal panel 410 and another coordinate axis direction (Y axis) intersecting with the direction of this one coordinate axis (hereinafter referred to as one coordinate axis direction).
  • a sensor wire x1 serving as an X-axis loop antenna X for detection by an electromagnetic induction method and a sensor line y1 serving as a Y-axis loop antenna Y are provided.
  • the area for forming the sensor line x1 and the sensor line y1 is preferably substantially the same as the area of the display screen of the liquid crystal panel 410. Thereby, the coordinates of each point (dot) in the liquid crystal panel 410 can be acquired.
  • the electrode sheet 440 (Configuration of loop antennas X and Y according to the embodiment of the present invention)
  • the loop antennas X and Y are printed on the sheet of the light transmissive member with a conductive paste such as conductive plastic, copper, silver particles, etc. It is preferable to print on both sides of one sheet.
  • the sensor lines x1 and y1 extending over the entire sheet surface preferably have a line width of 300 ⁇ m to 500 ⁇ m (0.3 mm to 0.5 mm width) as described above. .
  • the loop antenna sheet 4400x which is a sheet of polyethylene, polyethylene terephthalate (PET), plastic such as acrylic, on which the X-axis loop antenna X is printed.
  • the loop antenna sheet 4400y also has the same configuration except that the direction in which the Y-axis loop antenna Y is laid is different from the X-axis loop antenna X. That is, the loop antenna sheet 4400y forms a loop antenna Y and includes a common line yc (not shown) to be described later.
  • the loop antenna X has a sensor line x1 (x11, x12, x13, x14,...) That is another electrode forming a loop on a common line xc1, xc2 that is one electrode that is a common ground (base) or the like. It is preferable to adopt a configuration in which (5) are connected at intervals of 5 mm.
  • the common lines xc1 and xc2 can stabilize the voltage flowing in the electrodes such as the sensor line x1 (x11, x12, x13, x14,...) Of the loop antenna X. Therefore, highly accurate X-axis coordinate recognition is possible.
  • a liquid crystal display area 411 indicates a portion where the pixels of the liquid crystal panel 410 are formed.
  • the recognizable area 442 is an area in the electrode sheet 440 where the X-axis coordinates can be recognized by electromagnetic induction of the loop antenna sheet 4400x.
  • the loop antenna X formed by the sensor line x1 extends from the common lines xc1 and xc2, and when the pens 30, 31 and the like are brought close to each other, current is generated in the loop antenna X by electromagnetic induction.
  • a circuit board control device
  • the unrecognizable range 443 is an area where a loop formed by the sensor line x1 from the common lines xc1 and xc2 is not formed. For this reason, in the unrecognizable range 443, information on the position where the current on the loop antenna X is generated cannot be analyzed, and therefore the X-axis coordinates cannot be recognized.
  • the connector drawing portion 445 is a portion for drawing the sensor wire x1 to the connector 460.
  • the connector 460 is a part of a connector that is connected to the sensor microcomputer 400.
  • the dense portion 441 is a portion where the electrodes of the sensor line x1 are concentrated, and the loop antenna sheet 4400x is configured to protrude from the liquid crystal panel 410. That is, the dense portion 441 can be bent and connected to the substrate along the housing. As a result, the dense portion 441 can be taken out of the liquid crystal display area 411. As a result, (1) the problem of the shadows of the dense area being displayed can be solved, and the line shadow of the electrode sheet 440 including the loop antennas X and Y can be prevented from appearing on the display surface of the liquid crystal display device. it can.
  • the liquid crystal display If it is taken outside the display area of the area 411, the influence can be eliminated.
  • a plurality of common lines can be provided instead of aligning the line width of the common line with the same line width of 0.3 to 0.5 mm of the electrode.
  • FIG. 6A shows an example using two common lines xc1 and xc2.
  • the electrodes can be stabilized without increasing the line width.
  • the loop antenna sheet 4400x and the loop antenna sheet 4400y may be provided with attachment holes 447.
  • the attachment hole 447 is a portion where the loop antenna sheet 4400x is cut (notched), which can be used for positioning when attaching along the housing.
  • the mounting hole 447 is also cut with high precision so that the mounting hole 447 is located at the same position when the loop antenna sheet 4400y is overlapped with the loop antenna sheet 4400x. With this mounting hole 447, it is possible to prevent the shadow of the electrode from becoming thick due to misalignment, particularly when the loop antenna sheet 4400x and the loop antenna sheet 4400y are used in an overlapping manner.
  • a plurality of mounting holes 447 may be provided at positions other than the electrodes in addition to the outside of the electrodes facing the connector 460 as shown in FIG.
  • the electrode portions of the sensor lines x1 and y1 for detection can be widened, and the area of the recognizable area 442 can be expanded to almost all of the liquid crystal display area 411. It was.
  • the liquid crystal panel according to the embodiment of the present invention can be used for 10 to 150 inches. A panel exceeding 100 inches can also be realized, for example, by bonding a plurality of electrode sheets 440 together. At that time, it is preferable to match the pitch width of the sensor line x1 or y1 and the common line.
  • the common line xc1 and the common line xc2 a configuration in which the line width of the common line is increased and the liquid crystal panel 410 is provided outside is also possible. In that case, it is preferable that the common line is printed just on the frame portion.
  • the backlight 450 when the LEDs are arranged in an array, light can be diffused by the light diffusing member 420 almost uniformly as compared with the cold cathode tube lamp. For this reason, the effect that the line shadow of sensor line x1 or sensor line y1 becomes difficult to come out is acquired.
  • the hardware configuration of the game apparatus 10 as described above is merely an example, and the present invention can be applied to any computer system including a display device.
  • the game program of the present invention may be supplied not only to the computer system through an external storage medium such as a memory card but also to the computer system through a wired or wireless communication line. It may be recorded in advance in a nonvolatile storage device.
  • Step S101 the CPU 100 of the game apparatus 10 performs an authentication process.
