WO2012053274A1 - Image processing system, image processing method, information storage medium, and program - Google Patents

Image processing system, image processing method, information storage medium, and program Download PDF

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Publication number
WO2012053274A1
WO2012053274A1 PCT/JP2011/068375 JP2011068375W WO2012053274A1 WO 2012053274 A1 WO2012053274 A1 WO 2012053274A1 JP 2011068375 W JP2011068375 W JP 2011068375W WO 2012053274 A1 WO2012053274 A1 WO 2012053274A1
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WO
WIPO (PCT)
Prior art keywords
screen
image
game
user
client
Prior art date
Application number
PCT/JP2011/068375
Other languages
French (fr)
Japanese (ja)
Inventor
俊哉 池長
Original Assignee
株式会社ソニー・コンピュータエンタテインメント
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Publication of WO2012053274A1 publication Critical patent/WO2012053274A1/en

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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
    • 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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/802D [Two Dimensional] animation, e.g. using sprites
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6669Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera using a plurality of virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character change rooms

Definitions

  • the present invention relates to an image processing system, an image processing method, an information storage medium, and a program.
  • Patent Document 1 There is a technology for transmitting moving images from a server to a terminal.
  • the priority set for each image frame is added as a priority tag to the header of the packet of the moving picture stream, and a priority tag is attached to a network constituted by routers having a packet priority control function.
  • a network constituted by routers having a packet priority control function By transmitting this packet, an image processing system is disclosed that can effectively control the priority of a moving image stream and reproduce the moving image when transmitting and receiving the moving image stream over a network.
  • the image quality of a moving image that the player wants to pay attention to is higher than the image quality of other moving images, or the moving image that the player wants to pay attention to is higher than the other moving images. It is desirable to display large.
  • the screen can be optimized when a plurality of moving images each representing the play content of the game are presented together on a single screen to the player.
  • the present invention has been made in view of the above-described problems, and an image processing system and an image processing system that can optimize a screen when a plurality of moving images each representing the play content of a game are presented together on a single screen to a player It is an object to provide a method, an information storage medium, and a program.
  • an image processing system includes a screen generation unit that sequentially generates a screen including a plurality of moving image frame images each representing a game play content, and the screen.
  • Screen output means for sequentially outputting the screens generated by the generation means, wherein the screen generation means generates a screen in which the plurality of frame images are arranged with settings according to a given rule.
  • the image processing method is generated by a screen generation step for sequentially generating a screen including a plurality of moving image frame images, each of which is a moving image representing game play content, and generated by the screen generating means.
  • a screen output step for sequentially outputting screens, wherein the screen generation step generates a screen on which the plurality of frame images are arranged with a setting according to a given rule.
  • the information storage medium includes a screen generation unit that sequentially generates a screen including a plurality of moving image frame images each representing a game play content, and a screen generated by the screen generation unit.
  • a computer that functions as a screen output unit that sequentially outputs the screen, wherein the screen generation unit generates a screen on which the plurality of frame images are arranged with a setting according to a given rule.
  • the program according to the present invention sequentially generates a screen including a plurality of moving image frame images, each of which is a moving image representing a game play content, and sequentially generates the screen generated by the screen generating unit.
  • the computer functions as a screen output unit for outputting, and the screen generation unit generates a screen on which the plurality of frame images are arranged with a setting according to a given rule.
  • the screen generation means generates a screen including frame images of the plurality of moving images, or instead uses the plurality of moving images depending on whether or not a predetermined condition is satisfied. Whether to generate a screen including a part of the frame image of the image is changed.
  • the screen generation unit generates a screen including frame images of the plurality of moving images, or instead of the screen, depending on whether a predetermined condition is satisfied. Whether or not to generate a screen that does not include a frame image of a moving image representing the play content by a player different from the player on which is displayed.
  • each moving image is a moving image representing a play content by each player in a game in which a plurality of players participate
  • the screen generation unit satisfies a predetermined condition.
  • a screen including a frame image of a moving image representing the play content is generated for all players participating in the game, or instead by a player different from the player on which the screen is presented It is characterized in that whether to generate a screen that does not include a frame image of a moving image representing the play content is changed.
  • the predetermined condition is a condition relating to a size of a display included in the screen output destination device or a connection between the image processing system and the screen output destination device. It is a condition regarding the bandwidth of the network.
