WO2011021739A1 - Haptic shooting game device and a method for controlling same - Google Patents

Haptic shooting game device and a method for controlling same Download PDF

Info

Publication number
WO2011021739A1
WO2011021739A1 PCT/KR2009/004673 KR2009004673W WO2011021739A1 WO 2011021739 A1 WO2011021739 A1 WO 2011021739A1 KR 2009004673 W KR2009004673 W KR 2009004673W WO 2011021739 A1 WO2011021739 A1 WO 2011021739A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
shooting
model gun
unit
gun
Prior art date
Application number
PCT/KR2009/004673
Other languages
French (fr)
Korean (ko)
Inventor
옥철식
Original Assignee
주식회사 라센
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 주식회사 라센 filed Critical 주식회사 라센
Priority to PCT/KR2009/004673 priority Critical patent/WO2011021739A1/en
Publication of WO2011021739A1 publication Critical patent/WO2011021739A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0252Shooting devices therefor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • 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
    • 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
    • A63F13/422Processing 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • 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
    • A63F9/02Shooting or hurling games
    • A63F9/0291Shooting or hurling games with a simulated projectile, e.g. an image on a screen
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/219Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • 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
    • A63F2300/1037Features 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 for converting control signals received from the game device into a haptic signal, e.g. using 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
    • 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
    • A63F2300/1043Features 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 characterized by constructional details
    • 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
    • A63F2300/1062Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel

Definitions

  • the present invention relates to a haptic shooting game device and a control method thereof, and more particularly, to increase the game sensation of a user using a shooting game machine so that the satisfaction of the game is improved, and the difficulty of the game is adjusted according to the user's hit rate.
  • the present invention relates to a haptic shooting game device that improves the fun of a game by providing a random scenario according to a game and a control method thereof.
  • a game using a model gun such as a shooting game aiming at a target with a model gun and firing bullets or a battle game in which a model gun battles an enemy, is well known as a popular game.
  • the game device using the model gun includes a model gun manipulated by a user, a game control unit for forming a game screen viewed from the model gun, and a display unit for displaying a game screen formed on the game control unit, and is arranged to face the model gun.
  • the displayed display unit displays a game screen on which an enemy or a target appears along with the background of the game.
  • the model gun 1 is provided in the support part 3 which protruded in the operation panel 2 of the whole game apparatus (not shown), and the rotation part 4 of the upper part of the support part 3 is shown.
  • the direction of the muzzle 5 can be changed up, down, left, and right by using) as the pivot point.
  • the gun site 7 is displayed on the game screen 6 located in front of the muzzle 5 along the direction of the muzzle 5.
  • the conventional shooting game is a penalty, for example, when the user is hit by a bullet fired from a target, the user's energy level is reduced, as well as the configuration that the user can feel the penalty is not provided as a penalty There is a problem that fun is halved.
  • the conventional shooting game machine has a problem that the shooting sound is output from the speaker installed on the main body (where the game screen is installed) side of the shooting game machine is reduced by the sound.
  • the conventional shooting game machine has a problem in that the game scenarios are output in a predetermined order, thereby reducing the fun and satisfaction of the game.
  • the conventional shooting game machine has a predetermined difficulty level of the game, so that the user who has reached a significant level of the game can play the game of low difficulty and medium difficulty, and then play the game of high difficulty regardless of the user's game ability.
  • the game of low difficulty is repeated in order to perform a game of high difficulty that is interesting to use.
  • the present invention increases the game experience of the user using the shooting game machine to improve the satisfaction of the game, the difficulty of the game is adjusted according to the hit rate of the user, and the game is provided by any game scenario.
  • the objective is to provide a haptic shooting game device that improves the fun and control method thereof.
  • the present invention provides a tactile shooting game device, which detects and outputs an aiming signal according to a movement of a muzzle from a user and a target firing signal, and detects a firing shock and a shot upon detecting the firing signal.
  • a model gun to allow sound to be generated and at the same time a bullet belt to be introduced into one side and a casing to be discharged to the other side;
  • the game proceeds by selecting and combining any game scenarios among the game scenarios in which the actions of the targets are defined, and detecting an aiming signal and a firing signal from the model gun for the targets output according to the combined game scenario.
  • the model gun according to the present invention includes a position detection unit for detecting the position and direction of the muzzle from the user and outputs an aiming signal; A trigger switch for detecting a firing signal from the user; The aiming signal output from the position detection unit and the firing signal detected from the trigger switch are transmitted to the controller, and a game control signal transmitted from the controller is received.
  • a model gun controller for outputting a control signal to be generated, a control signal for generating a shooting sound, a signal for controlling the inflow operation of the bullet belt, and a signal for controlling the discharge operation of the casing;
  • a data transmitting / receiving unit which receives the aiming signal and the firing signal output from the model gun control unit and transmits the aiming signal and the firing signal to the control unit, and receives an on / off control signal and a game control signal transmitted from the control unit to the model gun control unit;
  • a gun vibration unit configured to generate an impact on the model gun according to the firing impact generation control signal output from the model gun control unit;
  • a speaker unit configured to output a firing sound according to the firing sound generation control signal output from the model gun controller;
  • a bullet supply unit configured to rotate a bullet belt having a casing according to the bullet belt inflow operation control signal output from the model gun controller;
  • an casing ejection unit configured to discharge the casing according to the casing ejection operation control signal output from the model gun controller.
  • the present invention is a control method of a haptic shooting game device, a) when the game progress is requested from the user, selects and combines any game scenarios among the game scenarios in which the actions of the target are defined, the combined game A preparation step of selecting a scenario and a difficulty level of a preset game; And b) allowing the game to be output through the display unit according to the game scenario selected in step a) and the game difficulty, and outputting an on / off control signal to the model gun to operate the model gun and outputting it through the display unit. And a proceeding step of detecting the aiming signal from the model gun and the firing signal for the target.
  • step b) of the present invention comprises the steps of analyzing the hit rate for the targets during the game; Adjusting the difficulty level of the game set in step a) according to the analysis result of the hit rate; And proceeding with the game according to the adjusted difficulty of the game.
  • the adjusting of the difficulty level of the game according to the analysis result of the hit rate may include detecting an analysis value of the hit rate; Comparing the detected value of the hit ratio with a first reference value for determining the difficulty of the game; As a result of the comparison with the first reference value, if the analysis value of the detected accuracy rate is less than the first reference value, the difficulty level is set to be lower, and the difficulty level of the game if the analysis value of the detected accuracy rate is greater than or equal to the first reference value Comparing with a second reference value for determining weight; And a difficulty level is set when the analysis value of the detected accuracy ratio is less than the second reference value as a result of the comparison with the second reference value, and the difficulty level of the game when the analysis value of the detection accuracy ratio is greater than or equal to the second reference value. And allowing the phase to be set.
  • the haptic shooting game apparatus can provide a feeling of real shooting by providing an effect on the user's sight, hearing, and tactile sense, thereby improving the fun of the user for the game. have.
  • the haptic shooting game apparatus has a merit as a penalty when a user is hit by a bullet fired from a target in a screen during a game, thereby stimulating a separate tactile sense to further enhance the fun of the game.
  • the haptic shooting game apparatus has an advantage in that by installing a speaker in the model gun, the shooting sound is output to further improve the sensation of the sound.
  • control method of the haptic shooting game apparatus has the advantage that the scenarios of the game are not output in a predetermined order, and any scenarios are output in any order so that the user can be recognized as a new game.
  • control method of the haptic shooting game apparatus has the advantage that it is possible to adjust the difficulty of the game to the level of the user in the middle of the game to provide enough fun to the user.
  • FIG. 1 is a perspective view showing a shooting game device according to the prior art.
  • Figure 2 is a perspective view of a haptic shooting game device according to the present invention.
  • Figure 3 is a block diagram showing the configuration of a haptic shooting game device according to the present invention.
  • Figure 4 is a block diagram showing the model gun configuration of a haptic shooting game device according to the present invention.
  • FIG. 5 is a sectional view showing a longitudinal configuration of the model gun according to FIG. 4;
  • FIG. 6 is a cross-sectional view showing a lateral configuration of the model gun according to FIG. 4.
  • FIG. 7 is an exemplary view showing a configuration of a vest of the haptic shooting game device according to the present invention.
  • FIG. 8 is a flowchart illustrating a control process of the haptic shooting game device according to the present invention.
  • FIG. 9 is a flowchart illustrating a game scenario setting process of the haptic shooting game device according to the present invention.
  • FIG. 10 is an exemplary diagram showing a subclass group setting of a game scenario according to FIG. 9;
  • FIG. 10 is an exemplary diagram showing a subclass group setting of a game scenario according to FIG. 9;
  • FIG. 11 is an exemplary diagram showing a classification group setting of a game scenario according to FIG. 9;
  • FIG. 11 is an exemplary diagram showing a classification group setting of a game scenario according to FIG. 9;
  • FIG. 12 is an exemplary diagram showing a major classification group setting of a game scenario according to FIG. 9;
  • FIG. 12 is an exemplary diagram showing a major classification group setting of a game scenario according to FIG. 9;
  • FIG. 13 is a flow chart illustrating a difficulty adjustment process according to the hit rate of the haptic shooting game device according to the present invention.
  • FIG. 14 is an exemplary view showing a zoom-in function of the haptic shooting game device according to the present invention.
  • 15 is an exemplary view showing a zoomed-in game screen of FIG.
  • FIG. 2 to 7 is a view showing the configuration of a haptic shooting game device, a model gun, and a vest according to the present invention
  • Figures 8 to 15 is a control process of the haptic shooting game device according to the present invention
  • the game Figure shows a group setting process of a scenario and a zoomed-in game screen.
  • the shooting game apparatus 100 detects and outputs an aiming signal according to the movement of the muzzle from the user and a target firing signal, and generates a shooting shock and a firing sound upon detection of the firing signal, and at the same time, the bullet band is on one side. Is selected, and selects and combines any game scenarios among game scenarios in which the operation of the target 133 and the model gun 110 to allow the casing to be discharged to the other side are defined and output according to the combined game scenario.
  • a controller 120 which detects an aiming signal and a firing signal from the model gun 110 with respect to the targets 133 and outputs a game control signal and an on / off control signal of the model gun 110 so that the game proceeds; According to the gun site 132 where the aiming signal output from the model gun 110 is displayed, the operation change of the target 133 according to the firing signal, and the game control signal output from the controller 120 And a display unit 130 for displaying a game.
  • the model gun 110 is installed so as to be rotatable up, down, left and right at an end of the support base 103 provided on one side of the shooting game device panel 102, the position detection unit 111, the trigger switch 112, and the model gun control unit ( 113, a data transmission / reception unit 114, a speaker unit 115, a gun vibrator 116, a bullet supply unit 117, and a casing discharge unit 118.
  • the position detection unit 111 is a position sensor that detects the position and direction of the muzzle from the user and outputs an electrical signal (hereinafter referred to as an aiming signal).
  • the position detection unit 111 includes an encoder for measuring the rotation angle position and displacement, and a model gun. It is installed between the 110 and the support 103, the position where the user rotates the model gun 110 in the up, down, left and right directions, that is, the direction of the muzzle is detected and output as an aiming signal.
  • Trigger switch 112 is a switch configuration for detecting a firing signal from the user, is installed in the handle of the model gun (110).
  • the model gun controller 113 controls the overall operation of the model gun 110.
  • the model gun controller 113 controls the aiming signal output from the position detector 111 and the firing signal detected by the trigger switch 112 of the shooting game apparatus. Control to be transmitted to the control unit 120, the on / off signal of the model gun 110 transmitted from the control unit 120 of the shooting game device, and the game control signal required for the game (for example, operation for the penalty described later) Control signal to perform the control) to receive the data through the transceiver 114 to operate the model gun (110).
  • model gun control unit 113 is a control signal for generating a firing shock to the model gun 110 when a firing signal is detected from the trigger switch 112, a control signal for generating a shooting sound, and bullet band 1174. Outputs a signal for controlling the inflow operation of the fuel cell and a signal for controlling the discharge operation of the casing 1182.
  • the data transmission / reception unit 114 receives the aiming signal and the firing signal output from the model gun control unit 113 and transmits the received signal to the control unit 120 of the shooting game device, and is transmitted from the control unit 120 of the shooting game device.
  • the off control signal and the game control signal are received and output to the model gun controller 113.
  • the speaker unit 115 is installed at one side of the model gun 110 so that when a firing signal is detected from the trigger switch 112, the firing sound is output according to the firing sound generation control signal output from the model gun control unit 113. do. Therefore, since the shooting sound output through the speaker unit 115 installed in the model gun 110 is output close to the user, the haptic feeling can be further improved.
  • the gun vibrator 116 is installed inside the model gun 110, and when a firing signal is detected from the trigger switch 112, the model gun 110 according to a firing shock generation control signal output from the model gun controller 113.
  • a firing shock generation control signal output from the model gun controller 113.
  • it consists of a working cam (1161), a ball (1162) and the water hammer 1163.
  • the operation cam 1161 is installed inside the model gun 110 to perform a rotation operation according to the impact generation control signal output from the model gun control unit 113, preferably a motor (not shown) and the It consists of a rotating plate coupled to the rotating shaft.
  • Ball 1162 is a rod member having a predetermined length, one side is connected to the rotating plate of the operating cam 1161 in an eccentric state to convert the rotational movement (rotational force) of the operating cam 1161 to a linear movement.
  • the water hammer 1163 is installed inside the model gun 110 and is eccentrically connected to the rotating plate of the operation cam 1161 so that the impact on the model gun 110 is caused by colliding with the other end of the ball 1162 in a linear motion. Be sure to
  • the impact of the ball 1162 and the water hammer 1163 using the operation cam 1161 to generate the impact of the model gun 110 but the solenoid switch (mido) inside the model gun 110 And the ball 1162 at the distal end of the solenoid switch, impacting the model gun 110 due to the collision of the ball 1162 and the water hammer 1163 according to the on / off operation of the solenoid switch. It is also possible to configure this to occur.
  • the bullet belt 1174 is introduced into the model gun 110 according to the bullet belt inflow operation control signal output from the model gun controller 113.
  • the bullet belt 1174 is a structure that is circulated again and flows in again, so that the bullet gun 1174 is inserted into the model gun 110 is exposed to the user, so that the bullet is actually inserted into the model gun 110 and fired.
  • As a structure to provide it consists of the main body of the bullet supply part 117, the drive part 1172 and the follower part 1173 for inflow of a bullet belt, and the bullet belt 1174.
  • the main body of the bullet supply unit 117 is a hollow rectangular member, and a transparent window 1171 is installed at one side to allow the user to check the state in which the bullet belt 1174 is moved, and the other side is coupled with the model gun 110. Is fixed.
  • the bullet belt driver 1172 is configured to provide a driving force so that the bullet belt 1174 is rotated according to the bullet belt inflow operation control signal received in the main body of the bullet supply unit 117 and output from the model gun controller 113. ) And a rotating plate coupled to the rotating shaft of the motor to rotate the bullet belt 1174.
  • the follower 1173 is accommodated in the main body of the bullet supply unit 117 to rotate the bullet belt 1174 forming a closed circuit according to the operation of the bullet belt driver 1172. That is, the follower 1173 performs idle rotation so that the band 1174 moves as the band band driver 1172 operates.
  • the belt band 1174 is installed by forming a closed circuit between the belt band driver 1172 and the follower 1171, and the inner surface of the belt band 1174 is in close contact with the belt band driver 1172 and the follower 1173.
  • a plurality of casings are secured in sequence to the outer surface of 1174.
  • Reference numeral 1175 denotes an idle rotation part to prevent the rotating bullet belt from sagging.
  • the casing discharge part 118 discharges the casing 1118 into the casing discharge part 118 according to the casing discharge operation control signal output from the model gun controller 113.
  • the discharged shell 1118 has a circulation structure which is recovered to be re-introduced and discharged again, and includes a main body of the shell shell discharge unit 118, a shell shell 1182, a shell housing groove 1183, and a shell shell A feed drive unit 1184, a casing movement path 1185, and a casing discharge drive unit 1186 are provided.
  • the main body of the casing discharge unit 118 is a hollow rectangular member, and a transparent window 1181 is installed at one side so that the user can check the appearance of the casing 1182 is discharged, and the other side is a model gun 110 and Combined and fixed.
  • the casing 1182 is a rectangular member having a cylindrical shape of a metal material (for example, copper), and is provided in plural in the main body of the casing discharge part 118.
  • the casing 1118 circulates the process of discharge-recovery-arrangement-movement-discharge inside the casing discharge unit 110, and a friction sound generated when metal casings collide with each other in the process in which the casing 1118 is discharged. Can make the game more realistic to the user.
  • the casing accommodating groove 1183 maintains a tapered shape so that the casings 1182 may be introduced one by one in a configuration that is installed at the inner lower portion of the main body of the casing discharge portion 118 so that the discharged casings 1182 may be recovered.
  • the casing supply driving unit 1184 is installed at the lower end of the main body of the casing discharge unit 118 and the casing 1118 recovered to the casing accommodating groove part 1183 according to the casing discharge operation control signal output from the model gun control unit 113 is the casing.
  • the casing supply driving unit 1184 is preferably installed at the lower side of the casing accommodating groove 1183, and allows the casing 1118 introduced through the casing accommodating groove 1183 to be selected and moved one by one.
  • the casing movement path 1185 is installed on the inner wall of the main body of the casing discharge part 118, and the casing 1118 introduced into the casing accommodating groove part 1183 may be moved one by one through the casing supply driving part 1184 to move.
  • a path is formed so that the casing 1118 introduced from the lower end of the main body of the casing discharge part 118 can move to the upper part of the main body of the casing discharge part 118.
  • the casing discharge drive unit 1186 is installed above the main body of the casing discharge unit 118 and is configured to discharge the casing 1118 moved through the casing movement path 1185 into the main body of the casing discharge unit 118.
  • a rotating plate coupled to a motor (not shown) and a rotating shaft of the motor to form a groove part engaged with the outer circumference of the casing 1182.
  • the casing discharge drive unit 1186 allows the casing 1118 moved through the casing movement path 1185 to be forcibly discharged from the casing movement path 1185.
  • model gun 110 may further include an air injection unit 110 for discharging the compressed air according to the game control signal transmitted from the control unit 120 of the shooting game device.
  • the air injection unit 119 installed in the model gun 110 includes a compressor (not shown), an air moving hose 1191, and a solenoid valve 1192.
  • the compressor is configured to compress air by being installed on the panel 102 of the game device, and supplies the compressed air to an injection hole of the model gun 110 and an injection hole provided on the panel 102 of the game device.
  • the air movement hose 1191 is connected to the compressor inside one side of the panel 102 of the game device, the other side is connected to the injection hole of the model gun 110 and the injection hole installed on the panel 102 of the game device, respectively It provides a path for the compressed air supplied from the compressor to move to the jet of the model gun 110 and the jet installed on the panel 102 of the game device.
  • the air moving hose 1191 connected to the model gun 110 penetrates into the model gun 110 through the inside of the support part 103 protruding from one side of the game device panel 102.
  • the solenoid valve 1192 is installed at the end of the air moving hose drawn into the model gun 110 and is connected to a game control signal (for example, a penalty signal imposed on the user) output from the control unit 120 of the shooting game device. It is controlled on / off according to the compressed air supplied from the compressor through the injection port of the model gun 110 to be discharged to the user side.
  • a game control signal for example, a penalty signal imposed on the user
  • the controller 120 is configured to control the overall operation of the shooting game apparatus 100.
  • a random game scenario is selected and displayed.
  • the controller 120 selects and combines arbitrary game scenarios among game scenarios in which the operations of the target 133 are defined, and the combined game scenario and the difficulty level of the preset game.
  • the game is output through the display unit 130 according to the selected game scenario and the game difficulty, and the aiming signal and the firing signal output while the model gun 110 is operated to proceed with the game.
  • control unit 120 outputs a game control signal related to the penalty imposed on the user, for example, when the user is hit by a bullet fired from a target while the shooting game is in progress, so that the user may experience it. To help.
  • controller 120 outputs a game control signal related to the penalty to the user haptic components described below.
  • the controller 120 detects the aiming signal and the firing signal from the model gun 110 with respect to the targets 133 for a predetermined time, and analyzes the hit rate, and according to the analysis result of the analyzed hit rate, the difficulty of the game To be adjusted.
  • control unit 120 may zoom in on a part of the game screen displayed by the aiming signal.
  • the game screen 131 'zooming in on a predetermined area around the target 133 is outputted.
  • the user can easily check, and when the firing signal for the target 133 is terminated, the user is zoomed out to the original game screen 131.
  • the display unit 130 controls the target site 133 on the game screen 131 and the gun site 132 based on the aiming signal transmitted from the model gun 110 according to the game control signal output from the controller 120.
  • the background sound and the effect sound are output through the speaker 134 installed in front of the display 130.
  • the shooting game device 100 has an additional configuration, which is installed on one side of the panel 102 of the game device and discharges compressed air according to a game control signal output from the controller 120. It is configured to further include a four-shot 140.
  • the air injector 140 preferably includes a compressor (not shown), and moves the compressed air from the compressor to the air movement hose 1191 to output the panel 102 by a game control signal output from the controller 120.
  • the solenoid valve 141 installed in the on / off control is discharged from the injection port to the user side.
  • the shooting game device 100 according to the above-described embodiment, as an additional configuration, the floor vibration unit for transmitting vibration to the sole of the user to the panel 102 side of the shooting game device installed model gun 110 ( 150) is installed.
  • a plurality of solenoid switches 151 are installed inside the bottom vibrator 150, and according to a game control signal (for example, a shock effect generation signal such as an explosion generated around a user) output from the controller 120.
  • the plurality of solenoid switches 151 are controlled on / off so that the user can feel the vibration from the floor during the game.
  • the shooting game apparatus 100 has an additional configuration, in which a plurality of lighting units 160 are installed on the panel 102 of the shooting game apparatus, and are connected to the game control signal output from the controller 120.
  • a plurality of lighting units 160 are installed on the panel 102 of the shooting game apparatus, and are connected to the game control signal output from the controller 120.
  • the shooting game apparatus 100 is an additional configuration, which is worn by the user and electrically connected to the control unit 120 through a cable 172, and outputs a game control signal from the control unit 120. It further comprises a vest 170 having a plurality of solenoid switches 171 on / off control according to.
  • the vest 170 is worn on the user's upper body and a penalty is imposed when the bullet shot from the target 133 fits the user during the game, so that the user hits the bullet according to the game control signal output from the controller 120. To make the game more fun.
  • the bullet can be felt more realistically.
  • the following describes the control process of the haptic shooting game device according to the present invention.
  • the control unit 120 of the shooting game apparatus 100 defines the operations of the target 133. Select and combine arbitrary game scenarios among game scenarios, and select the selected and combined game scenarios and a preset difficulty level of the game (for example, difficulty level "low” is a difficulty level set when the game starts) (S200). To allow the game to proceed.
  • the controller 120 arbitrarily selects operations of the target 133 to set small classification groups (S210), and any small classification group among the set small classification groups.
  • the group to set the classification group (S220) By selecting the group to set the classification group (S220), and select any of the classification group among the selected classification group to set the classification group (S230) to configure the game scenario required for the progress of the game.
  • the sub-classification group is, for example, number 1 in which an arbitrary target appears at the upper left of the game screen, moves to the lower right of the game screen, and then moves to the lower left of the game screen again.
  • Action the second action that appears from the upper right of the game screen to move to the lower left of the game screen, and then moves to the lower right of the game screen again, and appears from the left center of the game screen to cross the game screen to the right
  • Set to subclass group 1 (G1) including 3 times to move to, and move 1 target diagonally from the top left of the game screen to the bottom right of the game screen, and the game from the top right of the game screen.
  • Subclasses including two moves diagonally to the bottom left of the screen and three moves to the top of the game screen from the bottom center of the game screen Set to group 2 (G2) and set to the nth subclass group (Gn) consisting of arbitrary actions for any targets.
  • subclass group 1 subclass group 2, .subclass group n
  • these classified subclass groups are arbitrarily selected to select subclass group 1, subclass group 2 Set to the middle classification group n.
  • the small classification group may be selected repeatedly.
  • any subclass groups may be set to subclass group 1, subclass group 2, and subclass group n, and then, as shown in FIG. 12, these classified subclass groups may be arbitrarily selected to classify subclass group 1, subclass group 2, ... Set to large group n. In this case, the subclass group may be selected repeatedly.
  • the targets 133 are haunted at the unexpected position of the user, and move along the unexpected movement path, thereby improving the fun of the game.
  • the controller 120 allows the game to proceed (S300), and the model gun 110 performs operations such as impact generation, casing supply and casing discharge according to shooting.
  • the controller 120 receives the aiming signal and the firing signal input from the user through the model gun 110 to be output through the display 130 together with the game scenario.
  • step S300 the controller 120 is a solenoid valve installed in the game device panel 102 for the penalty (for example, when the user fits the bullet fired from the target) generated to the user during the game.
  • the solenoid switch 151 of the floor vibration unit 150 the solenoid switch 171 installed on the vest 170, and the solenoid valve 1192 installed in the model gun 110, the game according to the penalty generation Output a control signal.
  • the control unit 120 displays a game screen 131 'zoomed in on a portion of the game screen displayed by the aiming signal to target the user. Make it easy to check.
  • the controller 120 analyzes the hit rate for a predetermined time (S400), and adjusts the difficulty level of the game set in step S200 (S500) according to the analysis result of the hit rate (S500). The game progresses according to the difficulty of the game.
  • the step of adjusting the difficulty of the game by comparing whether the aiming signal and the firing signal is detected at the same position where the target 133 appeared and detects the accuracy analysis value of the user (S510) and In operation S520, the detected analysis value (eg, expressed as a% value) is compared with a first reference value for determining a difficulty level “low” of the game.
  • the detected analysis value eg, expressed as a% value
  • the difficulty level of the game is set to "low" (S521), and
  • the comparison is performed with a second reference value for determining the difficulty level of the game (S530).
  • the difficulty "medium” is set (S531), and the If the analysis value is greater than or equal to the second reference value, the difficulty level of the game is set (S540).
  • the controller 120 determines whether the game is finished by comparing the time elapsed after the game is started with a reference time for determining whether the game is finished (S600). If the elapsed time after the progress is less than the reference time, the game continues. If the elapsed time after the game is more than the reference time, the game ends.
  • the random scenarios are output in a random order to maintain the user's interest in the game, the difficulty of the game Can be adjusted to the user's level in the middle of the game to provide enough fun for the user.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Toys (AREA)