  • the CPU 100 performs secure communication between the secret communication unit 260 of the game apparatus 10 and the secret communication unit 360 of the pens 30 and 31.
  • the CPU 100 reads out a unique pen ID corresponding to each of the pens 30 and 31 from the pen ID unit 350 of the pens 30 and 31.
  • the CPU 100 displays an image that prompts the player or administrator to draw a signature (signature, signal, sign, etc.) on the display unit 270 using the GPU 160.
  • a signature signature, signal, sign, etc.
  • the CPU 100 detects a signature written by the player or the administrator using the digitizer reading unit 275, and performs signature authentication for comparing the detected signature with information related to the signature stored in the storage unit 305. Do.
  • the CPU 100 transmits a command that prompts authentication by the authentication unit 320 of the pen 30 or 31.
  • the control unit 300 of the pens 30 and 31 transmits information and commands as a result of authentication by the authentication unit 320 by the player or administrator from the secret communication unit 260.
  • the CPU 100 of the game apparatus 10 acquires information on the result of the authentication by the secret communication unit 260. Further, the CPU 100 can prompt the user to perform biometric authentication in the authentication unit 320 of the game apparatus 10 and can acquire the result.
  • the authentication other than the acquisition of the pen ID can be changed in the game program of the game apparatus 10 and the content of the process. It is also possible to combine several authentication methods. Furthermore, it is possible to request different authentication methods for the pen 30 and the pen 31. For example, with the pen 30 used by a general player, the above-described sign authentication can be obtained with the pen 31 used by the administrator only by reading the pen ID.
  • Step S102 the CPU 100 determines whether the authentication is successful. If Yes, that is, if the authentication is successful, the CPU 100 advances the process to the next step S103. No, that is, in the case of failure, the CPU 100 may display the error as described above on the display unit 270 of the game apparatus 10 or the credit display unit 370 of the pens 30 and 31, and notify the manager of the play facility. it can. Then, the play process ends.
  • Step S103 the CPU 100 determines whether or not the read pen ID is a pen ID for a general player. That is, it is determined whether the read pen ID is the pen ID of the pen 30 used by the general player or the pen ID of the pen 31 used by the administrator. If Yes, that is, the pen ID of the pen 30 of the general player, the CPU 100 advances the process to step S104. If the answer is No, that is, if the pen ID is the pen 31 for the administrator, the CPU 100 advances the process to step S105.
  • Step S104 When the pen ID is the pen ID of the general player's pen 30, the CPU 100 performs general player processing.
  • This general player process will be described with reference to FIG.
  • the general player points to the position of the game apparatus 10 arranged with the pen 30 on the map (plan view) of the play facilities displayed on the display unit 270.
  • the state of the game apparatus 10 can be displayed in different colors.
  • the color coding the game device 10 that is not used by another player and can be played can be color-coded as a usable stand 800.
  • the game device 10 that is being used by another player in play can be color-coded as a stand 810 that is being used.
  • the game apparatus 10 that cannot be used by a general player during maintenance work or the like can be configured to be color-coded and displayed as a non-operating table 820.
  • the CPU 100 detects position coordinate information on the display unit 270 instructed by the pens 30 and 31 by the digitizer reading unit 275. Then, based on the relationship between the detected coordinate position and the position coordinate information set in advance in the map (plan view) of the play facility displayed on the display unit 270, the CPU 100 plays a game related to the table 800 that can be used by the player. It can be detected that the device 10 has been selected. Then, as illustrated in FIG. 8B, the CPU 100 displays the “winning” payout of the selected game apparatus 10 in, for example, a time series.
  • a numerical value related to “winning”, for example, a value such as the number of medals paid out and a winning rate in the slot game can be displayed as a graph.
  • the CPU 100 can enlarge the portion of the graph and display advice or detailed data. Further, the CPU 100 detects that the general player has operated the switch 240 of the game apparatus 10 or the click unit 340 of the pen 30 or clicked a specific “return” button 900 on the display unit 270, and the CPU 100 executes FIG.
  • the screen (a) can be displayed again.
  • the player can select the game-specific device 10 that he / she wants to know about the “winning” payout.
  • the CPU 100 can also display a demonstration screen or the like for waiting for the game apparatus 10 to play a normal game. Thus, the data display process related to the general player in the game apparatus 10 is completed.
  • Step S105 In addition, when the pen ID is the pen ID of the pen 31 of the administrator of the play facility, the CPU 100 performs an administrator process. This administrator process will be described with reference to FIG. First, as in step S104, the manager uses the pen 31 shown in FIG. 9A to indicate the position where the game apparatus 10 is placed on the map (plan) of the play facilities displayed on the display unit 270. The CPU 100 detects this at the digitizer reading unit 275, and the administrator selects the game apparatus 10 for which information is to be displayed. Then, as shown in FIG. 9B, the CPU 100 displays a “winning” payout of the selected game apparatus 10. Further, the CPU 100 can also display information that is not shown to general players, such as sales, payment of credit values, and specific amounts of payment.
  • the CPU 100 can display a payout setting of the selected game apparatus 10 and can change the setting with the pen 31. Further, the CPU 100 can redisplay the screen of FIG. 9A by using the “return” button 900 on the display unit 270 or the like. Thus, the data display process related to the administrator in the game apparatus 10 is completed.
  • the processing is different depending on the pens having different pen IDs, that is, by adding the use authority to the pen ID and performing other processing, an effect that the processing such as login is not required is obtained.
  • the pens 30 and 31 are portable and easy to carry, the pens 30 and 31 can be kept at hand at any time. Further, by combining the pen ID, an authentication method such as signature authentication, and biometric authentication, it is possible to prevent a situation where the pen 30 or 31 is used by another person even if the pens 30 and 31 are lost.
  • the pen ID is written in the pens 30 and 31 by the dedicated charging device 60 and the written information can be shared by the game apparatus 10 and the server, the pens 30 and 31 having an invalid pen ID are used.