  • the frame generation unit may arrange each frame image so that a frame image of a moving image representing a play content by the player on which the screen is presented is larger than other frame images. Or a screen on which each frame image is arranged such that the frame image of the moving image representing the play content by the player on which the screen is presented has higher image quality than the other frame images.
  • the screen generation unit displays the size of the frame image of the moving image representing the play content of the game on the screen generated so far.
  • the frame image of the moving image that is arranged on the screen that has been generated so far the image quality of the frame image of the moving image representing the play content of the game is larger than the size of the frame image of the moving image that is arranged
  • the setting of the screen to be generated is changed so as to be higher than the image quality.
  • the screen generation unit may generate a screen in which the frame images of the plurality of moving images are arranged with a size or image quality according to the number of moving image viewers. It is characterized by.
  • the setting is at least one of a position of a frame image on the screen, a size of the frame image on the screen, and an image quality of the frame image when arranged on the screen. It is the setting about.
  • FIG. 1 is a diagram showing an example of the overall configuration of a computer network according to an embodiment of the present invention.
  • a cloud service 10 and clients 12 (12-1 to 12-n) each composed mainly of a computer are connected to a computer network 14 such as the Internet.
  • the cloud service 10 and the client 12 can communicate with each other.
  • the cloud service 10 functions as a moving image transmission device
  • the client 12 functions as a moving image reception device.
  • the cloud service 10 and the client 12 as a whole function as an image processing system.
  • the client 12 is a computer used by the user of the cloud service 10, and is, for example, a personal computer, a game console, a television receiver, a portable game device, a portable information terminal, or the like.
  • the client 12 is, for example, a control device such as a CPU, a storage device such as a ROM or RAM, a storage device such as a hard disk drive, an output device such as a display or a speaker, a game controller, a touch pad, a mouse, a keyboard, or a microphone.
  • An input device, a communication device such as a network board, an optical disc drive for reading an optical disc (computer-readable information storage medium) such as a DVD-ROM or a Blu-ray (registered trademark) disc, and the like are provided.
  • the client 12 has a web browser and a client program installed in advance, and these application programs are executed.
  • the cloud service 10 is, for example, a distributed computing environment, and includes a plurality of Web application servers, a plurality of database servers, a plurality of storage devices, and the like that are connected so as to communicate with each other.
  • the server included in the cloud service 10 includes, for example, a control unit such as a CPU, a storage unit such as a ROM or RAM, a storage unit such as a hard disk drive, and a communication unit that is a communication interface such as a network board. Yes. These elements are connected via a bus.
  • the client 12 using the cloud service 10 can use various services provided by the cloud service 10 without being particularly aware of the location of resources such as servers and storage devices existing in the cloud service 10.
  • the cloud service 10 when the client 12 accesses the cloud service 10 through a web browser, inputs a user ID and password, and then accesses a predetermined URL, a screen corresponding to the predetermined URL appears on the display of the client 12. Is displayed.
  • the cloud service 10 can specify the user ID of the user who uses the client 12 by referring to a cookie, for example.
  • each client 12 transmits a request to start playing a game (multiplayer) with a plurality of people to the cloud service 10.
  • the cloud service 10 starts executing the game.
  • the user IDs of the user A, the user B, the user C, and the user D are “001”, “002”, “003”, and “004”, respectively.
  • the cloud service 10 encodes a moving image representing the play content of the game and transmits the encoded video to each client 12. That is, the cloud service 10 sequentially transmits the frame images 20 representing the play contents of this game to each client 12 in a streaming manner.
  • the client 12 receives and decodes the moving image, generates a game screen 22 on which the frame image 20 of the decoded moving image is arranged, and displays and outputs it on the display (FIGS. 2 and 3). reference).
  • a moving image representing a play content of a game that is being played which is composed of a series of frame images 20 sequentially streamed as described above, will be referred to as a play moving image.
  • FIG. 2 shows an example of the game screen 22 displayed on the display of the client 12 of the user A.
  • FIG. 3 shows an example of the game screen 22 displayed on the display of the user B's client 12.
  • the frame image 20 of the play video image of the user B is arranged at the upper left, and the frame images 20 of the play video images of the user A, the user C, and the user D are respectively upper right, lower left, Located in the lower right.
  • each user can enjoy the game by pressing a button on the game controller while viewing the play moving image.
  • operations such as movement of a player object in a game can be performed by performing key input such as pressing a button of each user or game controller.