Abstract

The present invention relates to a haptic shooting game device and a method for controlling the same. The haptic shooting game device includes: a model gun, which detects and outputs aiming signals according to the movement of a gun’s muzzle from a user and shooting signals towards targets, generating shooting shock and shooting sound when detecting the shooting signal, and simultaneously introducing a cartridge belt at a side while discharging an empty cartridge at the other side; a controller for selecting and combining certain game scenarios among game scenarios defining movements of the targets, detecting the aiming signals and the shooting signals outputted for the targets from the model gun according to the combined game scenarios so as to output game control signals for proceeding a game and on/off control signals for the model gun; and a display for displaying on a screen the game proceeded according to the aiming signals and the shooting signals outputted from the model gun and the game control signals outputted from the controller. Therefore, it is possible to give a real shooting experience to a user. It is possible for the user to feel new experiences from the same game since certain scenarios are output in a certain sequence. It is possible to adjust the difficulty of a shooting game according to the level of the user in the middle of the game, thereby providing sufficient fun to the user.

Description

체감형 사격 게임 장치와 이의 제어 방법Haptic shooting game device and its control method
본 발명은 체감형 사격 게임 장치와 이의 제어 방법에 관한 것으로서, 더욱 상세하게는 사격 게임기를 이용하는 사용자의 게임 체감도를 증가시켜 게임의 만족도가 향상되도록 하고, 사용자의 명중률에 따라 게임의 난이도가 조절되며, 게임에 따라 임의의 시나리오가 제공됨으로써 게임의 재미를 향상시킨 체감형 사격 게임 장치와 이의 제어 방법에 관한 것이다.The present invention relates to a haptic shooting game device and a control method thereof, and more particularly, to increase the game sensation of a user using a shooting game machine so that the satisfaction of the game is improved, and the difficulty of the game is adjusted according to the user's hit rate. The present invention relates to a haptic shooting game device that improves the fun of a game by providing a random scenario according to a game and a control method thereof.
일반적으로 모형 총으로 표적을 겨냥하여 탄알을 발사하는 사격 게임이나 모형 총으로 적과 전투하는 전투 게임 등의 모형 총을 이용하는 게임은 종래부터 인기가 있는 게임으로서 잘 알려져 있다. Generally, a game using a model gun, such as a shooting game aiming at a target with a model gun and firing bullets or a battle game in which a model gun battles an enemy, is well known as a popular game.
특히, 실제의 총을 모방한 게임기용 모형 총을 이용하는 대형 게임 장치는 게임 센터에 있어서 중요한 지위를 점하고 있다.In particular, large game devices using model guns for game machines that mimic real guns have an important position in game centers.
이러한 모형 총을 이용하는 게임 장치는 사용자가 조작하는 모형 총과, 모형 총에서 본 게임 화면을 형성하는 게임 제어부와, 게임 제어부에 형성된 게임 화면을 표시하는 디스플레이부를 구비하고 있으며, 모형 총에 대향하여 배치된 디스플레이부에는 게임의 배경과 함께 적 또는 표적이 등장하는 게임 화면이 표시된다.The game device using the model gun includes a model gun manipulated by a user, a game control unit for forming a game screen viewed from the model gun, and a display unit for displaying a game screen formed on the game control unit, and is arranged to face the model gun. The displayed display unit displays a game screen on which an enemy or a target appears along with the background of the game.
도 1에 도시한 바와 같이, 모형 총(1)은 게임 장치 전체(도시되지 않음)의 조작 패널(2)에 돌출 설치된 지지부(3)에 설치되어 있고, 지지부(3) 상단의 회동부(4)를 회동 지점으로 하여 상하 좌우로 총구(5)의 방향을 변화시킬 수 있다. As shown in FIG. 1, the model gun 1 is provided in the support part 3 which protruded in the operation panel 2 of the whole game apparatus (not shown), and the rotation part 4 of the upper part of the support part 3 is shown. The direction of the muzzle 5 can be changed up, down, left, and right by using) as the pivot point.
이 총구(5)의 방향에 따라서 총구(5)의 전방에 위치하는 게임 화면(6)에 건 사이트(7)가 표시된다.The gun site 7 is displayed on the game screen 6 located in front of the muzzle 5 along the direction of the muzzle 5.
이러한 종래의 사격 게임기는 게임 중에 사용자는 게임 화면(6)에 나타난 표적에 대해 총구(5)를 향하여 목표를 조준한 다음 사용자가 모형 총의 방아쇠(스위치)를 당기는 것에 수반하여 게임기로부터 사격음이 발생되는 동시에, 사격에 의해 가상적으로 발사된 총알이 표적에 적중하거나 빗나간 것이 게임 화면(6) 상에 표시되어 사격 결과가 나타나게 된다.In such a conventional shooting game machine, during the game, the user aims the target toward the muzzle 5 with respect to the target shown on the game screen 6, and then fired from the game machine as the user pulls the trigger of the model gun. At the same time, it is displayed on the game screen 6 that the bullet virtually fired by the shot hits or misses the target, resulting in the shooting result.
최근 들어, 모형 총을 이용한 사격 게임은 더욱 실제와 같은 상황이 요구되고 있으며, 사격시에 발생하는 사격음이나 사격 결과를 연출하는 화상이 실제와 더욱 동일하게 출력되고 있다.In recent years, shooting games using model guns are required to have a more realistic situation, and images that produce shooting sounds and shooting results generated during shooting have been output in the same manner as in reality.
그러나 이러한 종래의 사격 게임기는 사용자의 시각과 청각에 대한 효과만을 제공함으로써 실제 사격을 하는 느낌을 제공하지 못하여 사용자의 재미가 향상되지 못하는 문제점이 있다.However, such a conventional shooting game machine does not provide a feeling of actual shooting by providing only the effect on the user's sight and hearing, so that the user's fun is not improved.
또한, 종래의 사격 게임기는 게임 중에 예를 들면, 표적으로부터 발사된 총알에 사용자가 맞은 경우 패널티로써, 사용자의 에너지 레벨이 감소하는 것뿐 사용자가 패널티를 체감할 수 있는 구성이 제공되지 못하여 게임의 재미가 반감되는 문제점이 있다.In addition, the conventional shooting game is a penalty, for example, when the user is hit by a bullet fired from a target, the user's energy level is reduced, as well as the configuration that the user can feel the penalty is not provided as a penalty There is a problem that fun is halved.
또한, 종래의 사격 게임기는 사격 게임기의 본체(게임 화면이 설치된 곳)측에 설치된 스피커로부터 사격음이 출력되어 음향에 의한 체감도가 감소되는 문제점이 있다.In addition, the conventional shooting game machine has a problem that the shooting sound is output from the speaker installed on the main body (where the game screen is installed) side of the shooting game machine is reduced by the sound.
또한, 종래의 사격 게임기는 게임의 시나리오가 미리 정해진 순서대로 출력되어 게임의 재미와 만족도가 감소하는 문제점이 있다.In addition, the conventional shooting game machine has a problem in that the game scenarios are output in a predetermined order, thereby reducing the fun and satisfaction of the game.
또한, 종래의 사격 게임기는 게임의 난이도가 정해져 있어 게임 실력이 상당수준에 도달한 사용자는 사용자의 게임 실력에 상관없이 낮은 난이도의 게임과 중간 난이도의 게임을 수행한 다음 높은 난이도의 게임을 수행하도록 되어 있어 사용가 흥미를 갖고 있는 높은 난이도의 게임을 수행하기 위해서는 낮은 난이도의 게임을 반복하게 되는 문제점이 있다.In addition, the conventional shooting game machine has a predetermined difficulty level of the game, so that the user who has reached a significant level of the game can play the game of low difficulty and medium difficulty, and then play the game of high difficulty regardless of the user's game ability. There is a problem that the game of low difficulty is repeated in order to perform a game of high difficulty that is interesting to use.
상기한 문제점을 해결하기 위하여 본 발명은 사격 게임기를 이용하는 사용자의 게임 체감도를 증가시켜 게임의 만족도가 향상되도록 하고, 사용자의 명중률에 따라 게임의 난이도가 조절되며, 임의의 게임 시나리오가 제공됨으로써 게임의 재미를 향상시킨 체감형 사격 게임 장치와 이의 제어 방법을 제공하는 것을 목적으로 한다.In order to solve the above problems, the present invention increases the game experience of the user using the shooting game machine to improve the satisfaction of the game, the difficulty of the game is adjusted according to the hit rate of the user, and the game is provided by any game scenario. The objective is to provide a haptic shooting game device that improves the fun and control method thereof.
상기한 목적을 달성하기 위하여 본 발명은 체감형 사격 게임 장치로서, 사용자로부터 총구의 이동에 따른 조준 신호와, 표적으로의 발사 신호를 검출하여 출력하고, 상기 발사 신호의 검출시에 발사 충격과 사격음이 발생되도록 함과 동시에 일측으로 탄띠가 유입되고, 타측으로 탄피가 배출되도록 하는 모형 총; 표적의 동작들이 정의된 게임 시나리오들 중에서 임의의 게임 시나리오들을 선택 및 조합하며, 상기 조합된 게임 시나리오에 따라 출력되는 상기 표적들에 대한 상기 모형 총으로부터의 조준 신호 및 발사 신호를 검출하여 게임이 진행되도록 게임 제어 신호와, 상기 모형 총의 온/오프 제어 신호를 출력하는 제어부; 및 상기 모형 총으로부터 출력되는 조준 신호 및 발사 신호와, 상기 제어부로부터 출력되는 게임 제어 신호에 따라 진행되는 게임이 화면을 통해 표시되도록 하는 디스플레이부를 포함한다.In order to achieve the above object, the present invention provides a tactile shooting game device, which detects and outputs an aiming signal according to a movement of a muzzle from a user and a target firing signal, and detects a firing shock and a shot upon detecting the firing signal. A model gun to allow sound to be generated and at the same time a bullet belt to be introduced into one side and a casing to be discharged to the other side; The game proceeds by selecting and combining any game scenarios among the game scenarios in which the actions of the targets are defined, and detecting an aiming signal and a firing signal from the model gun for the targets output according to the combined game scenario. A control unit for outputting a game control signal and an on / off control signal of the model gun to be provided; And a display unit configured to display a game in progress according to the aiming signal and the firing signal output from the model gun and the game control signal output from the controller.
또한, 본 발명에 따른 상기 모형 총은 상기 사용자로부터 총구의 위치 및 방향을 검출하여 조준 신호를 출력하는 위치 검출부; 상기 사용자로부터 발사 신호를 검출하는 방아쇠 스위치; 상기 위치 검출부로부터 출력된 조준 신호와, 상기 방아쇠 스위치로부터 검출된 발사 신호를 상기 제어부로 송신하고, 상기 제어부로부터 전송되는 게임 제어 신호를 수신하며, 상기 발사 신호가 검출되면 상기 모형 총에 발사 충격이 발생되도록 하는 제어 신호와, 사격음을 발생하기 위한 제어 신호와, 상기 탄띠의 유입 동작을 제어하는 신호와, 상기 탄피의 배출 동작을 제어하는 신호를 출력하는 모형총 제어부; 상기 모형총 제어부로부터 출력되는 상기 조준 신호 및 발사 신호를 수신하여 상기 제어부로 전송하고, 상기 제어부로부터 송신되는 온/오프 제어 신호 및 게임 제어 신호를 수신하여 상기 모형총 제어부로 전송하는 데이터 송수신부; 상기 모형총 제어부로부터 출력되는 상기 발사 충격 발생 제어 신호에 따라 상기 모형 총에 충격을 발생하는 총기 진동부; 상기 모형총 제어부로부터 출력되는 상기 사격음 발생 제어 신호에 따라 사격음이 출력되도록 하는 스피커부; 상기 모형총 제어부로부터 출력되는 상기 탄띠 유입 동작 제어 신호에 따라 탄피를 구비한 탄띠가 회전되도록 하는 탄알 공급부; 및 상기 모형총 제어부로부터 출력되는 상기 탄피 배출 동작 제어 신호에 따라 탄피가 배출되도록 하는 탄피 배출부를 포함하는 것을 특징으로 한다.In addition, the model gun according to the present invention includes a position detection unit for detecting the position and direction of the muzzle from the user and outputs an aiming signal; A trigger switch for detecting a firing signal from the user; The aiming signal output from the position detection unit and the firing signal detected from the trigger switch are transmitted to the controller, and a game control signal transmitted from the controller is received. A model gun controller for outputting a control signal to be generated, a control signal for generating a shooting sound, a signal for controlling the inflow operation of the bullet belt, and a signal for controlling the discharge operation of the casing; A data transmitting / receiving unit which receives the aiming signal and the firing signal output from the model gun control unit and transmits the aiming signal and the firing signal to the control unit, and receives an on / off control signal and a game control signal transmitted from the control unit to the model gun control unit; A gun vibration unit configured to generate an impact on the model gun according to the firing impact generation control signal output from the model gun control unit; A speaker unit configured to output a firing sound according to the firing sound generation control signal output from the model gun controller; A bullet supply unit configured to rotate a bullet belt having a casing according to the bullet belt inflow operation control signal output from the model gun controller; And an casing ejection unit configured to discharge the casing according to the casing ejection operation control signal output from the model gun controller.