  • biometric authentication such as a pulse is always required using the authentication unit 320 of the pen 31 while the administrator is performing administrator processing is also possible. It is also possible to prevent others from using the pens 30 and 31 by requesting signature authentication from time to time during processing, such as when a predetermined time has elapsed or when a setting is changed.
  • FIG. 10 to FIG. 14 a flow of processing when a player P who is a user of the game apparatus 10 and an administrator who is a game master play a casino game using the game apparatus 10. Will be described in detail.
  • a specific process is executed mainly using the CPU 100 of the game apparatus 10 and hardware resources such as the program 111 and the data 112 stored in the storage unit 110.
  • a control unit such as the control unit 300 of the pens 30 and 31 also executes a specific process using a hardware resource such as a program stored in the storage unit 305.
  • the player P or the administrator first uses the economic value medium or the economic value information (for example, bills, coins, prepaid card amount information, etc.) by the charging unit 610 of the charging device 60. Settlement (payment).
  • the ID creation unit 650 also creates a pen ID.
  • secret communication is executed between the secret communication unit 360 of the pens 30 and 31 and the secret communication unit 660 of the charging device 60.
  • the charging device 60 transfers information including the created pen ID and charge amount to the pens 30 and 31.
  • the authentication unit 620 performs biometric authentication and signature authentication as necessary.
  • the charging device 60 also transfers the data relating to the authentication to the pens 30 and 31.
  • the ID creation unit 650 may be configured to generate a pen ID based on data related to authentication.
  • the player P uses the pen 30 and the manager uses the pen 31 to start playing the game with respect to the game apparatus 10.
  • each process of the play process will be described in detail with reference to the flowchart of FIG.
  • Step S111 First, the CPU 100 performs a play start process.
  • the CPU 100 is activated from the boot ROM 130, reads the program 111 in the storage unit 110, and executes a casino game program mainly performed at a table.
  • the casino game program can be configured to select and execute various games for each game device 10 according to the settings of the administrator. For example, blackjack, poker, baccarat card games, roulette games such as betting credits as chips, public games such as dice games using dice, random games where characters such as horses, bicycles and boats compete Etc. can be selected.
  • the CPU 100 When the casino game program is activated, the CPU 100 initializes and checks each unit, and displays a demonstration screen for prompting the start of the game on the display unit 270 to attract the interest of the player. be able to. At this time, the CPU 100 can make the player know that the game apparatus 10 is not played by not outputting the sound. At the same time, the CPU 100 of the game apparatus 10 establishes a connection with the communication I / F 690 of the charging apparatus 60 via the communication I / F 200. Then, the CPU 100 acquires the pen ID and the charge amount of the pen 30 and the pen 31 that have been settled (paid) in the amusement facility using secure communication. Note that the pen ID and the charge amount can be obtained in a unified manner from another server or the like.
  • Step S112 the CPU 100 performs an authentication / charge confirmation process. Specifically, the pens 30 and 31 communicate with the secret communication unit 360 of the pens 30 and 31 using the secret communication unit 260 in the same manner as in step S101 described above, and acquire the pen ID. Then, the CPU 100 confirms the acquired pen ID, and performs biometric authentication and signature authentication as necessary.
  • the CPU 100 acquires the charge amount from the pens 30 and 31. Then, the CPU 100 confirms the credit value received from the acquired charge amount, and verifies whether the “necessary credit value” according to the type of each pen ID is charged.
  • a “necessary credit value” a credit for one unit that can be bet (bet), which will be described later, for each type of game being executed on the game apparatus 10. Value. That is, as the “necessary credit value”, for example, “minimum value of face value” at the time of betting such as 1 dollar, 10 won, 1 credit can be used.
  • the CPU 100 transmits the minimum value of the face value to the pen 30. Then, the control unit 300 of the pen 30 stores the minimum value of the face amount in the storage unit 305.
  • a credit value required as a game master can be set as a “necessary credit value”. Further, the necessary value can be set to “0” so that an unlimited bet can be made. Even in this case, in order to prevent fraud by the game master, as will be described later, it is possible to configure so that a warning is issued when a credit value equal to or greater than a predetermined value is used in the game.
  • the CPU 100 advances the process to step S120.
  • Step S120 the CPU 100 determines whether the authentication / charge amount is appropriate. Yes, that is, if the authentication is appropriate and the minimum value of the face amount is appropriate, the CPU 100 advances the process to step S113. No, that is, if the authentication is not appropriate, the CPU 100 ends the play process. At this time, if the credit value stored in the charge amount of the pens 30, 31, etc. is less than the “minimum value of face value”, the CPU 100 performs settlement (payment) using the charging device 60. , Notify the pens 30 and 31. If the authentication, the pen ID confirmation, the charge amount confirmation fails, or the data is invalid, the CPU 100 transmits “pen failure / illegal” data to the server. In addition, the CPU 100 can instruct the sound output device 280 from the audio processor 180 to sound a siren or the like, and can prompt a call to a clerk (staff) of the amusement facility.
  • Step S113 the CPU 100 determines whether or not the read pen ID is a pen ID of a general player.
  • the pen ID of the player P is also determined as the pen ID of the general player. If the pen ID is for a special administrator, the pen ID of the administrator is determined. If Yes, that is, the pen ID of the pen 30 of the player P, the CPU 100 advances the process to step S114. If the answer is No, that is, if the pen ID is the pen 31 for the manager, the CPU 100 advances the process to step S115.
  • Step S114 When the pen ID of the pen 30 of the player P is detected, the CPU 100 performs a general player game process.
  • a process set for the general player is performed. Specifically, using the pen 30, the player P performs betting processing for each turn, and the game is advanced.
  • the general player game process will be described in more detail with reference to the flowchart of FIG.
  • Step S201 the CPU 100 performs a general biometric / signature authentication process.
  • biometric authentication and signature authentication are performed using the authentication unit 220 of the pen 30 or the authentication unit 320 of the game apparatus 10.
  • the CPU 100 can also display a description of the game on the display unit 270.
  • the CPU 100 advances the process to step S202.