  • a user A, a user B, a user C, and a user D play a game from a client 12 of a user different from the user who is playing the game (in this case, the user E, for example).
  • the cloud service 10 distributes, for example, a play video image of a game played by the above-described four users to the client 12 of the user E.
  • the frame images 20 of the play moving images of the user A, the user B, the user C, and the user D are arranged at the upper left, upper right, lower left, and lower right, respectively.
  • the game screen 22 is displayed on the display.
  • the user E can browse the play moving image showing the play content of the game which the above-mentioned four users are playing.
  • FIG. 4 is a conceptual diagram showing an example of the relationship between the cloud service 10 and the client 12 according to the present embodiment.
  • a management process 30, a service providing process 32, and an emulator 34 are executed.
  • image files of various game programs are stored in advance in a storage device such as a storage device included in the cloud service 10.
  • a game ID which is a game identifier, is associated with the game program.
  • the service providing process 32 is, for example, a process generated when a server included in the cloud service 10 starts a program that implements various services provided by the cloud service 10 such as a shopping site or SNS (Social Networking Service). It is.
  • a server included in the cloud service 10 starts a program that implements various services provided by the cloud service 10 such as a shopping site or SNS (Social Networking Service). It is.
  • SNS Social Networking Service
  • the management process 30 is a process generated when, for example, a server included in the cloud service 10 starts a management program installed in a server or storage device included in the cloud service 10, and the location management of the emulator 34 is performed. Processing, startup processing and termination processing of the emulator 34, connection processing and disconnection processing between the client 12 and the emulator 34 in response to a request from the client 12, and the like are executed.
  • the emulator 34 is a process that functions as a virtual machine for executing a game program stored in a server or storage device included in the cloud service 10, for example.
  • the emulator 34 is generated when the management process 30 starts an emulator program installed in a server or storage device included in the cloud service 10 in response to a request from the client 12.
  • the management process 30 reads an image file of a game program designated by the client 12 and loads it into the emulator 34.
  • the game program is executed on the emulator 34.
  • the emulator 34 may load the game program designated by the client 12 into its own process.
  • the emulator 34 operates on the emulator 34, for example, an emulated memory image or register (for example, a program counter) managed by the emulator 34 in response to a request from the client 12 or the management process 30.
  • An input / output access log by the game program, a log of CPU instructions and GPU instructions executed on the emulator 34, and the like are output.
  • one emulator 34 can be exclusively used by one client 12 (see game program P1).
  • a plurality of clients 12 can be connected to one emulator 34 (see game program P2).
  • a plurality of game programs can be executed on one emulator 34 (see game programs P3 and P4).
  • the management process 30 instructs the client 12 to start the emulator 34 in response to a request from the client 12.
  • the client 12 activates the emulator program installed in the client 12 in response to the activation instruction received from the management process 30. Further, the client 12 stops the emulator 34 being executed in response to the stop instruction received from the management process 30.
  • stored in the client 12 can also be run with the emulator 34 currently run by the client 12 (refer game program P5). Further, the emulator 34 running on the client 12 can be connected from another client 12 (see the game program P6).
  • one client 12 can be connected to a plurality of emulators 34 (see game programs P7 and P8).
  • FIG. 5 is a functional block diagram showing an example of functions realized by the cloud service 10 and the client 12 according to the present embodiment. Note that FIG. 5 only shows functions that are particularly related to the following description. In the cloud service 10 and the client 12 according to the present embodiment, functions other than the functions shown in FIG. 5 are also realized. Yes.
  • the cloud service 10 functionally includes, for example, a data storage unit 40, a data reception unit 42, a data transmission unit 44, a distribution management unit 46, a game execution unit 48, and a composition.
  • the image generation unit 50, the game situation monitoring unit 52, and the network situation monitoring unit 54 are included.
  • the data storage unit 40 is realized mainly by a storage device such as a memory, a hard disk drive, or a storage device included in a server included in the cloud service 10.
  • the data receiving unit 42 and the data transmitting unit 44 are mainly realized by a communication interface such as a network board provided in the cloud service 10.
  • the game execution unit 48 corresponds to a function realized by the emulator 34, for example.
  • the other elements correspond to functions realized by the management process 30, for example.
  • the client 12 functionally includes, for example, a data reception unit 60, a data transmission unit 62, a distribution setting management unit 64, a screen generation unit 66, and a screen output unit 68.