또한, 본 발명은 체감형 사격 게임 장치의 제어 방법으로서, a) 사용자로부터 게임의 진행이 요청되면, 표적의 동작들이 정의된 게임 시나리오들 중에서 임의의 게임 시나리오들을 선택 및 조합하고, 상기 조합된 게임 시나리오와, 미리 설정된 게임의 난이도를 선택하는 준비 단계; 및 b) 상기 단계 a)에서 선택된 게임 시나리오와, 게임 난이도에 따라 게임이 디스플레이부를 통해 출력되도록 하고, 모형 총으로 온/오프 제어 신호를 출력하여 상기 모형 총이 동작되도록 하며, 상기 디스플레이부를 통해 출력되는 게임에 대한 상기 모형 총으로부터의 조준 신호와, 상기 표적에 대한 발사 신호를 검출하여 게임을 진행하는 진행 단계를 포함한다.In addition, the present invention is a control method of a haptic shooting game device, a) when the game progress is requested from the user, selects and combines any game scenarios among the game scenarios in which the actions of the target are defined, the combined game A preparation step of selecting a scenario and a difficulty level of a preset game; And b) allowing the game to be output through the display unit according to the game scenario selected in step a) and the game difficulty, and outputting an on / off control signal to the model gun to operate the model gun and outputting it through the display unit. And a proceeding step of detecting the aiming signal from the model gun and the firing signal for the target.
또한, 본 발명의 상기 단계 b)는 게임을 진행하는 동안 상기 표적들에 대한 명중률을 분석하는 단계; 상기 명중률의 분석 결과에 따라 상기 단계 a)에서 설정된 게임의 난이도를 조절하는 단계; 및 상기 조절된 게임의 난이도에 따라 상기 게임을 진행하는 단계를 더 포함하는 것을 특징으로 한다.In addition, the step b) of the present invention comprises the steps of analyzing the hit rate for the targets during the game; Adjusting the difficulty level of the game set in step a) according to the analysis result of the hit rate; And proceeding with the game according to the adjusted difficulty of the game.
또한, 상기 명중률의 분석 결과에 따라 상기 게임의 난이도를 조절하는 단계는 상기 명중률의 분석값을 검출하는 단계; 상기 검출된 명중률의 분석 값을 게임의 난이도 하를 판단하기 위한 제 1 기준 값과 비교하는 단계; 상기 제 1 기준 값과의 비교 결과, 상기 검출된 명중률의 분석 값이 상기 제 1 기준 값 미만인 경우 난이도 하가 설정되도록 하고, 상기 검출된 명중률의 분석 값이 상기 제 1 기준 값 이상인 경우 게임의 난이도 중을 판단하기 위한 제 2 기준 값과 비교하는 단계; 및 상기 제 2 기준 값과의 비교 결과, 상기 검출된 명중률의 분석 값이 상기 제 2 기준 값 미만인 경우 난이도 중이 설정되도록 하고, 상기 검출된 명중률의 분석 값이 상기 제 2 기준 값 이상인 경우 게임의 난이도 상이 설정되도록 하는 단계를 포함하는 것을 특징으로 한다.The adjusting of the difficulty level of the game according to the analysis result of the hit rate may include detecting an analysis value of the hit rate; Comparing the detected value of the hit ratio with a first reference value for determining the difficulty of the game; As a result of the comparison with the first reference value, if the analysis value of the detected accuracy rate is less than the first reference value, the difficulty level is set to be lower, and the difficulty level of the game if the analysis value of the detected accuracy rate is greater than or equal to the first reference value Comparing with a second reference value for determining weight; And a difficulty level is set when the analysis value of the detected accuracy ratio is less than the second reference value as a result of the comparison with the second reference value, and the difficulty level of the game when the analysis value of the detection accuracy ratio is greater than or equal to the second reference value. And allowing the phase to be set.
상기한 바와 같이 본 발명에 따른 체감형 사격 게임 장치는 사용자의 시각, 청각 및 촉각에 대한 효과를 제공함으로써 실제 사격을 하는 느낌을 제공할 수 있어 게임에 대한 사용자의 재미를 향상시킬 수 있는 장점이 있다.As described above, the haptic shooting game apparatus according to the present invention can provide a feeling of real shooting by providing an effect on the user's sight, hearing, and tactile sense, thereby improving the fun of the user for the game. have.
또한, 본 발명에 따른 체감형 사격 게임 장치는 게임 중에 화면속의 표적으로부터 발사된 총알에 사용자가 맞은 경우 패널티로써, 별도의 촉각을 자극함으로써 게임의 재미가 더욱 향상될 수 있는 장점이 있다.In addition, the haptic shooting game apparatus according to the present invention has a merit as a penalty when a user is hit by a bullet fired from a target in a screen during a game, thereby stimulating a separate tactile sense to further enhance the fun of the game.
또한, 본 발명에 따른 체감형 사격 게임 장치는 모형 총에 스피커를 설치함으로써, 사격음이 출력되어 음향에 의한 체감도가 더욱 향상시킬 수 있는 장점이 있다.In addition, the haptic shooting game apparatus according to the present invention has an advantage in that by installing a speaker in the model gun, the shooting sound is output to further improve the sensation of the sound.
또한, 본 발명에 따른 체감형 사격 게임 장치의 제어 방법은 게임의 시나리오가 미리 정해진 순서대로 출력되지 않고, 임의의 시나리오가 임의의 순서로 출력됨으로써 사용자에게 새로운 게임처럼 인식될 수 있는 장점이 있다.In addition, the control method of the haptic shooting game apparatus according to the present invention has the advantage that the scenarios of the game are not output in a predetermined order, and any scenarios are output in any order so that the user can be recognized as a new game.
또한, 본 발명에 따른 체감형 사격 게임 장치의 제어 방법은 게임의 난이도를 게임 중간에 사용자의 수준에 맞춰 조절하는 것이 가능하여 사용자에게 충분한 재미를 제공할 수 있는 장점이 있다.In addition, the control method of the haptic shooting game apparatus according to the present invention has the advantage that it is possible to adjust the difficulty of the game to the level of the user in the middle of the game to provide enough fun to the user.
도 1 은 종래 기술에 따른 사격 게임 장치를 나타낸 사시도.1 is a perspective view showing a shooting game device according to the prior art.
도 2 는 본 발명에 따른 체감형 사격 게임 장치를 나타낸 사시도.Figure 2 is a perspective view of a haptic shooting game device according to the present invention.
도 3 은 본 발명에 따른 체감형 사격 게임 장치의 구성을 나타낸 블록도.Figure 3 is a block diagram showing the configuration of a haptic shooting game device according to the present invention.
도 4 는 본 발명에 따른 체감형 사격 게임 장치의 모형 총 구성을 나타낸 블록도.Figure 4 is a block diagram showing the model gun configuration of a haptic shooting game device according to the present invention.
도 5 는 도 4에 따른 모형 총의 종방향 구성을 나타낸 단면도.5 is a sectional view showing a longitudinal configuration of the model gun according to FIG. 4;
도 6 은 도 4에 따른 모형 총의 횡방향 구성을 나타낸 단면도.6 is a cross-sectional view showing a lateral configuration of the model gun according to FIG. 4.
도 7 은 본 발명에 따른 체감형 사격 게임 장치의 조끼 구성을 나타낸 예시도.7 is an exemplary view showing a configuration of a vest of the haptic shooting game device according to the present invention.
도 8 은 본 발명에 따른 체감형 사격 게임 장치의 제어 과정을 나타낸 흐름도.8 is a flowchart illustrating a control process of the haptic shooting game device according to the present invention.
도 9 는 본 발명에 따른 체감형 사격 게임 장치의 게임 시나리오 설정 과정을 나타낸 흐름도.9 is a flowchart illustrating a game scenario setting process of the haptic shooting game device according to the present invention.
도 10 은 도 9에 따른 게임 시나리오의 소분류 그룹 설정을 나타낸 예시도.FIG. 10 is an exemplary diagram showing a subclass group setting of a game scenario according to FIG. 9; FIG.
도 11 은 도 9에 따른 게임 시나리오의 중분류 그룹 설정을 나타낸 예시도.FIG. 11 is an exemplary diagram showing a classification group setting of a game scenario according to FIG. 9; FIG.
도 12 는 도 9에 따른 게임 시나리오의 대분류 그룹 설정을 나타낸 예시도.FIG. 12 is an exemplary diagram showing a major classification group setting of a game scenario according to FIG. 9; FIG.
도 13 은 본 발명에 따른 체감형 사격 게임 장치의 명중률에 따른 난이도 조절 과정을 나타낸 흐름도.13 is a flow chart illustrating a difficulty adjustment process according to the hit rate of the haptic shooting game device according to the present invention.
도 14 는 본 발명에 따른 체감형 사격 게임 장치의 줌인 기능을 나타낸 예시도.14 is an exemplary view showing a zoom-in function of the haptic shooting game device according to the present invention.
도 15 는 도 14의 줌인된 게임 화면을 나타낸 예시도.15 is an exemplary view showing a zoomed-in game screen of FIG.
이하, 첨부된 도면을 참조하여 본 발명의 바람직한 실시예를 설명하면 다음과 같다.Hereinafter, exemplary embodiments of the present invention will be described with reference to the accompanying drawings.
도 2 내지 도 7은 본 발명에 따른 체감형 사격 게임 장치와, 모형 총과, 조끼의 구성을 나타낸 도면이고, 도 8 내지 도 15는 본 발명에 따른 체감형 사격 게임 장치의 제어 과정과, 게임 시나리오의 그룹 설정과정과, 줌인된 게임 화면을 나타낸 도면이다. 2 to 7 is a view showing the configuration of a haptic shooting game device, a model gun, and a vest according to the present invention, Figures 8 to 15 is a control process of the haptic shooting game device according to the present invention, the game Figure shows a group setting process of a scenario and a zoomed-in game screen.
첨부된 도면을 참조하여 체감형 사격 게임 장치와 이의 제어 방법을 설명하면 다음과 같다. Referring to the accompanying drawings, a sensory shooting game device and a control method thereof will be described.
사격 게임 장치(100)는 사용자로부터 총구의 이동에 따른 조준 신호와, 표적으로의 발사 신호를 검출하여 출력하고, 상기 발사 신호의 검출시에 발사 충격과 사격음이 발생되도록 함과 동시에 일측으로 탄띠가 유입되고, 타측으로 탄피가 배출되도록 하는 모형 총(110)과, 표적(133)의 동작들이 정의된 게임 시나리오들 중에서 임의의 게임 시나리오들을 선택 및 조합하며, 상기 조합된 게임 시나리오에 따라 출력되는 표적(133)들에 대한 모형 총(110)으로부터의 조준 신호 및 발사 신호를 검출하여 게임이 진행되도록 게임 제어 신호와, 모형 총(110)의 온/오프 제어 신호를 출력하는 제어부(120)와, 모형 총(110)으로부터 출력되는 조준 신호가 표시되는 건 사이트(132)와, 발사 신호에 따른 표적(133)의 동작 변화와, 제어부(120)로부터 출력되는 게임 제어 신호에 따라 게임이 표시되도록 하는 디스플레이부(130)를 포함한다. The shooting game apparatus 100 detects and outputs an aiming signal according to the movement of the muzzle from the user and a target firing signal, and generates a shooting shock and a firing sound upon detection of the firing signal, and at the same time, the bullet band is on one side. Is selected, and selects and combines any game scenarios among game scenarios in which the operation of the target 133 and the model gun 110 to allow the casing to be discharged to the other side are defined and output according to the combined game scenario. A controller 120 which detects an aiming signal and a firing signal from the model gun 110 with respect to the targets 133 and outputs a game control signal and an on / off control signal of the model gun 110 so that the game proceeds; According to the gun site 132 where the aiming signal output from the model gun 110 is displayed, the operation change of the target 133 according to the firing signal, and the game control signal output from the controller 120 And a display unit 130 for displaying a game.
모형 총(110)은 사격 게임 장치 패널(102)의 일측에 설치된 지지대(103)의 단부에 상하좌우 회동 가능하게 설치되고, 위치 검출부(111)와, 방아쇠 스위치(112)와, 모형총 제어부(113)와, 데이터 송수신부(114)와, 스피커부(115)와, 총기 진동부(116)와, 탄알 공급부(117)와, 탄피 배출부(118)를 포함하여 이루어진다.The model gun 110 is installed so as to be rotatable up, down, left and right at an end of the support base 103 provided on one side of the shooting game device panel 102, the position detection unit 111, the trigger switch 112, and the model gun control unit ( 113, a data transmission / reception unit 114, a speaker unit 115, a gun vibrator 116, a bullet supply unit 117, and a casing discharge unit 118.
위치 검출부(111)는 사용자로부터 총구의 위치 및 방향을 검출하여 전기적 신호(이하, 조준 신호라고 한다)를 출력하는 위치 센서로서, 바람직하게 회전각 위치와 변위를 측정하는 엔코더로 이루어지고, 모형 총(110)과, 지지대(103) 사이에 설치되어 사용자가 모형 총(110)을 상하좌우 방향으로 회동시킨 위치 즉 총구의 방향을 검출하여 조준 신호로 출력한다. The position detection unit 111 is a position sensor that detects the position and direction of the muzzle from the user and outputs an electrical signal (hereinafter referred to as an aiming signal). Preferably, the position detection unit 111 includes an encoder for measuring the rotation angle position and displacement, and a model gun. It is installed between the 110 and the support 103, the position where the user rotates the model gun 110 in the up, down, left and right directions, that is, the direction of the muzzle is detected and output as an aiming signal.
방아쇠 스위치(112)는 상기 사용자로부터 발사 신호를 검출하는 스위치 구성으로서, 모형 총(110)의 손잡이에 설치된다. Trigger switch 112 is a switch configuration for detecting a firing signal from the user, is installed in the handle of the model gun (110).