  • Step S202 the control unit 300 of the pen 30 detects an instruction from the player P and performs a bet face amount change process.
  • This bet face value is the value of the credit that the player P bets.
  • the value of credit betted with the pen 30 can be set as the bet face amount.
  • This bet face amount is stored in the storage unit 305 of the pen 30.
  • the bet face amount can be easily changed by the player P clicking the click part 340 of the pen 30.
  • the control unit 300 of the pen 30 can detect that the player P has clicked the click unit 340 and can change the value of the bet credit (the bet face amount). For example, when the player P clicks once, the control unit 300 can change in a predetermined unit such as 5C (credit). It can also be changed to multiples such as 25C and 50C by clicking twice and three times.
  • the credit value can be converted into an amount corresponding to the credit by the control unit 300 and displayed on the credit display unit 370. Thereby, the player P can easily grasp how much credit value (bet face amount) is bet. With this configuration, the player P does not have to change the bet face amount with the switch 240 or the like in accordance with the instructions on the screen of the display unit 270 of the game apparatus 10. For this reason, the speed concerning a bet can be increased.
  • Step S203 Next, when a bet for each turn of a specific casino game starts, the CPU 100 of the game apparatus 10 performs a pen instruction detection process. Specifically, with reference to FIG. 13, the player P points to a specific portion such as a square of the casino game displayed on the display unit 270 with the pen 30 and clicks the position with the pen 30.
  • the CPU 100 uses the digitizer reading unit 275 to acquire the X coordinate and the Y coordinate on the display unit 270 pointed to by the pen 30. In addition, the Z coordinate, the value of the acceleration sensor 335, and the like can be acquired.
  • the CPU 100 acquires the pen ID and the credit value (bet face value) from the pen 30 by the secure communication described above. Further, the control unit 300 of the pen 30 subtracts the credit value bet (the amount of the bet face amount) from the charge amount stored in the storage unit 305. Thereafter, the CPU 100 advances the processing to step S204.
  • Step S204 the CPU 100 detects whether the pen 30 is separated from the game apparatus 10 by a predetermined distance or more. This detection is performed in order to prevent any fraud from being performed by the pen 30 when a bet is started. This detection can be detected based on whether the loop coil output unit 310 of the pen 30 allows a current to flow through the loop coil unit 37 at a predetermined interval and can be detected by the digitizer reading unit 275. It can also be detected by measuring the strength of radio waves between the secret communication unit 260 and the secret communication unit 360 and whether communication is possible. If Yes, that is, if the pen 30 is more than the predetermined distance, the CPU 100 advances the process to step S205. No, that is, if the pen 30 is within the predetermined distance of the game apparatus 10, the CPU 100 advances the process to step S206.
  • Step S205 When the pen 30 is away from the predetermined distance of the game apparatus 10, the CPU 100 performs a warning process. As this warning process, the CPU 100 displays on the display unit 270 such as “Do not release the pen from the display screen while betting” or “If you release the (pen), the bet for this turn will be invalid”. A warning is displayed. Further, the CPU 100 transmits a command to the pen 30. Upon receiving this command, the control unit 300 displays a message such as “Please bring the pen close” on the credit display unit, and outputs a warning sound such as a buzzer sound from the voice input / output unit 380.
  • a warning sound such as a buzzer sound from the voice input / output unit 380.
  • the CPU 100 displays a message such as “Your bet is invalid” on the display unit 270, and the bet face value is displayed on the pen 30. A command for returning to the control unit 300 is transmitted. Upon receiving this signal, the control unit 300 of the pen 30 returns the credit value in the storage unit 305 to the credit value immediately before the bet. If the warning process detects that the player P has moved the pen 30 closer, the CPU 100 advances the process to step S206. Note that when there are a plurality of players and the pen 30 having different pen IDs is operated, the game apparatus 10 performs the processing of steps S201 to S205 simultaneously by a plurality of threads, tasks, and the like.
  • Step S206 When the pen 30 is within a predetermined distance of the game apparatus 10, the CPU 100 performs a general player betting process. In this process, each player including the player P performs processes such as aligning cards and increasing / decreasing the bet amount using the pen 30 and the switch 240, for example. At this time, in the case of a throwing net game, which will be described later, specific processing of the game is performed. On the other hand, an administrator who is a game master having the pen 31 performs processing such as handing out a card or changing the credit magnification by an administrator process described later.
  • the CPU 100 ends the general player betting process when a predetermined time elapses or a predetermined condition such as the number of cards to be dealt or the number of bets exceeds a predetermined value is satisfied. Thereafter, the CPU 100 advances the processing to step S116 in FIG. Thus, the general player game process ends.
  • Step S115 Referring back to FIG. 10, when the pen ID of the administrator's pen 31 is detected, the CPU 100 performs an administrator game operation process.
  • the manager game operation process a game master process related to a bet process for each turn is executed. Specifically, the manager uses the pen 31 to distribute cards to the player in the game space, throw a dice, or advance a bet to advance to the next turn. Or feed.
  • the manager game operation process will be described in more detail with reference to the flowchart of FIG.
  • Step S221) the CPU 100 performs administrator biometric / signature authentication processing. Specifically, the CPU 100 performs biometric authentication and signature authentication as in the general biometric / signature authentication process. By configuring in this way, it is possible to prevent another person (third party) who is not an administrator from using the pen 31. Thereby, fraud using the position of the game master can be prevented.
  • Step S222 the CPU 100 performs a pen instruction detection process.
  • the CPU 100 uses the digitizer reading unit 275 to acquire the XY coordinates (instruction coordinate information) and the locus (continuous values of the instruction coordinate information) of the pen.
  • the CPU 100 communicates with the secret communication unit 360 of the pen 31 using the secret communication unit 260 and acquires the pen ID of the pen 31.
  • the CPU 100 can also detect a signature input.
  • a command can be input by detecting the switch 240 or the click unit 340.