  • the data receiving unit 60 and the data transmitting unit 62 are mainly realized by a communication interface such as a network board provided in the client 12.
  • the distribution setting management unit 64 and the screen generation unit 66 are realized mainly by a control device such as a CPU provided in the client 12.
  • the screen output unit 68 is mainly realized by an output device such as a display provided in the client 12.
  • the cloud service 10 is configured mainly with a computer as described above, and by executing a program, each functional element that the cloud service 10 bears in FIG. 5 is realized. Further, this program is supplied to the cloud service 10 via a computer-readable information storage medium such as a CD-ROM or DVD-ROM, or via a communication network such as the Internet. Further, the client 12 is also configured with a computer as described above. By executing the above client program, each functional element that the client 12 bears in FIG. 5 is realized. The program is supplied to the client 12 via a computer-readable information storage medium such as a CD-ROM or DVD-ROM, or via a communication network such as the Internet.
  • the distribution management unit 46 starts and stops the emulator 34 in response to a request from the client 12.
  • the distribution management unit 46 executes connection processing and disconnection processing between the client 12 and the emulator 34 in response to a request from the client 12.
  • the distribution management unit 46 also loads the image file of the game program to the activated emulator 34.
  • the distribution management unit 46 also executes location management processing for the emulator 34.
  • the data transmission unit 62 of the client 12 sends a request to the cloud service 10 to start playing an action game (multiplayer) with a plurality of players associated with the attribute data of the client 12.
  • the attribute data of the client 12 includes, for example, the name of the client 12, the display size of the client 12, the number of CPUs included in the client 12, the type of CPU included in the client 12, the capacity of the hard disk drive included in the client 12, The size of the memory included in the client 12, the maximum communication speed of the client 12, whether the client 12 is equipped with a touch pad, the type of the client 12 (personal computer, game console, television receiver, portable game device, portable information terminal, Or any of these).
  • the clients 12 of the user A, the user B, the user C, and the user D each transmit a request for starting the multiplayer execution of the action game associated with the attribute data of their own client 12. Then, the data receiving unit 42 of the cloud service 10 receives these start requests.
  • attribute setting correspondence data 70 illustrated in FIG. 6 is stored in the data storage unit 40 in advance.
  • the attribute indicated by the attribute data described above is associated with settings such as the screen configuration of the game screen 22 output to the client 12 and a moving image distribution method to the client 12.
  • the attribute setting correspondence data 70 illustrated in FIG. 6 at least one moving image to be distributed is combined with a combination of display size data indicating the display size of the client 12 and CPU number data indicating the number of CPUs included in the client 12.
  • the distribution target moving image data to be displayed, the composition necessity data indicating whether or not the frame image 20 is to be combined in the combined image generation unit 50, and the screen configuration data indicating the screen configuration of the game screen 22 are associated with each other. .
  • a play moving image of a user (hereinafter referred to as a transmission source user) who uses the client 12 of the transmission source of the game execution start request is distributed (“transmission” in FIG. 6). Or “playing moving images of all players who play a multi-play game” (shown as “all members” in FIG. 6). .
  • the screen configuration is, for example, a position in the game screen 22 where the frame image 20 of the play moving image is arranged (for example, the X coordinate where the upper left corner of the frame image 20 is arranged in the game screen 22, and Y coordinate), size (for example, the number of vertical and horizontal pixels of the frame image 20), resolution, and the like.
  • the above-described screen configuration is shown in the screen configuration data.
  • the value “3.8 type” of the display size data is associated with screen configuration data whose value is “type A”.
  • the type A screen configuration refers to, for example, a screen configuration in which the frame image 20 of the play moving image of the transmission source user is arranged in the center as shown in FIG.
  • the combination of the display size data value “42 type” and the CPU number data value “1”, and the display size data value “42 type”. And the value “2” of the CPU count data are associated with screen configuration data having a value of “type B”.
  • the frame image 20 of the transmission video of the transmission source user is arranged in the upper left, and the play video of other users is displayed in the upper right, lower right, and lower left, respectively.
  • the screen configuration of the frame image 20 of the transmission source user may be set to be different from the screen configuration of the frame image 20 of the other user.
  • the distribution management unit 46 of the cloud service 10 generates distribution setting data 72 indicating settings relating to moving image distribution illustrated in FIG.