모형총 제어부(113)는 모형 총(110)의 전반적인 동작을 제어하는 구성으로서, 위치 검출부(111)로부터 출력된 상기 조준 신호와, 방아쇠 스위치(112)로부터 검출된 상기 발사 신호를 사격 게임 장치의 제어부(120)로 송신되도록 제어하고, 사격 게임 장치의 제어부(120)로부터 전송되는 모형 총(110)의 온/오프 신호와, 게임에 필요한 게임 제어 신호(예를 들면, 후술되는 패널티에 대한 동작을 수행하기 위한 제어 신호)를 데이터 송수신부(114)를 통해 수신하여 모형 총(110)이 동작되도록 제어한다. The model gun controller 113 controls the overall operation of the model gun 110. The model gun controller 113 controls the aiming signal output from the position detector 111 and the firing signal detected by the trigger switch 112 of the shooting game apparatus. Control to be transmitted to the control unit 120, the on / off signal of the model gun 110 transmitted from the control unit 120 of the shooting game device, and the game control signal required for the game (for example, operation for the penalty described later) Control signal to perform the control) to receive the data through the transceiver 114 to operate the model gun (110).
또한, 모형총 제어부(113)는 방아쇠 스위치(112)로부터 발사 신호가 검출되면 모형 총(110)에 발사 충격이 발생되도록 하는 제어 신호와, 사격음을 발생하기 위한 제어 신호와, 탄띠(1174)의 유입 동작을 제어하는 신호와, 탄피(1182)의 배출 동작을 제어하는 신호를 출력한다.In addition, the model gun control unit 113 is a control signal for generating a firing shock to the model gun 110 when a firing signal is detected from the trigger switch 112, a control signal for generating a shooting sound, and bullet band 1174. Outputs a signal for controlling the inflow operation of the fuel cell and a signal for controlling the discharge operation of the casing 1182.
데이터 송수신부(114)는 모형총 제어부(113)로부터 출력되는 상기 조준 신호 및 발사 신호를 수신하여 사격 게임 장치의 제어부(120)로 전송하고, 사격 게임 장치의 제어부(120)로부터 송신되는 온/오프 제어 신호 및 게임 제어 신호를 수신하여 모형총 제어부(113)로 출력한다.The data transmission / reception unit 114 receives the aiming signal and the firing signal output from the model gun control unit 113 and transmits the received signal to the control unit 120 of the shooting game device, and is transmitted from the control unit 120 of the shooting game device. The off control signal and the game control signal are received and output to the model gun controller 113.
스피커부(115)는 모형 총(110)의 내부 일측에 설치되어 방아쇠 스위치(112)로부터 발사 신호가 검출되면, 모형총 제어부(113)로부터 출력되는 사격음 발생 제어 신호에 따라 사격음이 출력되도록 한다. 따라서, 모형 총(110)에 설치된 스피커부(115)를 통해 출력되는 사격음이 사용자에 근접하여 출력됨으로써 체감도가 더욱 향상될 수 있게 된다.The speaker unit 115 is installed at one side of the model gun 110 so that when a firing signal is detected from the trigger switch 112, the firing sound is output according to the firing sound generation control signal output from the model gun control unit 113. do. Therefore, since the shooting sound output through the speaker unit 115 installed in the model gun 110 is output close to the user, the haptic feeling can be further improved.
총기 진동부(116)는 모형 총(110)의 내부에 설치되어 방아쇠 스위치(112)로부터 발사 신호가 검출되면, 모형총 제어부(113)로부터 출력되는 발사 충격 발생 제어 신호에 따라 모형 총(110)에 충격이 발생되도록 하는 구성으로서, 작동캠(1161), 공이(1162) 및 수격부(1163)로 이루어진다. The gun vibrator 116 is installed inside the model gun 110, and when a firing signal is detected from the trigger switch 112, the model gun 110 according to a firing shock generation control signal output from the model gun controller 113. As a configuration for causing a shock to occur, it consists of a working cam (1161), a ball (1162) and the water hammer 1163.
작동캠(1161)은 모형 총(110)의 내부에 설치되어 모형총 제어부(113)로부터 출력되는 충격 발생 제어 신호에 따라 회전동작을 수행하는 구성으로서, 바람직하게 모터(미도시)와 상기 모터의 회전축에 결합된 회전판으로 이루어진다.The operation cam 1161 is installed inside the model gun 110 to perform a rotation operation according to the impact generation control signal output from the model gun control unit 113, preferably a motor (not shown) and the It consists of a rotating plate coupled to the rotating shaft.
공이(1162)는 일정 길이를 갖는 막대 부재로서, 일측이 작동캠(1161)의 회전판에 편심 상태로 연결되어 작동캠(1161)의 회전운동(회전력)을 직선운동으로 전환한다. Ball 1162 is a rod member having a predetermined length, one side is connected to the rotating plate of the operating cam 1161 in an eccentric state to convert the rotational movement (rotational force) of the operating cam 1161 to a linear movement.
수격부(1163)는 모형 총(110)의 내부에 설치되어 작동캠(1161)의 회전판에 편심 연결되어 직선운동을 하는 공이(1162)의 타단과 충돌함으로써 상기 모형 총(110)에 충격이 발생되도록 한다. The water hammer 1163 is installed inside the model gun 110 and is eccentrically connected to the rotating plate of the operation cam 1161 so that the impact on the model gun 110 is caused by colliding with the other end of the ball 1162 in a linear motion. Be sure to
본 실시예에서는 모형 총(110)의 충격 발생을 위해 작동캠(1161)을 이용하여 공이(1162)와 수격부(1163)의 충돌을 이용하였지만, 모형 총(110)의 내부에 솔레노이드 스위치(미도시)를 설치하고, 상기 솔레노이드 스위치의 선단부에 공이(1162)를 설치함으로서, 솔레노이드 스위치의 온/오프 동작에 따른 공이(1162)와 수격부(1163)의 충돌 발생으로 모형 총(110)에 충격이 발생되도록 구성하는 것도 가능하다.In the present embodiment, the impact of the ball 1162 and the water hammer 1163 using the operation cam 1161 to generate the impact of the model gun 110, but the solenoid switch (mido) inside the model gun 110 And the ball 1162 at the distal end of the solenoid switch, impacting the model gun 110 due to the collision of the ball 1162 and the water hammer 1163 according to the on / off operation of the solenoid switch. It is also possible to configure this to occur.
탄알 공급부(117)는 방아쇠 스위치(112)로부터 발사 신호가 검출되면, 모형총 제어부(113)로부터 출력되는 탄띠 유입 동작 제어 신호에 따라 탄띠(1174)가 모형 총(110)으로 유입되고, 유입된 탄띠(1174)는 순환하여 다시 유입되는 구조로, 탄띠(1174)가 모형 총(110)으로 삽입되는 모습이 사용자에게 노출됨으로써 총알(탄알)이 실제로 모형 총(110)에 삽입되어 발사되는 실감을 제공하는 구성으로서, 탄알 공급부(117)의 본체와, 탄띠 유입을 위한 구동부(1172) 및 종동부(1173)와, 탄띠(1174)로 이루어진다.When the bullet supply unit 117 detects a firing signal from the trigger switch 112, the bullet belt 1174 is introduced into the model gun 110 according to the bullet belt inflow operation control signal output from the model gun controller 113. The bullet belt 1174 is a structure that is circulated again and flows in again, so that the bullet gun 1174 is inserted into the model gun 110 is exposed to the user, so that the bullet is actually inserted into the model gun 110 and fired. As a structure to provide, it consists of the main body of the bullet supply part 117, the drive part 1172 and the follower part 1173 for inflow of a bullet belt, and the bullet belt 1174.
탄알 공급부(117)의 본체는 중공의 사각 형상 부재로써, 일측에는 투명창(1171)이 설치되어 탄띠(1174)가 이동하는 모습을 사용자가 확인할 수 있도록 하고, 타측은 모형 총(110)과 결합되어 고정된다.The main body of the bullet supply unit 117 is a hollow rectangular member, and a transparent window 1171 is installed at one side to allow the user to check the state in which the bullet belt 1174 is moved, and the other side is coupled with the model gun 110. Is fixed.
탄띠 구동부(1172)는 탄알 공급부(117)의 본체에 수납되어 모형총 제어부(113)로부터 출력되는 탄띠 유입 동작 제어 신호에 따라 탄띠(1174)가 회전되도록 구동력을 제공하는 구성으로서, 모터(미도시)와 상기 모터의 회전축에 결합되어 탄띠(1174)를 회전시키는 회전판으로 이루어진다.The bullet belt driver 1172 is configured to provide a driving force so that the bullet belt 1174 is rotated according to the bullet belt inflow operation control signal received in the main body of the bullet supply unit 117 and output from the model gun controller 113. ) And a rotating plate coupled to the rotating shaft of the motor to rotate the bullet belt 1174.
종동부(1173)는 탄알 공급부(117)의 본체에 수납되어 탄띠 구동부(1172)의 동작에 따라 폐회로를 형성한 탄띠(1174)가 회전되도록 한다. 즉 종동부(1173)는 탄띠 구동부(1172)가 동작함에 따라 탄띠(1174)가 이동할 수 있도록 아이들 회전을 수행한다.The follower 1173 is accommodated in the main body of the bullet supply unit 117 to rotate the bullet belt 1174 forming a closed circuit according to the operation of the bullet belt driver 1172. That is, the follower 1173 performs idle rotation so that the band 1174 moves as the band band driver 1172 operates.
탄띠(1174)는 탄띠 구동부(1172)와 종동부(1173) 사이에 폐회로를 형성하여 설치되고, 탄띠(1174)의 내부면은 탄띠 구동부(1172)와 종동부(1173)와 밀착되고, 탄띠(1174)의 외부면에 다수의 탄피가 순차적으로 고정되어 있다.The belt band 1174 is installed by forming a closed circuit between the belt band driver 1172 and the follower 1171, and the inner surface of the belt band 1174 is in close contact with the belt band driver 1172 and the follower 1173. A plurality of casings are secured in sequence to the outer surface of 1174.
미설명 부호 1175는 아이들 회전부로써 회전하는 탄띠가 늘어지는 것을 방지한다. Reference numeral 1175 denotes an idle rotation part to prevent the rotating bullet belt from sagging.
탄피 배출부(118)는 방아쇠 스위치(112)로부터 발사 신호가 검출되면, 모형총 제어부(113)로부터 출력되는 탄피 배출 동작 제어 신호에 따라 탄피(1182)가 탄피 배출부(118)의 내부로 배출되고, 상기 배출된 탄피(1182)는 재유입되도록 회수되어 다시 배출되는 순환구조를 갖는 구성으로서, 탄피 배출부(118)의 본체와, 탄피(1182)와, 탄피 수납홈부(1183)와, 탄피 공급 구동부(1184)와, 탄피 이동로(1185)와, 탄피 배출 구동부(1186)로 이루어진다.When the firing signal is detected from the trigger switch 112, the casing discharge part 118 discharges the casing 1118 into the casing discharge part 118 according to the casing discharge operation control signal output from the model gun controller 113. The discharged shell 1118 has a circulation structure which is recovered to be re-introduced and discharged again, and includes a main body of the shell shell discharge unit 118, a shell shell 1182, a shell housing groove 1183, and a shell shell A feed drive unit 1184, a casing movement path 1185, and a casing discharge drive unit 1186 are provided.
탄피 배출부(118)의 본체는 중공의 사각 형상 부재로써, 일측에는 투명창(1181)이 설치되어 탄피(1182)가 배출되는 모습을 사용자가 확인할 수 있도록 하고, 타측은 모형 총(110)과 결합되어 고정된다.The main body of the casing discharge unit 118 is a hollow rectangular member, and a transparent window 1181 is installed at one side so that the user can check the appearance of the casing 1182 is discharged, and the other side is a model gun 110 and Combined and fixed.
탄피(1182)는 금속 재질(예를 들면, 동)의 원통 형상을 갖는 장방형의 부재로써 탄피 배출부(118)의 본체 내부에 다수개 설치된다.The casing 1182 is a rectangular member having a cylindrical shape of a metal material (for example, copper), and is provided in plural in the main body of the casing discharge part 118.
또한, 탄피(1182)는 탄피 배출부(110)의 내부에서 배출-회수-정리-이동-배출의 과정을 순환하고, 탄피(1182)가 배출되는 과정에서 금속 재질의 탄피가 서로 부딪치며 발생하는 마찰음은 사용자에게 게임을 더욱 실감나게 할 수 있다.In addition, the casing 1118 circulates the process of discharge-recovery-arrangement-movement-discharge inside the casing discharge unit 110, and a friction sound generated when metal casings collide with each other in the process in which the casing 1118 is discharged. Can make the game more realistic to the user.
탄피 수납홈부(1183)는 탄피 배출부(118)의 본체의 내측 하부에 설치되어 배출된 탄피(1182)가 회수되도록 하는 구성으로 탄피(1182)가 하나씩 유입될 수 있도록 테이퍼 형상을 유지한다.The casing accommodating groove 1183 maintains a tapered shape so that the casings 1182 may be introduced one by one in a configuration that is installed at the inner lower portion of the main body of the casing discharge portion 118 so that the discharged casings 1182 may be recovered.
탄피 공급 구동부(1184)는 탄피 배출부(118)의 본체 하단부에 설치되어 모형총 제어부(113)로부터 출력되는 탄피 배출 동작 제어 신호에 따라 탄피 수납홈부(1183)로 회수된 탄피(1182)가 탄피 이동로(1185)를 통해 이동하도록 구동력을 제공하는 구성으로서, 모터(미도시)와, 상기 모터의 회전축에 결합되어 탄피(1182)의 외주연과 치합하는 홈부를 형성한 회전판으로 이루어진다.The casing supply driving unit 1184 is installed at the lower end of the main body of the casing discharge unit 118 and the casing 1118 recovered to the casing accommodating groove part 1183 according to the casing discharge operation control signal output from the model gun control unit 113 is the casing. As a configuration for providing a driving force to move through the movement path (1185), and comprises a motor (not shown) and a rotating plate coupled to the rotating shaft of the motor to form a groove portion that is engaged with the outer periphery of the casing 1118.