  • Step S223 the CPU 100 performs an administrator betting process. Specifically, the CPU 100 detects the coordinates at which the player distributes the card by throwing the card to each player from the pile of cards based on the instruction relating to the progress of the game, throws a dice, or turns the roulette. Or selecting a numerical value such as bingo, or changing the magnification of the credit to be multiplied. Further, the CPU 100 can also give an instruction when throwing “bait” in a throwing net game. In this process, the CPU 100 advances the same game simultaneously with each player. Thereby, unlike the manager of the video game of the conventional play facility, the manager and the player can play the game together, and the presence can be remarkably enhanced. Thereafter, the CPU 100 advances the processing to step S116 in FIG. The manager game operation process is thus completed.
  • Step S116 the CPU 100 performs turn result processing.
  • the CPU 100 performs a process related to a specific unit (turn) of one bet based on the bet of each turn process of each player and the game master. Specifically, specific processing in a specific casino game such as turning a roulette, throwing a dice, or giving out a card is performed according to an instruction from the administrator. Then, in this turn result process, the CPU 100 calculates a credit value distributed to the game master and each player based on the bet result.
  • the value of the distributed credit is not limited to a positive value, but may be a negative value depending on the game.
  • step S117 communication of the communication I / F 200 can be blocked to prevent unauthorized processing.
  • the CPU 100 advances the process to step S117.
  • Step S117 the CPU 100 performs charge increase / decrease processing. Specifically, the credit value distributed from the credit value (bet face value) betted by each player is transmitted to the secret communication unit 360 of each pen 30, 31 using the secret communication unit 260. .
  • the control unit 300 of the pens 30 and 31 increases or decreases the credit value from the charge amount stored in the storage unit 305.
  • the control unit 300 can perform processes related to various game effects. As processing related to this effect, the force feedback unit 390 is vibrated in accordance with the increase in credits, or a message such as “Congratulations! (Winning)” or “Booo! Can be displayed, and sound effects such as fanfare and sad songs can be played and output from the voice input / output unit 380.
  • Step S118 the CPU 100 determines whether each player is over the game.
  • the value of the charge amount credit of each pen 30 is equal to or less than the above-mentioned bet face amount, it is determined that the game is over, that is, Yes.
  • the credit value related to the charge amount of the pen 30 is equal to or less than the credit value (bet face amount) related to the game execution, or when the condition set in the game is reached, such as when a predetermined time has elapsed Is determined as Yes.
  • the charge amount credit value is equal to or greater than a predetermined value, it is possible to determine “Yes” as “stop”.
  • the CPU 100 determines that the player does not participate in the bet for the next turn, It can also be determined. Further, when the game master wants to take a break, or when the value of the charge amount credit related to the pen 31 becomes smaller than a predetermined value, it can be determined as “store dying (or break)”. In the case of Yes, the CPU 100 advances the process to step S119. In No, CPU100 returns a process to step S112.
  • Step S119 When the game over is determined for the pens 30 and 31, the CPU 100 performs a game over process. As the game over process, in the case of the pen 30, the force feedback unit 390 is vibrated or a display such as “Game Over” or “please charge” is displayed on the credit display unit 370. Moreover, it can also notify that the game was complete
  • the CPU 100 does not stop the entire bet and the charge is still left. A player and another player participate and make a bet. That is, the CPU 100 can return the process to the play start process in step S111. In such a case, the player can make a payment (payment) using the charging device 60 or make a payment (payment) as “continue” using a credit card. Thereby, the effect that the next bet can be smoothly performed is obtained. Thus, the play process ends.
  • the player P brings the pen 30 to a counter or the like where the manager of the play facility is located. Then, the administrator can pay out coins, prepaid cards, etc. according to the charge amount using a payout device (not shown). Further, the game device 10 itself can be provided with a function of performing the same payout, and the CPU 100 can pay out coins, prepaid cards, and the like.
  • FIG. 14 shows an example in which the pen 30 is used in common when a plurality of different casino games are being executed in the amusement facility.
  • the casino game of another game apparatus 10 can be enjoyed at the end of each bet, when the pen 30 is released for a predetermined distance or when the game is over.
  • economic value information / economic value medium such as money corresponding to the credit value related to the charge amount of the pen 30 can be paid out.
  • the charge device 60, the server, and each game device 10 check the total amount of the charged amount, an effect that it is possible to deal with improperly immediately is obtained.
  • the type of game running on each game apparatus 10 can be sequentially changed in real time.
  • parameters such as the amount of credit, magnification, and upper limit used by the manager's pen 31 for betting can be changed in real time.
  • the game system A is naturally applicable to normal table games other than the above-described betting games such as casino games and pachinko games. Even in this case, the game can be progressed by the administrator game master using the pen 31 and the general player using the pen 30. Below, the example applied to the game which acquires a fish with a net is demonstrated.
  • FIG. 15 there is shown an example in which the game system A according to the embodiment of the present invention is applied to a throwing net fish catching game in which a fish is caught by throwing a net.
  • the purpose of this game is to score when a player throws a "net” character and catches a fish character.
  • an indirect means such as a pointing device such as a trackball or a switch is used to designate a position at which a “net” character (object) is thrown on the screen.
  • the position of the target mark 1600 can be directly designated, so that the speed at which the game progresses can be increased and the operability can be improved.
  • the pen 30 can change the bet face amount by clicking the click unit 340 as in step S202 described above.
  • the CPU 100 can change values such as the size of the character (object) to be thrown and the time until it is raised according to the value of the bet face amount. If you pull up a large net or a long time, you can expect to get a lot of fish, but you need to use a lot of credit. Since such a strategy is required, it is possible to improve game characteristics. Further, since the player can quickly change the bet face value using the click unit 340, the player can cast an appropriately-sized “net” corresponding to the movement of the agile fish character. For this reason, the operativity of a game can be improved.