  • the composite image generating unit 50 combines the screen configuration of the game screen 22 on the client 12, the play moving image to be distributed, and the frame image 20 of the play moving image, and then the client. 12 shows a moving image distribution method, such as whether or not to transmit to 12.
  • the distribution setting data 72 is, for example, a user ID of a user who uses the client 12 as a moving image distribution destination, and a user ID of a user whose play content is represented in the moving image to be distributed.
  • Delivery video image corresponding user ID (there may be one or more delivery video image correspondence user IDs) and synthesis method data indicating a method related to the synthesis of the frame image 20 (in this embodiment, synthesis image generation)
  • synthesis image generation a method related to the synthesis of the frame image 20
  • the frame image 20 synthesized by the unit 50 is distributed, a value of “distributed after synthesis” is set, a plurality of play moving images are distributed to the client 12, and the game is played based on the plurality of frame images 20 by the client 12.
  • the screen 22 is generated, the value of “delivery before composition” is set.)
  • Screen configuration data indicating the screen configuration of the game screen 22 It contains.
  • the distribution management unit 46 for example, the distribution target moving image data associated with the combination of the display size and the number of CPUs included in the attribute data received from each client 12 in the attribute setting correspondence data 70.
  • the composition necessity data and the screen configuration data are specified.
  • the delivery management part 46 produces
  • the client 12 of the user A is a portable game terminal whose display size is 3.8 type
  • the client 12 of the user B, the user C, and the user D has a display size of 42 type.
  • this is a game console.
  • the number of CPUs of the client 12 of the user A and the user B is 1, and the number of CPUs of the client 12 of the user C and the user D is 2.
  • the distribution management unit 46 transmits the value “transmission” of the distribution target moving image data based on the fact that the display size is indicated as 3.8 type in the attribute data received from the client 12 of the user A.
  • the “original user”, the composition necessity data value “unnecessary”, and the screen configuration data value “type A” are specified. Based on this, the distribution management unit 46 distributes the user ID value “001”, the distribution moving image corresponding user ID value “001”, and the screen configuration data value “type A”. Setting data 72 is generated.
  • the distribution management unit 46 based on the fact that the attribute data received from the client 12 of the user B indicates that the display size is 42 type and the number of CPUs is 1, the distribution management unit 46 The image data value “all”, the composition necessity data value “necessary”, and the screen configuration data value “type B” are specified. Based on this, the distribution management unit 46, based on this, the value “002” of the user ID, the value “001, 002, 003, 004” of the distribution video corresponding user ID, and the value “combined distribution” of the composition method data And the distribution setting data 72 in which the value “type B” of the screen configuration data is set is generated.
  • the distribution management unit 46 is based on the fact that the attribute data received from the client 12 of the user C and the user D indicates that the display size is 42 type and the number of CPUs is 2. Then, the distribution target moving image data value “all”, the composition necessity data value “unnecessary”, and the screen configuration data corresponding to the game screen 22 of FIG. 3 are specified. Based on this, the distribution management unit 46, based on this, the user ID value “003”, the distribution moving image corresponding user ID value “001, 002,003, 004”, and the composition method data value “distribution before composition”.
  • the distribution setting data 72 in which the value “type B” of the screen configuration data is set, the value “004” of the user ID, the value “001, 002, 003, 004” of the distribution moving image corresponding user ID, the composition method The distribution setting data 72 in which the data value “delivery before composition” and the screen configuration data value “type B” are set is generated.
  • the data transmission unit 44 of the cloud service 10 transmits each distribution setting data 72 to the client 12 specified based on the value of the user ID included in the distribution setting data 72.
  • the data receiving unit 60 of each client 12 receives the distribution setting data 72.
  • the distribution setting management unit 64 of the client 12 outputs the received distribution setting data 72 to a storage device included in the client 12.
  • the distribution management unit 46 of the cloud service 10 activates the emulator 34 and loads the action game image file into the activated emulator 34.
  • the distribution management unit 46 connects the emulator 34 and the client 12 of the user A, the user B, the user C, and the user D.
  • the game execution unit 48 starts executing the loaded action game.
  • the cloud service 10 starts to execute multi-play of an action game in which the user A, the user B, the user C, and the user D participate as players.
  • the cloud service 10 uses the game execution unit for a user for whom the value of the combination method data is not set in the distribution setting data 72 or a user whose value of the combination method data is “distribution before combination”.