즉 탄피 공급 구동부(1184)는 바람직하게는 탄피 수납홈부(1183)의 하측에 설치되고, 탄피 수납홈부(1183)를 통해 유입된 탄피(1182)가 하나씩 선별되어 이동할 수 있도록 한다.That is, the casing supply driving unit 1184 is preferably installed at the lower side of the casing accommodating groove 1183, and allows the casing 1118 introduced through the casing accommodating groove 1183 to be selected and moved one by one.
탄피 이동로(1185)는 탄피 배출부(118)의 본체 내벽에 설치되어 탄피 수납홈부(1183)로 유입된 탄피(1182)가 탄피 공급 구동부(1184)를 통해 하나씩 선별되어 이동할 수 있도록 이동 경로를 안내하는 구성으로서, 탄피 배출부(118)의 본체 하단부에서 유입된 탄피(1182)가 탄피 배출부(118)의 본체 상부까지 이동할 수 있도록 경로가 형성된다.The casing movement path 1185 is installed on the inner wall of the main body of the casing discharge part 118, and the casing 1118 introduced into the casing accommodating groove part 1183 may be moved one by one through the casing supply driving part 1184 to move. As a configuration for guiding, a path is formed so that the casing 1118 introduced from the lower end of the main body of the casing discharge part 118 can move to the upper part of the main body of the casing discharge part 118.
탄피 배출 구동부(1186)는 탄피 배출부(118)의 본체 내부 상측에 설치되어 탄피 이동로(1185)를 통해 이동된 탄피(1182)가 탄피 배출부(118)의 본체 내부로 배출되도록 하는 구성으로서, 모터(미도시)와 상기 모터의 회전축에 결합되어 탄피(1182)의 외주연과 치합하는 홈부를 형성한 회전판으로 이루어진다.The casing discharge drive unit 1186 is installed above the main body of the casing discharge unit 118 and is configured to discharge the casing 1118 moved through the casing movement path 1185 into the main body of the casing discharge unit 118. , A rotating plate coupled to a motor (not shown) and a rotating shaft of the motor to form a groove part engaged with the outer circumference of the casing 1182.
즉 탄피 배출 구동부(1186)는 탄피 이동로(1185)를 통해 이동된 탄피(1182)가 탄피 이동로(1185)로부터 강제적으로 배출될 수 있도록 한다.That is, the casing discharge drive unit 1186 allows the casing 1118 moved through the casing movement path 1185 to be forcibly discharged from the casing movement path 1185.
또한, 모형 총(110)은 사격 게임 장치의 제어부(120)로부터 전송되는 게임 제어 신호에 따라 압축 공기를 토출하는 공기 분사부(110)를 더 포함하여 구성할 수 있다.In addition, the model gun 110 may further include an air injection unit 110 for discharging the compressed air according to the game control signal transmitted from the control unit 120 of the shooting game device.
이를 위해 모형 총(110)에 설치된 공기 분사부(119)는 압축기(미도시)와, 공기 이동 호스(1191)와, 솔레노이드 밸브(1192)를 포함한다.To this end, the air injection unit 119 installed in the model gun 110 includes a compressor (not shown), an air moving hose 1191, and a solenoid valve 1192.
상기 압축기는 게임 장치의 패널(102)에 설치되어 공기를 압축하는 구성으로서, 모형 총(110)의 분사구 및 게임 장치의 패널(102) 상에 설치된 분사구로 상기 압축 공기를 공급한다.The compressor is configured to compress air by being installed on the panel 102 of the game device, and supplies the compressed air to an injection hole of the model gun 110 and an injection hole provided on the panel 102 of the game device.
공기 이동 호스(1191)는 게임 장치의 패널(102) 내부에 일측은 압축기와 연결되고, 타측은 모형 총(110)의 분사구 및 게임 장치의 패널(102) 상에 설치된 분사구로 각각 연결되며, 상기 압축기로부터 공급되는 압축 공기가 모형 총(110)의 분사구 및 게임 장치의 패널(102) 상에 설치된 분사구로 이동할 수 있도록 경로를 제공한다.The air movement hose 1191 is connected to the compressor inside one side of the panel 102 of the game device, the other side is connected to the injection hole of the model gun 110 and the injection hole installed on the panel 102 of the game device, respectively It provides a path for the compressed air supplied from the compressor to move to the jet of the model gun 110 and the jet installed on the panel 102 of the game device.
한편, 모형 총(110)과 연결된 공기 이동 호스(1191)는 게임 장치 패널(102)의 일측에 돌출되어 설치된 지지부(103)의 내부를 관통하여 모형 총(110)으로 인입된다.Meanwhile, the air moving hose 1191 connected to the model gun 110 penetrates into the model gun 110 through the inside of the support part 103 protruding from one side of the game device panel 102.
솔레노이드 밸브(1192)는 모형 총(110)으로 인입된 공기 이동 호스의 단부에 설치되고, 사격 게임 장치의 제어부(120)로부터 출력되는 게임 제어 신호(예를 들면, 사용자에게 부과되는 패널티 신호)에 따라 온/오프 제어되어 모형 총(110)의 분사구를 통해 상기 압축기로부터 공급되는 압축 공기가 사용자측으로 토출되도록 한다.The solenoid valve 1192 is installed at the end of the air moving hose drawn into the model gun 110 and is connected to a game control signal (for example, a penalty signal imposed on the user) output from the control unit 120 of the shooting game device. It is controlled on / off according to the compressed air supplied from the compressor through the injection port of the model gun 110 to be discharged to the user side.
제어부(120)는 사격 게임 장치(100)의 전반적인 동작을 제어하는 구성으로, 사용자가 결제부(180)를 통해 소정의 비용을 결제하여 게임의 진행을 요청하면, 임의의 게임 시나리오를 선택하여 디스플레이부(130)에 출력되도록 게임 제어 신호를 출력하고, 모형 총(110)으로 온 신호를 출력하며, 모형 총(110)으로부터 수신한 조준 신호 및 발사 신호를 이용하여 사격 게임이 진행되도록 한다.The controller 120 is configured to control the overall operation of the shooting game apparatus 100. When the user requests the progress of the game by paying a predetermined cost through the payment unit 180, a random game scenario is selected and displayed. Outputs the game control signal to be output to the unit 130, outputs the signal to the model gun 110, the shooting game using the aiming signal and the firing signal received from the model gun 110 to proceed.
즉 제어부(120)는 사용자로부터 게임의 진행이 요청되면, 표적(133)의 동작들이 정의된 게임 시나리오들 중에서 임의의 게임 시나리오들을 선택 및 조합하고, 상기 조합된 게임 시나리오와, 미리 설정된 게임의 난이도를 선택한 다음 상기 선택된 게임 시나리오와, 게임 난이도에 따라 게임이 디스플레이부(130)를 통해 출력되도록 하고, 모형 총(110)이 동작하면서 출력되는 조준 신호 및 발사 신호를 검출하여 게임을 진행하게 된다.That is, when a game progress is requested from the user, the controller 120 selects and combines arbitrary game scenarios among game scenarios in which the operations of the target 133 are defined, and the combined game scenario and the difficulty level of the preset game. Next, the game is output through the display unit 130 according to the selected game scenario and the game difficulty, and the aiming signal and the firing signal output while the model gun 110 is operated to proceed with the game.
또한, 제어부(120)는 사격 게임이 진행되는 동안 예를 들면, 표적으로부터 발사된 총알을 사용자가 맞은 경우 사용자에게 부과되는 패널티와 관련한 게임 제어 신호를 모형 총(110)으로 출력하여 사용자가 체감할 수 있도록 한다.In addition, the control unit 120 outputs a game control signal related to the penalty imposed on the user, for example, when the user is hit by a bullet fired from a target while the shooting game is in progress, so that the user may experience it. To help.
또한, 제어부(120)는 후술되는 사용자 체감 구성요소들로 패널티와 관련한 게임 제어 신호를 출력한다.In addition, the controller 120 outputs a game control signal related to the penalty to the user haptic components described below.
또한, 제어부(120)는 미리 설정된 시간 동안 표적(133)들에 대한 모형 총(110)으로부터의 조준 신호 및 발사 신호를 검출하여 명중률을 분석하며, 상기 분석된 명중률의 분석 결과에 따라 게임의 난이도가 조절되도록 한다.In addition, the controller 120 detects the aiming signal and the firing signal from the model gun 110 with respect to the targets 133 for a predetermined time, and analyzes the hit rate, and according to the analysis result of the analyzed hit rate, the difficulty of the game To be adjusted.
또한, 제어부(120)는 모형 총(110)으로부터 발사 신호가 검출되면, 상기 조준 신호가 표시하는 게임 화면의 일부가 줌인(Zoom in)되어 표시되도록 하는 것을 특징으로 한다.In addition, when the firing signal is detected from the model gun 110, the control unit 120 may zoom in on a part of the game screen displayed by the aiming signal.
즉 사격 게임 중에 멀리 있는 표적(133)을 향해 조준 신호가 검출된 후 표적(133)으로 발사 신호가 검출되면, 표적(133)을 중심으로 일정 영역을 줌인시킨 게임 화면(131')을 출력하여 사용자가 용이하게 확인할 수 있도록 하고, 표적(133)에 대한 발사 신호가 종료되면, 원래의 게임 화면(131)으로 줌아웃(Zoom-out)된다.That is, when a shooting signal is detected by the target 133 after the aiming signal is detected toward the target 133 far away during the shooting game, the game screen 131 'zooming in on a predetermined area around the target 133 is outputted. The user can easily check, and when the firing signal for the target 133 is terminated, the user is zoomed out to the original game screen 131.
디스플레이부(130)는 제어부(120)로부터 출력되는 게임 제어 신호에 따라 게임 화면(131) 상에 표적(133)과, 모형 총(110)으로부터 송신되는 조준 신호에 기초하여 건 사이트(132)가 표시되도록 하고, 디스플레이부(130)의 전면에 설치된 스피커(134)를 통해 배경음과 효과음 등이 출력되도록 한다.The display unit 130 controls the target site 133 on the game screen 131 and the gun site 132 based on the aiming signal transmitted from the model gun 110 according to the game control signal output from the controller 120. The background sound and the effect sound are output through the speaker 134 installed in front of the display 130.
또한, 상기한 실시예에 따른 사격 게임 장치(100)는 부가적인 구성으로서, 게임 장치의 패널(102) 일측에 설치되어 제어부(120)로부터 출력되는 게임 제어 신호에 따라 압축 공기를 토출하는 공기 분사부(140)를 더 포함하여 구성된다.In addition, the shooting game device 100 according to the above-described embodiment has an additional configuration, which is installed on one side of the panel 102 of the game device and discharges compressed air according to a game control signal output from the controller 120. It is configured to further include a four-shot 140.
공기 분사부(140)는 바람직하게 압축기(미도시)를 구비하고, 상기 압축기로부터 압축된 공기를 공기 이동 호스(1191)로 이동시켜 제어부(120)로부터 출력되는 게임 제어 신호에 의해 패널(102)에 설치된 솔레노이드 밸브(141)가 온/오프 제어됨으로써 분사구에서 사용자측으로 토출하게 된다.The air injector 140 preferably includes a compressor (not shown), and moves the compressed air from the compressor to the air movement hose 1191 to output the panel 102 by a game control signal output from the controller 120. The solenoid valve 141 installed in the on / off control is discharged from the injection port to the user side.
또한, 상기한 실시예에 따른 사격 게임 장치(100)는 부가적인 구성으로서, 모형 총(110)이 설치된 사격 게임 장치의 패널(102) 측에 사용자의 발바닥으로 진동이 전달되도록 하는 바닥 진동부(150)가 설치된다.In addition, the shooting game device 100 according to the above-described embodiment, as an additional configuration, the floor vibration unit for transmitting vibration to the sole of the user to the panel 102 side of the shooting game device installed model gun 110 ( 150) is installed.
바닥 진동부(150)의 내측에는 다수의 솔레노이드 스위치(151)가 설치되고, 제어부(120)로부터 출력되는 게임 제어 신호(예를 들면, 사용자 주변에서 발생된 폭발 등의 충격 효과 발생 신호)에 따라 다수의 솔레노이드 스위치(151)가 온/오프 제어됨으로써 사용자가 게임 중에 바닥으로부터의 진동을 느낄 수 있게 된다.A plurality of solenoid switches 151 are installed inside the bottom vibrator 150, and according to a game control signal (for example, a shock effect generation signal such as an explosion generated around a user) output from the controller 120. The plurality of solenoid switches 151 are controlled on / off so that the user can feel the vibration from the floor during the game.
또한, 상기한 실시예에 따른 사격 게임 장치(100)는 부가적인 구성으로서, 사격 게임 장치의 패널(102)에 다수의 조명부(160)가 설치되고, 제어부(120)로부터 출력되는 게임 제어 신호에 따라 온/오프 제어됨으로써, 조명에 의한 체감도가 증가되도록 함으로써 게임의 재미가 더욱 향상될 수 있도록 한다.In addition, the shooting game apparatus 100 according to the above-described embodiment has an additional configuration, in which a plurality of lighting units 160 are installed on the panel 102 of the shooting game apparatus, and are connected to the game control signal output from the controller 120. By controlling the on / off accordingly, the game experience can be further improved by increasing the haptic feeling by the lighting.
또한, 상기한 실시예에 따른 사격 게임 장치(100)는 부가적인 구성으로서, 사용자가 착용하고, 케이블(172)을 통해 제어부(120)와 전기적으로 연결되어 제어부(120)로부터 출력되는 게임 제어 신호에 따라 온/오프 제어되는 다수의 솔레노이드 스위치(171)를 구비한 조끼(170)를 더 포함하여 이루어진다.In addition, the shooting game apparatus 100 according to the above-described embodiment is an additional configuration, which is worn by the user and electrically connected to the control unit 120 through a cable 172, and outputs a game control signal from the control unit 120. It further comprises a vest 170 having a plurality of solenoid switches 171 on / off control according to.