  • the administrator can also use the pen 31 to drop a “bait” character (object) at a location such as the target mark 1610. That is, the CPU 100 can detect an instruction with the pen 31 and display a “bait” character in the vicinity of the position of the target mark 1610 indicated by the pen 31 as an administrator game operation process. Thereafter, the CPU 100 guides the fish character near the “bait”. As a result, the player of the pen 30 can acquire the collected fish all at once, which is different from the conventional relationship between the manager and the player of the game, and “plays together” on the manager side and the player side. Build relationships. In other words, the manager and the player can play such as collaborating and competing.
  • the game apparatus 10 can similarly handle various types of games such as a pachinko machine, a takoyaki game, and a quiz game.
  • Step S301 the CPU 100 performs a scenario reading process.
  • the CPU 100 reads out a game scenario according to the user's selection of a game mode or the like.
  • the game modes that can be selected include “campaign mode” that wins the prepared scenarios in order, “national conquest mode” that selects a scenario for each country by selecting the “country” to attack, and user P and other scenarios. “Matching mode” for selecting a scenario with the game device 10 to play a match, “Scenario selection mode” for selecting a completed (clear) scenario, “Tutorial” for instructing a game play method for beginners, etc. The mode can be selected.
  • the digitizer reading unit 275 can select the coordinates on the display unit 270 designated by the player P using the pen 30.
  • the CPU 100 When detecting that the player P has selected the game mode, the CPU 100 reads a scenario corresponding to each game mode.
  • This scenario may be stored in the storage unit 110 as part of the data 112 or downloaded from the server.
  • the contents of the scenario data include three-dimensional terrain information, building arrangement information, map data storing information on immovable areas, arrangement data of each unit, end condition data storing scenario end conditions, each character It is possible to use weapon data for storing weapons used by.
  • the CPU 100 starts a process related to a specific game play.
  • Step S302 the CPU 100 performs a pen instruction detection process.
  • the player P can give an instruction with the pen 30 for a teammate (player character, game character) on the scenario.
  • the instructions of the enemy unit and the neutral unit pen 31 by the manager can be performed in the same manner.
  • the CPU 100 can give an instruction using AI (artificial intelligence), or the opponent can give an instruction via the network.
  • AI artificial intelligence
  • Step S401 First, the CPU 100 performs a pen ID acquisition biometric authentication process.
  • the CPU 100 communicates with the secret communication unit 360 of the pens 30 and 31 using the secret communication unit 260 for the pens 30 and 31, as in the above-described authentication / charge confirmation process, and the pen ID and charge. Get the quantity.
  • the CPU 100 confirms the acquired pen ID and charge amount, and performs biometric authentication as necessary.
  • the real-time simulation game since quick operation is required, it can be configured not to perform signature authentication.
  • Step S402 the CPU 100 performs a pen instruction detection process.
  • the CPU 100 displays a unit arrangement screen on the display unit 270.
  • the player P selects the friendly unit icons 1080-1 to 1080-n drawn on the display unit 270 with the pen 30, draws a trajectory that moves to the position of the target mark 1630, and follows the trajectory. Can be instructed to move. Further, the position can be moved linearly by simply tapping the position of the target mark 1630.
  • the manager can use the pen 31 to instruct movement of the enemy unit icons 1100-1 to 1100-n and the neutral unit icons (not shown).
  • CPU 100 of game device 10 obtains this movement instruction at digitizer reading unit 275.
  • the CPU 100 also acquires the pen IDs of the pens 30 and 31. At this time, the CPU 100 can continue to receive the pen ID while the pens 30 and 31 are being pressed. In addition, the CPU 100 acquires information of the acceleration sensor 335 and accurately grasps which pen ID is at which position on the display unit 270. Thereby, it is possible to prevent erroneous detection of the positions of the plurality of pens 30 and 31. In addition, after this movement instruction, the player P or the administrator can write a signature on the display unit 270 and instruct a command (command) to the unit. In this way, in step S401 and step S402, the charge confirmation process and the process of acquiring the pen ID and XY coordinates can be realized as a series of flows.
  • the player P and the administrator can write a signature on the display unit 270 and perform commands and instructions without selecting a unit icon. Furthermore, the player P and the administrator can instruct the strength of attack / defense by the click unit 340. This “strength” gives a parameter that affects the morale value of the unit and the consumption of HP (hit points).
  • the acceleration sensor 335 can also give a formation or other instructions.
  • Step S403 the CPU 100 performs command recognition processing.
  • the CPU 100 acquires an instruction to the unit by the acquired pens 30 and 31, and recognizes it as a command for specifically reflecting on the game.
  • the movement according to the trajectory and the command by the sign, click unit 340, acceleration sensor 335, etc. are recognized.
  • Commands other than movement include commands such as attack (A, Attack), defense (D, Defense), standby, formation change, unit joining / separation, attack weapon change, special attack, and the like.
  • the player P selects the teammate unit icon 1080-1 and instructs to move to the position of the target mark 1630.
  • the player P draws a sign 1700 of “A” and instructs an attack command.
  • the manager selects the enemy unit icon 1100-1 and instructs to move to the position of the target mark 1640.
  • the administrator draws a “D” sign 1710 to instruct an attack command.
  • the CPU 100 can acquire these instructions. With this configuration, even a configuration in which a large number of players or managers such as 10 enter the game apparatus 10 and instruct the unit in real time can be easily handled without impairing operability. The effect is obtained.
  • Step S404 the CPU 100 performs fraud detection processing.
  • Examples of fraud / fraud detected by this fraud detection process include a case where biometric authentication of the pens 30 and 31 fails, a case where the pen IDs of the fraud pens 30 and 31 are used, and the like.
  • the CPU 100 can stop the use of the pens 30 and 31 and notify the administrator or server of the amusement facility.
  • the pen instruction detection process ends.
  • Step S303 Here, referring to FIG. 16 again, the CPU 100 performs CPU unit processing.
  • the CPU 100 uses AI (artificial intelligence) such as ⁇ method and Min-Max method for enemy units, neutral units, and friendly units that the player P or manager does not specify with the pens 30 and 31. Calculate and reflect the progress of the game in real time. That is, when the manager or the player P does not give an instruction, an automatic unit instruction process can be performed.