  • game situation data update processing for updating game situation data indicating the game situation every predetermined game update time (for example, 1/60 seconds)
  • Frame image generation processing for generating a frame image 20 representing the play content of the game based on the game situation data
  • frame image transmission processing for transmitting the generated frame image 20 to the client 12 by the data transmission unit 44 in this order.
  • the cloud service 10 uses the action of the game execution unit 48 for the user for whom the value of the combination method data is not set in the distribution setting data 72 or the user who is “post-combination distribution”.
  • updated game situation data by the game execution data 48 game situation data update processing for updating the game situation data indicating the game situation every predetermined game update time (for example, 1/60 seconds)
  • a frame image generation process for generating a frame image 20 representing game play content based on the frame image 20 and a composite image for generating a composite image as a frame image 20 based on the frame image 20 generated by the frame image generation process by the composite image generation unit 50
  • the image generated by the image generation process and the composite image generation process by the data transmission unit 44 Frame image transmission process of transmitting over arm image 20 to the client 12 in the order of, performing these four processes. That is, the cloud service 10 repeatedly executes a process of sequentially executing the above four processes at a game update time interval.
  • the game execution unit 48 executes a process of generating the frame image 20 based on, for example, game situation data indicating the position and orientation of the updated object group.
  • the composite image generation unit 50 acquires the frame image 20 generated by the frame image generation process in the above-described composite image generation process, and performs distribution setting based on the acquired frame image. Similar to the screen configuration indicated by the screen configuration data included in the data 72, a composite image is generated so that each frame image 20 is arranged.
  • the frame image 20 to be transmitted to the client B of the user B is the frame image 20 synthesized by the synthesized image generation unit 50.
  • the composite image generation unit 50 has a frame image 20 of the user B's play moving image arranged at the upper left, and a frame image 20 of another user's play moving image arranged at the upper right, lower left, and lower right. The image is generated as a frame image 20 to be transmitted to the client B of the user B.
  • the data transmission unit 44 for example, the frame ID that is the identifier of the frame image 20 in which the generated frame images 20 are ordered in the order of generation time, and the frame image 20 is transmitted to the client 12 in association with the user ID of the user whose play content is represented.
  • the data transmission unit 44 of the cloud service 10 transmits the frame image 20 of the play moving image to each client 12 according to the setting indicated by the distribution setting data 72.
  • the data transmission unit 44 of the cloud service 10 transmits the frame image 20 of the play moving image representing the content played by the user A to the client 12 of the user A.
  • the data transmission unit 44 of the cloud service 10 transmits the game screen 22 illustrated in FIG. 3 (the frame image 20 corresponding to the game screen 22 illustrated in FIG. 3) to the client 12 of the user B.
  • the data transmission unit 44 of the cloud service 10 sends the frame image 20 of the play moving image representing the play content by the user A and the play content representing the play content by the user B to the client 12 of the user C and the user D.
  • a frame image 20 of the moving image, a frame image 20 of the play moving image representing the play content by the user C, and a frame image 20 of the play moving image representing the play content of the user D are transmitted.
  • the data transmission unit 44 of the cloud service 10 distributes one play moving image to the client 12 of the user A and the user B, and sends it to the client 12 of the user C and the user D.
  • Four play video images are distributed.
  • the data receiving unit 60 of the client 12 receives (acquires) the frame images 20 that are sequentially transmitted from the cloud service 10.
  • the screen generation unit 66 of the client 12 generates the game screen 22 based on the distribution setting data 72 received from the cloud service 10 and the frame image 20 received from the cloud service 10.
  • the screen generation unit 66 of the client 12 of the user A generates the game screen 22 shown in FIG.
  • the screen generation unit 66 of the client B of the user B arranges the frame image 20 transmitted from the cloud service 10 and corresponding to the game screen 22 shown in FIG. A game screen 22 to be shown is generated.
  • the screen generation unit 66 of the client 12 of the user C and the user D arranges each frame image 20 on the game screen 22 based on the screen configuration data included in the distribution setting data 72, so that the frame image 20 And a game screen 22 similar to that in FIG. 3 is generated.
  • the screen generation unit 66 of the user C's client 12 generates a game screen 22 in which the frame image 20 of the user C's play moving image is arranged in the upper left, and generates a screen of the user D's client 12.
  • the unit 66 generates a game screen 22 in which the frame image 20 of the play video image of the user D is arranged on the upper left.