즉, 조끼(170)는 사용자의 상체에 착용되어 게임 중에 표적(133)으로부터 발사된 총알이 사용자에게 맞는 경우 패널티가 부과되어 제어부(120)로부터 출력되는 게임 제어 신호에 따라 사용자가 총알에 맞는 충격을 느낄 수 있도록 하여 게임의 재미가 더욱 증가될 수 있도록 한다.That is, the vest 170 is worn on the user's upper body and a penalty is imposed when the bullet shot from the target 133 fits the user during the game, so that the user hits the bullet according to the game control signal output from the controller 120. To make the game more fun.
또한, 조끼(170)에 설치된 다수의 솔레노이드 스위치(171)를 순차적(예를 들면, 위에서 아래로 또는 아래에서 위로)으로 온/오프 제어함으로써 총알을 맞는 느낌이 더욱 실감할 수 있도록 한다.In addition, by controlling the plurality of solenoid switches 171 installed in the vest 170 sequentially on / off (for example, from top to bottom or from bottom to top), the bullet can be felt more realistically.
다음은 본 발명에 따른 체감형 사격 게임 장치의 제어 과정을 설명한다.The following describes the control process of the haptic shooting game device according to the present invention.
결재부(180)를 통해 소정의 비용이 결제가 확인된 후 사용자로부터 게임의 시작 진행이 요청(S100)되면, 사격 게임 장치(100)의 제어부(120)는 표적(133)의 동작들이 정의된 게임 시나리오들 중에서 임의의 게임 시나리오들을 선택 및 조합하고, 상기 선택 및 조합된 게임 시나리오와, 미리 설정된 게임의 난이도(예를 들면, 난이도 "하"가 게임이 시작될 경우 설정된 난이도이다)를 선택(S200)하여 게임이 진행될 수 있도록 한다.After the predetermined cost is confirmed through the payment unit 180, when the user is requested to start the game from the user (S100), the control unit 120 of the shooting game apparatus 100 defines the operations of the target 133. Select and combine arbitrary game scenarios among game scenarios, and select the selected and combined game scenarios and a preset difficulty level of the game (for example, difficulty level "low" is a difficulty level set when the game starts) (S200). To allow the game to proceed.
상기 S200단계에서 상기 게임 시나리오의 구성을 더욱 상세하게 설명하면, 제어부(120)는 표적(133)의 동작들을 임의로 선택하여 소분류 그룹들을 설정(S210)하고, 상기 설정된 소분류 그룹들 중에서 임의의 소분류 그룹들을 선택하여 중분류 그룹들을 설정(S220)하며, 상기 설정된 중분류 그룹들 중에서 임의의 중분류 그룹들을 선택하여 대분류 그룹들을 설정(S230)하여 게임의 진행에 필요한 게임 시나리오를 구성하게 한다.When the configuration of the game scenario is described in more detail in step S200, the controller 120 arbitrarily selects operations of the target 133 to set small classification groups (S210), and any small classification group among the set small classification groups. By selecting the group to set the classification group (S220), and select any of the classification group among the selected classification group to set the classification group (S230) to configure the game scenario required for the progress of the game.
즉 도 10에 도시된 바와 같이, 소분류 그룹은 예를 들면, 임의의 표적이 게임 화면의 좌측 상단에서 출현하여 게임 화면의 우측 하방향으로 이동한 다음 다시 게임 화면의 좌측 하방향으로 이동하는 1번 동작과, 게임 화면의 우측 상단에서 출현하여 게임 화면의 좌측 하방향으로 이동한 다음 다시 게임 화면의 우측 하방향으로 이동하는 2번 동작과, 게임 화면의 좌측 중앙부에서 출현하여 게임 화면을 횡단하여 우측으로 이동하는 3번 동작을 포함하여 소분류 그룹 1(G1)로 설정하고, 임의의 표적이 게임 화면의 좌측 상단에서 게임 화면의 우측 하단으로 대각선 이동하는 1번 동작과, 게임 화면의 우측 상단에서 게임 화면의 좌측 하단으로 대각선 이동하는 2번 동작과 게임 화면의 하부 중앙에서 게임 화면의 상단으로 이동하는 3번 동작을 포함하여 소분류 그룹 2(G2)로 설정하며, 임의의 표적들에 대한 임의의 동작들로 이루어진 제 n 번째 소분류 그룹(Gn)으로 설정된다.That is, as shown in Fig. 10, the sub-classification group is, for example, number 1 in which an arbitrary target appears at the upper left of the game screen, moves to the lower right of the game screen, and then moves to the lower left of the game screen again. Action, the second action that appears from the upper right of the game screen to move to the lower left of the game screen, and then moves to the lower right of the game screen again, and appears from the left center of the game screen to cross the game screen to the right Set to subclass group 1 (G1), including 3 times to move to, and move 1 target diagonally from the top left of the game screen to the bottom right of the game screen, and the game from the top right of the game screen. Subclasses, including two moves diagonally to the bottom left of the screen and three moves to the top of the game screen from the bottom center of the game screen Set to group 2 (G2) and set to the nth subclass group (Gn) consisting of arbitrary actions for any targets.
상술한 임의의 표적들에 대한 동작들을 소분류 그룹 1, 소분류 그룹 2, ‥ 소분류 그룹 n으로 설정한 다음 도 11에 도시된 바와 같이, 이들 분류된 소분류 그룹들을 임의로 선택하여 중분류 그룹 1, 중분류 그룹 2, ‥ 중분류 그룹 n으로 설정한다. 이때 소분류 그룹은 중복 선택될 수도 있다. The operations on any of the targets described above are set to subclass group 1, subclass group 2, .subclass group n, and then, as shown in FIG. 11, these classified subclass groups are arbitrarily selected to select subclass group 1, subclass group 2 Set to the middle classification group n. In this case, the small classification group may be selected repeatedly.
또한, 임의의 소분류 그룹들을 중분류 그룹 1, 중분류 그룹 2, ‥ 중분류 그룹 n으로 설정한 다음 도 12에 도시된 바와 같이, 이들 분류된 중분류 그룹들을 임의적으로 선택하여 대분류 그룹 1, 대분류 그룹 2, ‥ 대분류 그룹 n으로 설정한다. 이때 중분류 그룹은 중복 선택될 수도 있다.In addition, any subclass groups may be set to subclass group 1, subclass group 2, and subclass group n, and then, as shown in FIG. 12, these classified subclass groups may be arbitrarily selected to classify subclass group 1, subclass group 2, ... Set to large group n. In this case, the subclass group may be selected repeatedly.
따라서, 사용자가 게임을 시작하면, 표적(133)들은 사용자가 예상하지 못한 위치에서 출몰되고, 또한 예상하지 못했던 이동 경로를 따라 이동하므로 게임의 재미가 향상될 수 있게 된다.Therefore, when the user starts the game, the targets 133 are haunted at the unexpected position of the user, and move along the unexpected movement path, thereby improving the fun of the game.
또한, 게임의 배경 화면을 주간 배경, 야간 배경, 황혼 배경, 맑은 날 배경, 눈 내리는 배경, 비 내리는 배경 등에서 임의로 선택함으로써, 사용자가 항상 새로운 게임을 체감할 수 있도록 한다. In addition, by randomly selecting a game background screen from the daytime background, nighttime background, dusk background, sunny day background, snowy background, rainy background, so that the user can always feel the new game.
상기 S200단계에서 선택된 게임 시나리오와, 게임의 난이도에 따라 제어부(120)는 게임이 진행(S300)되도록 하고, 이때 모형 총(110)은 사격에 따른 충격 발생, 탄피 공급 및 탄피 배출 등의 동작이 수행되고, 제어부(120)는 모형 총(110)을 통해 사용자로부터 입력되는 조준 신호와, 발사 신호를 수신하여 게임 시나리오와 함께 디스플레이부(130)를 통해 출력되도록 한다. According to the game scenario selected in the step S200 and the difficulty of the game, the controller 120 allows the game to proceed (S300), and the model gun 110 performs operations such as impact generation, casing supply and casing discharge according to shooting. The controller 120 receives the aiming signal and the firing signal input from the user through the model gun 110 to be output through the display 130 together with the game scenario.
또한, 상기 S300단계에서 제어부(120)는 상기 게임을 진행하는 동안 사용자에게 발생되는 패널티(예를 들면, 표적으로부터 발사된 총알에 사용자가 맞는 경우)에 대하여 게임 장치 패널(102)에 설치된 솔레노이드 밸브(141)와, 바닥 진동부(150)의 솔레노이드 스위치(151)와, 조끼(170)에 설치된 솔레노이드 스위치(171)와, 모형 총(110)에 설치된 솔레노이드 밸브(1192)로 패널티 발생에 따른 게임 제어 신호를 출력한다.In addition, in step S300 the controller 120 is a solenoid valve installed in the game device panel 102 for the penalty (for example, when the user fits the bullet fired from the target) generated to the user during the game. 141, the solenoid switch 151 of the floor vibration unit 150, the solenoid switch 171 installed on the vest 170, and the solenoid valve 1192 installed in the model gun 110, the game according to the penalty generation Output a control signal.
또한, 상기 S300 단계에서 제어부(120)는 모형 총(110)으로부터 발사 신호가 검출되면, 조준 신호가 표시하고 있는 게임 화면의 일부 영역을 줌인시킨 게임 화면(131')이 표시되도록 하여 사용자가 표적을 용이하게 확인할 수 있도록 한다.In addition, when the firing signal is detected from the model gun 110 in step S300, the control unit 120 displays a game screen 131 'zoomed in on a portion of the game screen displayed by the aiming signal to target the user. Make it easy to check.
상기 S300단계에서 게임을 진행하는 동안 제어부(120)는 일정 시간 동안의 명중률을 분석(S400)하고, 명중률의 분석 결과에 따라 상기 S200단계에서 설정된 게임의 난이도를 조절(S500)하고, 상기 조절된 게임의 난이도에 따라 게임을 진행한다.During the game in step S300, the controller 120 analyzes the hit rate for a predetermined time (S400), and adjusts the difficulty level of the game set in step S200 (S500) according to the analysis result of the hit rate (S500). The game progresses according to the difficulty of the game.
상기 게임의 난이도를 조절하는 단계를 더욱 구체적으로 설명하면, 표적(133)이 출현한 위치와 동일한 위치에서 조준 신호와 발사 신호가 검출되었는지 여부를 비교하여 사용자의 명중률 분석 값을 검출(S510)하고, 상기 검출된 분석 값(예를 들면, % 값으로 표기)을 게임의 난이도 "하"를 판단하기 위한 제 1 기준 값과 비교(S520)한다.In more detail the step of adjusting the difficulty of the game, by comparing whether the aiming signal and the firing signal is detected at the same position where the target 133 appeared and detects the accuracy analysis value of the user (S510) and In operation S520, the detected analysis value (eg, expressed as a% value) is compared with a first reference value for determining a difficulty level “low” of the game.
상기 S510단계에서 검출된 분석 값과 상기 제 1 기준 값과의 비교 결과, 상기 검출된 명중률의 분석 값이 상기 제 1 기준 값 미만인 경우 게임의 난이도를 "하"가 설정(S521)되도록 하고, 상기 검출된 명중률의 분석 값이 상기 제 1 기준 값 이상인 경우 게임의 난이도 중을 판단하기 위한 제 2 기준 값과 비교(S530)한다.As a result of the comparison between the analysis value detected in step S510 and the first reference value, when the analysis value of the detected accuracy ratio is less than the first reference value, the difficulty level of the game is set to "low" (S521), and When the analysis value of the detected accuracy ratio is equal to or greater than the first reference value, the comparison is performed with a second reference value for determining the difficulty level of the game (S530).
상기 S510단계에서 검출된 분석 값과 제 2 기준 값과의 비교 결과, 상기 검출된 명중률의 분석 값이 상기 제 2 기준 값 미만인 경우 난이도 "중"이 설정(S531)되도록 하고, 상기 검출된 명중률의 분석 값이 상기 제 2 기준 값 이상인 경우 게임의 난이도 "상"이 설정(S540)되도록 하는 단계를 포함하는 것을 특징으로 한다.As a result of the comparison between the analysis value detected in step S510 and the second reference value, when the analysis value of the detected accuracy ratio is less than the second reference value, the difficulty "medium" is set (S531), and the If the analysis value is greater than or equal to the second reference value, the difficulty level of the game is set (S540).
이후 제어부(120)는 도시하지 않은 타이머를 통해 게임이 시작된 후 경과된 시간을 게임의 종료 여부를 판단하기 위한 기준 시간과 비교하여 게임의 종료 여부를 판단(S600)하고, 상기 판단 결과, 상기 게임이 진행된 후 경과된 시간이 상기 기준 시간 미만인 경우 게임을 계속 진행하며, 상기 게임이 진행 후 경과된 시간이 상기 기준 시간 이상인 경우 게임을 종료한다.Thereafter, the controller 120 determines whether the game is finished by comparing the time elapsed after the game is started with a reference time for determining whether the game is finished (S600). If the elapsed time after the progress is less than the reference time, the game continues. If the elapsed time after the game is more than the reference time, the game ends.
따라서, 사용자의 시각, 청각 및 촉각에 대한 효과를 제공함으로써 실제 사격을 하는 느낌을 제공할 수 있고, 임의의 시나리오가 임의의 순서로 출력됨으로써 사용자에게 게임에 대한 흥미를 유지할 수 있으며, 게임의 난이도를 게임 중간에 사용자의 수준에 맞춰 조절하는 것이 가능하여 사용자에게 충분한 재미를 제공할 수 있게 된다.Thus, by providing an effect on the user's visual, auditory and tactile, it can provide a feeling of real shooting, the random scenarios are output in a random order to maintain the user's interest in the game, the difficulty of the game Can be adjusted to the user's level in the middle of the game to provide enough fun for the user.
이상에서는, 본 발명을 특정의 바람직한 실시예에 대해서 도시하고 설명하였다. 그러나 본 발명은 상술한 실시예에만 한정되는 것은 아니며, 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자라면 이하의 특허청구범위에 기재된 본 발명의 기술적 사상의 요지를 벗어남이 없이 얼마든지 다양하게 변경 실시할 수 있을 것이다.In the above, the present invention has been illustrated and described with respect to certain preferred embodiments. However, the present invention is not limited to the above-described embodiments, and those skilled in the art to which the present invention pertains can vary as many as possible without departing from the spirit of the present invention as set forth in the claims below. Changes may be made.