  • AI artificial intelligence
  • Step S304 the CPU 100 performs drawing / behavior execution processing.
  • the CPU 100 uses the GPU 160 to display polygons or the like on a map drawn in a three-dimensional space in units of “frames” every 1/60 seconds, for example.
  • FIG. 19 schematically illustrates a play screen displayed on the display unit 270 by the CPU 100 using the GPU 160.
  • This play screen mainly includes an arrangement screen 1010 similar to the arrangement screen on which the above-mentioned instruction is given, a castle object 1020, an inaccessible zone 1030, a position 1040 where the unit can be recovered, and an orientation on the screen
  • a direction bar 1050 indicating a friendly unit icon 1080-1 to 1080-n, a friendly unit damage level 1085-1 to 1085-n, an enemy unit damage level 1105-1 to 1105-n, and a character 1500
  • the object is displayed.
  • the action including the battle of each unit is executed with specific image effects.
  • the leader character can be distinguished by changing the color or drawing a flag.
  • the CPU 100 can display a large number of objects related to the terrain and game atmosphere.
  • the CPU 100 uses the audio processor 180 to output sound effects and BGM (background music) from the sound output device 280.
  • BGM background music
  • Step S305 the CPU 100 determines whether or not the scenario end condition is satisfied.
  • the scenario ending condition for example, when all the ally units or enemy units are completely annihilated, it is possible to set a condition to end as “losing” by using the read scenario ending condition. If Yes, that is, if the scenario termination condition is satisfied, the CPU 100 advances the process to step S306. No, that is, if the scenario end condition has not yet been reached, the CPU 100 returns the process to step S302.
  • Step S306 When the scenario end condition is satisfied, the CPU 100 determines whether the game is over. A game over is a game over if the scenario end condition is “losing” and the credits related to the charge amount of the pens 30 and 31 are below the minimum value of the face value, or if there is no continuation etc. Judge that there is. Furthermore, when the player P is playing in the “national conquest mode”, it can be determined that the game is over when the player P is “losing” in the scenario and there is no “territory”. If Yes, that is, if the game is over, the CPU 100 advances the process to step S308. If No, that is, if the player P is “win”, the CPU 100 advances the process to step S307.
  • Step S307) If the game is not over, the CPU 100 performs score addition processing.
  • the CPU 100 calculates “points” for various conditions at the end of the scenario, and adds the points as a total score.
  • the CPU 100 displays each point and the total of the points on the display unit 270 using the GPU 160. Further, the CPU 100 stores in the storage unit 110 that the scenario has been cleared.
  • the CPU 100 selects the next scenario.
  • the CPU 100 causes the player P to select a scenario of “country” to be attacked next according to the result of the scenario.
  • the CPU 100 causes the player P to select the next opponent or change to the normal campaign mode.
  • the CPU 100 causes the player P to select a cleared scenario.
  • the CPU 100 causes the player P to select a normal scenario.
  • the CPU 100 stores the score and scenario end / selection information in the nonvolatile memory of the storage unit 305 of the pens 30 and 31. Thereafter, the CPU 100 returns the process to step S301 to play a new scenario.
  • Step S308 If the game is over, the CPU 100 performs a game over process. Specifically, the CPU 100 ends the game process when a scenario ending condition such as unit personnel, placement, position affiliation, or the like is satisfied or a predetermined time elapses. The CPU 100 calculates points for losing in the same manner as in the above-described score addition process, and adds them as scores. In this case, the points are calculated less than in the case of winning. Then, the CPU 100 displays a game over display on the display unit 270 using the GPU 160. Further, the CPU 100 stores the score and scenario end / selection information in the nonvolatile memory of the storage unit 305 of the pens 30 and 31. This information can be used for the next play. Thus, the play process of the game apparatus 10 is completed.
  • a scenario ending condition such as unit personnel, placement, position affiliation, or the like is satisfied or a predetermined time elapses.
  • the CPU 100 calculates points for losing in the same manner as in the above-described score addition process, and adds them as
  • the game system A is a so-called multi-platform, and the game apparatus 10 can select and play a plurality of types of games. At this time, it is possible to describe the types of games that can be played on the pens 30, 31 and the like, and download the program 111 itself from the server and execute it according to the player's selection. Further, when the player P is playing a game, the play content can be displayed on the large display device 55 via the server to enjoy a more powerful play.
  • the game system A since the system of the prior art 1 does not communicate by encrypting the ID, it cannot be applied to a game that is played by charging money.
  • the game system A uses the secret communication units 260, 360, and 660 to perform secure payment (payment), and the credit value related to the settled charge amount. Playing with the pens 30 and 31 can be performed while increasing or decreasing. Furthermore, since it is not necessary to authenticate using a keyboard input or the like in a series of flow from login to the end of the game using the pens 30 and 31, the usability is improved.
  • the game system A can prevent unauthorized use of the pens 30 and 31 by combining the authentication with the pen ID and the signature authentication. That is, security can be ensured. For this reason, for example, even if the pens 30 and 31 placed on the spot are used by another person, it is possible to realize a high security such that the pens 30 and 31 are not used when the signature does not match.
  • the game system A can also perform biometric authentication using the pens 30 and 31, the game device 10, and the charging device 60 in order to realize higher security.
  • biometric authentication using the pens 30 and 31, the game device 10, and the charging device 60 in order to realize higher security.
  • unauthorized use can be prevented by performing signature authentication or biometric authentication at predetermined intervals during play or during predetermined processing.
  • the authentication unit 320 can always perform authentication while holding the pen. Thereby, even higher security can be realized without bothering the administrator or the player.
  • the system of the prior art 1 has read the position from a pen with infrared rays. Therefore, there is a problem that it is difficult to read the position using a plurality of pens simultaneously.