  • each client 12 displays and outputs the game screen 22 generated by the screen generation unit 66 of its own device on the display.
  • each client 12 generates and displays a game screen 22 at a predetermined frame rate.
  • the client 12 displays and outputs the frame images 20 in the order of the associated frame IDs. In this way, the play moving image is streamed from the cloud service 10 to the client 12.
  • the number of play moving images distributed from the cloud service 10 to the users A and B clients 12 is 1, and distributed from the cloud service 10 to the users C and D clients 12.
  • the number of play moving images to be played is four.
  • the cloud service 10 when the cloud service 10 is executing a game in which a user who uses each of the plurality of clients 12 participates in response to requests from the plurality of clients 12, the client used by the users is used. Depending on the display size of 12 and the number of CPUs, the screen configuration of the game screen 22 displayed and output to the client 12 and the number of play moving images distributed to the client 12 will change. Further, in the present embodiment, even when the game screen 22 having the same screen configuration is displayed and output, the frame service 20 is synthesized by the cloud service 10 according to the number of CPUs of the client 12 used by the user. Whether it is performed by the client 12 or not.
  • the game execution unit 48 performs a process of updating game situation data indicating the position and orientation of a character object such as a player object or an enemy object in the game in the game situation update process.
  • the game execution unit 48 also performs a collision determination process between updated objects, a game stage clear determination process, a mistake determination process, and the like based on the collision determination result in the game situation update process. To do.
  • key information corresponding to the input for example, a signal indicating the type of the button pressed.
  • the game execution part 48 of the cloud service 10 performs the update (for example, movement of the player object to the direction which the pressed button etc. show) of the game status data according to this key information.
  • the game situation monitoring unit 52 monitors the progress of the game process of the game being executed by the game execution unit 48, for example.
  • a frame image 20 at a time point when a predetermined event occurs in the game (specifically, for example, when a boss character is encountered or when a battle with a boss character is started) is stored in the data storage unit in advance. 40.
  • these frame images are referred to as determination images.
  • the game situation monitoring unit 52 monitors a frame image generated by the game execution unit 48, for example. When the game situation monitoring unit 52 confirms that the monitored frame image matches one of the determination images stored in the data storage unit 40 using a known image processing technique. In addition, the occurrence of an event such as encountering a boss character or starting a battle with the boss character is determined. In this way, in the present embodiment, it is possible to detect the occurrence time of a predetermined event.
  • the game state monitoring unit 52 notifies the distribution management unit 46 of the event. Then, the distribution management unit 46 of the cloud service 10 changes the distribution setting data 72 according to the event.
  • the distribution management unit 46 when the distribution management unit 46 receives from the game situation monitoring unit 52 that an event has occurred in the game played by the user C, the distribution management unit 46 displays the frame image of the user C.
  • Screen configuration included in distribution setting data 72 whose user ID values are “002”, “003”, and “004” so that the size of 20 is enlarged to a predetermined magnification (eg, 1.1 times) Change the data.
  • the data transmission unit 44 of the cloud service 10 transmits the changed distribution setting data 72 to the client 12 of the user B, the user C, and the user D.
  • the distribution setting management unit 64 of the client 12 of the user B, the user C, and the user D changes the distribution setting data 72 stored in the storage device included in the client 12.
  • the cloud service 10 and the client 12 perform processing based on the changed distribution setting data.
  • the composite image generation unit 50 of the cloud service and the screen generation unit 66 of the client 12 change the game screen 22 based on the changed distribution setting data. Is generated.
  • the game screen 22 displayed on the display of the client 12 of the user B, the user C, and the user D is displayed.
  • the area occupied by the frame image 20 of the play moving image of the user C in FIG. This allows each user to know that an event in the game has occurred to user C.
  • the network status monitoring unit 54 monitors the communication status (for example, bandwidth) of the computer network 14 that connects the client 12 and the cloud service 10. Then, when the computer network 14 that connects the client 12 and the cloud service 10 exceeds the predetermined upper limit bandwidth or when the computer network 14 becomes equal to or lower than the predetermined lower limit bandwidth, the network status monitoring unit 54 To the distribution management unit 46. And the delivery management part 46 changes the delivery setting data 72 according to this notification, for example.