Claims (15)

  1. 사격게임용의 모형 총과, 상기 모형 총과 연동하여 게임 화면을 출력하는 디스플레이부, 및 상기 모형 총과 디스플레이부의 작동을 제어하는 제어부를 포함하는 사격게임장치로서, A shooting game apparatus including a model gun for a shooting game, a display unit for outputting a game screen in association with the model gun, and a control unit for controlling the operation of the model gun and the display unit,
    상기 모형 총은 사격음이 발생되는 스피커부, 및 사격 진동이 발생되는 총기 진동부를 포함하고, The model gun includes a speaker unit for shooting sound and a gun vibration unit for shooting vibration,
    상기 총기 진동부는 회전가능한 작동캠과, 상기 작동캠의 편심부에 힌지되어 상기 작동캠의 회전력을 직선운동으로 전환하는 공이, 및 상기 공이의 단부와 대응하고 상기 직선운동을 하는 공이에 의해 충돌되는 수격부를 포함하는 것을 특징으로 하는 체감형 사격게임장치.The gun vibrator is collided by a rotatable actuating cam, a ball hinged by an eccentric portion of the actuating cam to convert the rotational force of the actuating cam into a linear motion, and a ball corresponding to an end of the ball and performing the linear motion. Haptic shooting game device comprising a water hammer.
  2. 제 1 항에 있어서, The method of claim 1,
    상기 총기 진동부가 전후 작동가능한 솔레노이드 스위치와, 상기 솔레노이드 스위치의 단부에 연결되어 직선운동을 하는 공이, 및 상기 공이의 단부와 대응하고 상기 직선운동을 하는 공이에 의해 충돌이 발생하는 수격부를 포함하는 구성으로 대체된 것을 특징으로 하는 체감형 사격게임장치.The gun vibrating unit includes a solenoid switch operable back and forth, a ball connected to the end of the solenoid switch to a linear movement, and a water hammer that a collision occurs by the ball corresponding to the end of the ball and the linear movement Haptic shooting game device, characterized in that replaced by.
  3. 제 1 항 또는 제 2 항에 있어서, The method according to claim 1 or 2,
    상기 모형 총은 사격시 탄알을 공급하는 탄알 공급부와, 탄피를 배출하는 탄피 배출부를 포함하고, The model gun includes a bullet supply unit for supplying bullets when shooting, and a shell discharge unit for discharging the casings,
    상기 탄알 공급부는 탄알이 장전된 탄띠와, 상기 탄띠를 회전 구동하는 탄띠 구동부, 및 상기 탄띠 구동부와 연동하여 회전하는 종동부를 포함하고, The bullet supply unit includes a bullet belt loaded with a bullet, a bullet belt drive unit for rotating the bullet belt, and a driven unit rotating in conjunction with the bullet belt driver,
    상기 탄피 배출부는 일측에 탄피가 유입되는 탄피 수납홈과, 타측에 탄피가 상향 이동하는 탄피 이동로를 구비하고, 상기 탄피 이동로의 입구에 탄피를 공급하는 탄피 공급 구동부와, 상기 탄피 이동로의 출구에 탄피를 배출하는 탄피 배출 구동부를 구비하는 것을 특징으로 하는 체감형 사격게임장치.The casing discharge unit has a casing accommodating groove into which the casing flows into one side, an casing movement path through which the casing moves upward, an casing supply driving unit supplying the casing to the inlet of the casing movement path, and the casing movement path. Haptic shooting game device characterized in that it comprises a casing discharge drive unit for discharging the casing at the exit.
  4. 제 1 항에 있어서,The method of claim 1,
    게임 중에 총알에 맞는 느낌을 제공하고 패널티를 부과하기 위해 상기 제어부에 의해 통제되는 솔레노이드 스위치가 내장된 조끼를 더 포함하는 것을 특징으로 하는 체감형 사격 게임 장치.And a vest equipped with a solenoid switch controlled by the control unit to provide a feeling of fit to the bullet and impose a penalty during the game.
  5. 제 1 항에 있어서, The method of claim 1,
    게임 중에 폭발과 같은 충격 효과를 제공하도록 상기 게임 장치의 바닥부에 상기 제어부에 의해 통제되는 솔레노이드 스위치가 내장된 바닥 진동부를 더 포함하는 것을 특징으로 하는 체감형 사격 게임 장치.And a bottom vibration unit having a solenoid switch controlled by the control unit at the bottom of the game device to provide an impact effect such as an explosion during a game.
  6. 제 3 항에 있어서,The method of claim 3, wherein
    상기 모형총은 상기 제어부의 신호 인가에 따라 압축 공기를 토출하도록 압축기, 공기 이동 호스 및 솔레노이드 밸브로 구성된 공기 분사부를 더 포함하는 것을 특징으로 하는 체감형 사격 게임 장치.The model gun is a haptic shooting game device, characterized in that further comprises an air injection unit composed of a compressor, an air moving hose and a solenoid valve to discharge compressed air in response to the signal applied from the controller.
  7. 제 3 항에 있어서, The method of claim 3, wherein
    상기 모형 총은, The model gun,
    총구의 위치 및 방향을 검출하여 조준 신호를 인가하는 위치 검출부; A position detector for detecting a position and a direction of the muzzle and applying a aiming signal;
    게임 중 발사 신호를 인가하는 방아쇠 스위치; 및 A trigger switch for applying a firing signal during a game; And
    상기 위치 검출부로부터 인가된 조준 신호 및 상기 방아쇠 스위치로부터 인가된 발사 신호를 상기 제어부로 송신하고, 상기 제어부로부터 인가된 게임 제어 신호를 수신하여 상기 모형총을 통제하며, 상기 방아쇠 스위치로부터 발사 신호 인가시 상기 총기 진동부를 작동시키고 사격음이 출력되도록 스피커를 작동시키며, 상기 탄알 공급부와 상기 탄피 배출부를 작동시키는 모형총 제어부를 더 포함하는 것을 특징으로 하는 체감형 사격 게임 장치.When the aiming signal applied from the position detection unit and the firing signal applied from the trigger switch are transmitted to the controller, the game control signal received from the controller is controlled to control the model gun, and when the firing signal is applied from the trigger switch. And a model gun controller configured to operate the speaker to operate the gun vibrator and output a shooting sound, and to operate the bullet supply unit and the shell discharge unit.
  8. 제 7 항에 있어서,The method of claim 7, wherein
    상기 제어부는 미리 설정된 시간 동안 상기 표적들에 대한 상기 모형 총으로부터의 조준 신호 및 발사 신호를 검출하여 명중률을 분석하고, 상기 분석된 명중률의 분석 결과에 따라 게임의 난이도가 조절되도록 구성된 것을 특징으로 하는 체감형 사격 게임 장치.The controller is configured to detect the aiming signal and the firing signal from the model gun for the targets for a predetermined time to analyze the hit rate, and adjust the difficulty of the game according to the analysis result of the analyzed hit rate Haptic shooting game device.
  9. 제 7 항에 있어서, The method of claim 7, wherein
    상기 제어부는 상기 모형 총으로부터 발사 신호가 검출되면 상기 조준 신호가 표시하는 게임 화면의 일부가 줌인(Zoom in)되어 표시되도록 구성된 것을 특징으로 하는 체감형 사격 게임 장치.And the controller is configured to zoom in on a portion of a game screen displayed by the aiming signal when a firing signal is detected from the model gun.
  10. 제 1 항 또는 제 2 항에 따른 체감형 사격 게임 장치의 제어 방법으로서,A control method of a haptic shooting game device according to claim 1 or 2,
    a) 사용자로부터 게임의 진행이 요청되면, 표적의 동작들이 정의된 게임 시나리오들 중에서 임의의 게임 시나리오들을 선택 및 조합하고, 상기 조합된 게임 시나리오와, 미리 설정된 게임의 난이도를 선택하는 준비 단계; 및a) if the user is requested to proceed with the game, preparing and selecting any game scenarios from among game scenarios in which target actions are defined, and selecting the combined game scenario and a difficulty level of a preset game; And
    b) 상기 단계 a)에서 선택된 게임 시나리오와, 게임 난이도에 따라 게임이 디스플레이부를 통해 출력되도록 하고, 모형 총으로 온/오프 제어 신호를 출력하여 상기 모형 총이 동작되도록 하며, 상기 디스플레이부를 통해 출력되는 게임에 대한 상기 모형 총으로부터의 조준 신호와, 상기 표적에 대한 발사 신호를 검출하여 게임을 진행하는 진행 단계를 포함하는 체감형 사격 게임 장치의 제어 방법.b) the game is output through the display unit according to the game scenario selected in step a) and the game difficulty, and outputs an on / off control signal to the model gun to operate the model gun, and is output through the display unit. And a proceeding step of detecting the aiming signal from the model gun for the game and the firing signal for the target to proceed with the game.
  11. 제 10 항에 있어서,The method of claim 10,
    상기 단계 b)의 진행 단계는 상기 게임을 진행하는 동안 사용자에게 발생되는 패널티에 대하여 상기 모형 총으로 게임 제어 신호를 출력하는 단계를 더 포함하는 것을 특징으로 하는 체감형 사격 게임 장치의 제어 방법.The proceeding step of step b) further comprises the step of outputting a game control signal to the model gun with respect to the penalty generated to the user during the game.
  12. 제 10 항에 있어서, The method of claim 10,
    상기 단계 b)의 진행 단계는 상기 모형 총으로부터 발사 신호가 검출되면, 상기 조준 신호가 표시하는 게임 화면의 일부가 줌인(Zoom in)되어 표시되도록 하는 단계를 더 포함하는 것을 특징으로 하는 체감형 사격 게임 장치.The proceeding step of step b) further includes the step of causing a part of the game screen displayed by the aiming signal to be zoomed in when the firing signal is detected from the model gun. Game device.
  13. 제 10 항에 있어서,The method of claim 10,
    상기 단계 b)는 게임을 진행하는 동안 상기 표적들에 대한 명중률을 분석하는 단계;Step b) comprises analyzing the accuracy of the hits during the game;
    상기 명중률의 분석 결과에 따라 상기 단계 a)에서 설정된 게임의 난이도를 조절하는 단계; 및Adjusting the difficulty level of the game set in step a) according to the analysis result of the hit rate; And
    상기 조절된 게임의 난이도에 따라 상기 게임을 진행하는 단계를 더 포함하는 것을 특징으로 하는 체감형 사격 게임 장치의 제어 방법.And controlling the game according to the adjusted difficulty of the game.
  14. 제 13 항에 있어서,The method of claim 13,
    상기 명중률의 분석 결과에 따라 상기 게임의 난이도를 조절하는 단계는 상기 명중률의 분석값을 검출하는 단계;Adjusting the difficulty level of the game according to the analysis result of the hit rate comprises the steps of: detecting the analysis value of the hit rate;
    상기 검출된 명중률의 분석 값을 게임의 난이도 하를 판단하기 위한 제 1 기준 값과 비교하는 단계;Comparing the detected value of the hit ratio with a first reference value for determining the difficulty of the game;
    상기 제 1 기준 값과의 비교 결과, 상기 검출된 명중률의 분석 값이 상기 제 1 기준 값 미만인 경우 난이도 하가 설정되도록 하고, 상기 검출된 명중률의 분석 값이 상기 제 1 기준 값 이상인 경우 게임의 난이도 중을 판단하기 위한 제 2 기준 값과 비교하는 단계; 및As a result of the comparison with the first reference value, if the analysis value of the detected accuracy rate is less than the first reference value, the difficulty level is set to be lower, and the difficulty level of the game if the analysis value of the detected accuracy rate is greater than or equal to the first reference value Comparing with a second reference value for determining weight; And
    상기 제 2 기준 값과의 비교 결과, 상기 검출된 명중률의 분석 값이 상기 제 2 기준 값 미만인 경우 난이도 중이 설정되도록 하고, 상기 검출된 명중률의 분석 값이 상기 제 2 기준 값 이상인 경우 게임의 난이도 상이 설정되도록 하는 단계를 포함하는 것을 특징으로 하는 체감형 사격 게임 장치의 제어 방법.As a result of the comparison with the second reference value, when the analysis value of the detected accuracy ratio is less than the second reference value, the difficulty level is set. When the analysis value of the detection accuracy ratio is greater than or equal to the second reference value, the game difficulty is different. Control method of the haptic shooting game device comprising the step of being set.
  15. 제 10 항에 있어서,The method of claim 10,
    상기 단계 a)의 게임 시나리오 선택은 동작이 정의된 다수의 표적과, 상기 표적들 중에서 임의의 표적들을 조합하여 이루어진 다수의 소분류 그룹과, 상기 소분류 그룹들 중에서 임의의 소분류 그룹들을 조합하여 이루어진 다수의 중분류 그룹과, 상기 중분류 그룹들 중에서 임의의 중분류 그룹들을 조합하여 이루어진 다수의 대분류 그룹들 중에서 임의의 대분류 그룹을 선택하는 것을 특징으로 하는 체감형 사격 게임 장치의 제어 방법.The game scenario selection of step a) is performed by combining a plurality of targets for which an operation is defined, a plurality of small classification groups formed by combining arbitrary targets among the targets, and a plurality of small classification groups among the small classification groups. And a subclass group from among a plurality of subclass groups formed by combining a subclass group and any subclass groups among the subclass groups.
PCT/KR2009/004673 2009-08-21 2009-08-21 Haptic shooting game device and a method for controlling same WO2011021739A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/KR2009/004673 WO2011021739A1 (en) 2009-08-21 2009-08-21 Haptic shooting game device and a method for controlling same