  • the game system A according to the embodiment of the present invention uses an electromagnetic induction digitizer for obtaining XY coordinates from the pens 30 and 31. For this reason, even if it uses several pens 30 and 31, the position on a screen can be grasped
  • the game system A since the game system A according to the embodiment of the present invention can perform different processes depending on the pen IDs of the pens 30 and 31, it can perform a hierarchical process. As a result, the manager pen 31 can easily perform processing that is impossible for a general player, such as game setting and sales check. Further, by using the pen 31 which is a pen-type input device, it is possible to prevent loss and improve usability. In addition, the pens 30 and 31 can be used simultaneously during play so that the manager is involved in the progress of the game. As a result, it is possible to add the unpredictability of the operation by the administrator and the fun of assistance / interference to the game that is normally played only according to the program, enhancing the realism of the game and improving the game performance. be able to.
  • the game system A is a cheat in which a plurality of players simultaneously operate cards and the like even in a game played by a plurality of players by operating with the pen 30 using a pen ID. (Unauthorized acts such as “zuru”.) Play can be prevented.
  • the pens 30 and 31 can change the value related to the game operation when the digitizer reading unit 275 is touched easily using the click unit 340. Accordingly, it is not necessary to perform an indirect operation using a switch, the game progress speed can be increased, and the operability of the player and the manager can be improved. In addition, since the value related to the game operation can be visually recognized and grasped by the credit display unit 370, the operability can be further improved.
  • the pens 30 and 31 can include a voice input / output unit 380 and a force feedback unit 390.
  • a voice input / output unit 380 and a force feedback unit 390.
  • the configuration of the game system A is merely an example, and other configurations can be used.
  • the charging device 60 can be used as a server of the game system A. This makes it possible to easily manage the charge amount and sales.
  • the charging device 60 may be configured not to be used, and charging may be performed by inserting an IC card or money into the game device 10 or the pens 30 and 31, and the charging device 60 may be configured to have the same function.
  • the charging device 60 may be provided with a function of directly copying / moving the charge amount with a prepaid IC card.
  • the digitizer reading unit 275 can be configured to use an electrostatic touch panel, a liquid crystal with an optical sensor, or the like.
  • the digitizer reading unit and the liquid crystal panel can be separated. Further, the shape can be changed depending on the types of pens 30 and 31. For example, the hierarchies of operations can be expressed by using a gorgeous pen for the manager and using a pen with less decoration for the general player. Furthermore, the game system A can be applied to a system that performs hierarchical processing by simultaneously inputting positions using a plurality of pens 30 and 31 in addition to the use of a game. For example, it can also be used for applications such as a display for a store and an instruction device for military use.
  • the game apparatus is a game system in which a pen ID and a charge amount are transmitted and received using a secret communication unit, so that different authority processes can be executed depending on the pen ID, and a charge amount related to settlement can be input with the pen. Can be provided.

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  • Computer Security & Cryptography (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • General Business, Economics & Management (AREA)
  • Business, Economics & Management (AREA)
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  • General Physics & Mathematics (AREA)
  • Software Systems (AREA)
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  • User Interface Of Digital Computer (AREA)

Abstract

L'invention porte sur un système de jeu, dans lequel des facturations sûres peuvent être réalisées et différentes autorités peuvent être traitées en fonction d'identifications. Des moyens de solution utilisent un système de jeu qui comprend un appareil de jeu et une interface d'entrée sur l'appareil de jeu. L'appareil de jeu comprend une unité de lecture à numériseur pour acquérir une position désignée sur une unité d'affichage sur laquelle une image est affichée. Un stylo est utilisé comme interface d'entrée pour le numériseur. Le stylo a une identification de stylo, qui est une identification pour identifier le stylo, et une information de quantité de facturation associée à de l'argent de facturation payé. Cette identification de stylo et cette information de quantité de facturation sont transmises et reçues entre l'appareil de jeu et le stylo à l'aide de communications secrètes.
PCT/JP2010/004795 2009-08-07 2010-07-28 Système de jeu, appareil de jeu, stylo, procédé de commande d'appareil de jeu et programme de commande d'appareil de jeu WO2011016203A1 (fr)

Applications Claiming Priority (2)

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JP2009185262A JP2011036346A (ja) 2009-08-07 2009-08-07 ゲームシステム、ゲーム装置、ペン、ゲーム装置の制御方法、及びゲーム装置の制御プログラム
JP2009-185262 2009-08-07

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GB2511668A (en) 2012-04-12 2014-09-10 Supercell Oy System and method for controlling technical processes
US8814674B2 (en) 2012-05-24 2014-08-26 Supercell Oy Graphical user interface for a gaming system
JP5894504B2 (ja) * 2012-06-06 2016-03-30 株式会社コナミデジタルエンタテインメント ゲーム機
RO128874B1 (ro) * 2012-12-19 2017-08-30 Softwin S.R.L. Sistem, pix electronic şi metodă pentru achiziţia semnăturii olografe dinamice, utilizând dispozitive mobile cu ecran capacitiv
US20150054783A1 (en) * 2013-08-22 2015-02-26 Microchip Technology Incorporated Touch Screen Stylus with Communication Interface
US20160073260A1 (en) * 2014-09-08 2016-03-10 Snowshoefood, Inc. Systems and methods for hybrid hardware authentication
JP6327376B1 (ja) * 2017-03-30 2018-05-23 株式会社セガゲームス ゲーム支援装置
KR102408010B1 (ko) * 2020-10-30 2022-06-14 플링커 주식회사 실감형 유물 발굴 게임 시스템

Citations (2)

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JP2003230657A (ja) * 2002-02-08 2003-08-19 Ohira Giken Kogyo Kk ルーレットゲーム機
JP2004151938A (ja) * 2002-10-30 2004-05-27 Nec Corp 直接操作型コンピュータ及びそれに用いるアクセス権限管理方法並びにそのプログラム

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2003230657A (ja) * 2002-02-08 2003-08-19 Ohira Giken Kogyo Kk ルーレットゲーム機
JP2004151938A (ja) * 2002-10-30 2004-05-27 Nec Corp 直接操作型コンピュータ及びそれに用いるアクセス権限管理方法並びにそのプログラム

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