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/KR2009/004673 WO2011021739A1 (en) 2009-08-21 2009-08-21 Haptic shooting game device and a method for controlling same

Publications (1)

Publication Number Publication Date
WO2011021739A1 true WO2011021739A1 (en) 2011-02-24

Family

ID=43607180

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/KR2009/004673 WO2011021739A1 (en) 2009-08-21 2009-08-21 Haptic shooting game device and a method for controlling same

Country Status (1)

Country Link
WO (1) WO2011021739A1 (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH05192449A (en) * 1992-01-20 1993-08-03 Taito Corp Video type rifle-shooting battle game machine and its control method
JPH10333834A (en) * 1997-05-30 1998-12-18 Namco Ltd Information storage medium and picture generating device
KR100452660B1 (en) * 2000-04-10 2004-10-14 고나미 가부시끼가이샤 Game system and computer-readable recording medium
JP2008012062A (en) * 2006-07-05 2008-01-24 Sega Corp Simulated machine gun, and shooting game apparatus
KR20090132081A (en) * 2008-06-20 2009-12-30 옥철식 Haptical type shooting game device and method for controlling the same

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH05192449A (en) * 1992-01-20 1993-08-03 Taito Corp Video type rifle-shooting battle game machine and its control method
JPH10333834A (en) * 1997-05-30 1998-12-18 Namco Ltd Information storage medium and picture generating device
KR100452660B1 (en) * 2000-04-10 2004-10-14 고나미 가부시끼가이샤 Game system and computer-readable recording medium
JP2008012062A (en) * 2006-07-05 2008-01-24 Sega Corp Simulated machine gun, and shooting game apparatus
KR20090132081A (en) * 2008-06-20 2009-12-30 옥철식 Haptical type shooting game device and method for controlling the same

Similar Documents

Publication Publication Date Title
US7140962B2 (en) Video game apparatus, image processing method and program
KR101034367B1 (en) Haptical type shooting game device and method for controlling the same
US6672962B1 (en) Gun-shaped controller and game device
WO2018038392A1 (en) Screen baseball system, and method for implementing left-handed pitcher and right-handed pitcher by using same
JPH05192449A (en) Video type rifle-shooting battle game machine and its control method
WO2011065804A2 (en) Apparatus for virtual golf simulation and method for the same
EP0844011B1 (en) Simulative quick-firing gun
WO2021010686A9 (en) Virtual golf simulation processing method and screen golf system using same
WO2011021739A1 (en) Haptic shooting game device and a method for controlling same
JP3044170B2 (en) Shooting game equipment
KR200462198Y1 (en) Screen Shooting Game Device
KR20110100849A (en) Shooting game system
KR20110012154A (en) Virtual shooting system
KR20120029277A (en) Mobile lazor shooting game system
JP2003000893A (en) Game machine, background image switching method in game machine, storage medium and server
JPH10244073A (en) Shooting video game device
KR101765510B1 (en) Screen base-ball system
US20190329112A1 (en) Hockey Partner-Robot
JPH1133224A (en) Air bullet generating device, game device and producing device
JP3822964B2 (en) Shooting game machine
WO2024039124A1 (en) Hybrid golf system using moving screen booth
WO2022173208A2 (en) Hybrid golf system and method for controlling same
JPH11300048A (en) Shooting game device
JP3981462B2 (en) Shooting game equipment
JPH09262370A (en) Shooting game method and device therefor

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 09848519

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS PURSUANT TO RULE 112(1) EPC (EPO FORM 1205A DATED 11/06/2012)

122 Ep: pct application non-entry in european phase

Ref document number: 09848519

Country of ref document: EP

Kind code of ref document: A1