  • the communication status for example, bandwidth
  • the distribution management unit 46 notifies the network status monitoring unit 54 that the bandwidth of the computer network 14 that connects the cloud service 10 and the client 12 of the user C is less than a predetermined lower limit bandwidth. Upon receipt, the distribution management unit 46 changes the value of the distribution video corresponding user ID included in the distribution setting data 72 whose user ID value is “003” to “003”, and sets the value of the composition method data. Delete and change the value of the screen configuration data to “Type A”.
  • the data transmission unit 44 of the cloud service 10 transmits the changed distribution setting data 72 to the client 12 of the user C.
  • the client 12 of the user C changes the distribution setting data 72 stored in the storage device included in the client 12.
  • the display on the user C client 12 is displayed.
  • the number of frame images 20 included in the game screen 22 to be displayed and changed changes from four to one, and the number of play moving images transmitted from the cloud service 10 to the client C of the user C is four to one. To decrease.
  • the cloud service 10 is included in the game screen 22 displayed on the display of the client 12 when the bandwidth of the computer network 14 that connects the cloud service 10 and the client 12 exceeds a predetermined upper limit bandwidth.
  • the number of frame images 20 to be displayed may be increased, or the number of play moving images transmitted from the cloud service 10 to the client 12 may be increased.
  • the number of play moving images transmitted from the cloud service 10 to the client 12 can be changed.
  • the cloud service 10 is, for example, a screen configuration of the game screen 22 displayed and output on the client 12 in accordance with a change in the load on the cloud service 10 or the client 12, or a play video transmitted from the cloud service 10 to the client 12. The number of images may be changed.
  • the distribution management unit 46 may change the value of the combination method data included in the distribution setting data 72 whose user ID value is “003” to “post-combination distribution”. Then, after the distribution setting data 72 is changed, the cloud service 10 may transmit the composite image generated by the composite image generation unit 50 to the client 12 of the user C as the frame image 20.
  • the composition of the frame image 20 can be performed by the cloud service 10 without changing the screen configuration. Whether it is performed or performed by the client 12 is switched.
  • the data transmission unit 62 of the client 12 when the user performs a change operation of the size of the frame image 20 or a change operation of the display position of the frame image 20 using the touch pad or the like of the client 12, the data transmission unit 62 of the client 12 Then, a change request for the distribution setting data 72 according to the change operation is transmitted to the cloud service 10. Then, the data receiving unit 42 of the cloud service 10 receives the change request. Then, the distribution management unit 46 changes the distribution setting data 72 in response to the received change request. Then, the data transmission unit 44 of the cloud service 10 transmits the changed distribution setting data 72 to the client 12. The distribution setting management unit 64 of the client 12 receives the distribution setting data 72 and changes the distribution setting data stored in the storage unit.
  • the distribution management unit 46 of the cloud service 10 displays the frame image 20 in a large size.
  • the delivery setting data 72 is changed.
  • the user C performs a predetermined operation using a controller or the like.
  • the data transmission unit 62 of the client 12 of the user C transmits a highlight display output request for the screen of the user C to the cloud service 10
  • the data reception unit 42 of the cloud service 10 receives this highlight display output request.
  • the distribution management unit 46 of the cloud service 10 highlights the frame image 20 of the play video image of the user C in response to the highlight display output request (for example, the frame image 20 of the user C is enlarged and displayed).
  • the distribution setting data 72 may be changed so that a highlight image that highlights the frame image 20 such as a frame line is arranged around the frame image 20 of the user C).
  • the delivery setting data 72 stored in the storage device included in the client 12 of the user B, the user C, and the user D is also changed.
  • the screen output unit 68 of the client 12 of the user B, the user C, and the user D displays and outputs the game screen 22 on which the frame image 20 of the play moving image of the user C is highlighted.
  • user A, user B, user C, and user D are playing a multiplayer game, and user C wants other users to pay attention to their play.
  • the user C can urge other users to pay attention to his / her play in such scenes.
  • the distribution target moving image data associated with the predetermined attribute included in the attribute setting correspondence data 70 is the number of moving images to be distributed or the upper limit of the number of moving images to be distributed. May be shown. Specifically, for example, “2” or “upper limit 2” may be set as the value of the distribution target moving image data.
  • the screen configuration data included in the attribute setting correspondence data 70 may indicate the screen configuration of the game screen 22 on which the number of frame images 20 set in the distribution target moving image data is arranged.
  • the distribution management unit 46 of the cloud service 10 determines a given rule from the users who are playing the game.
  • the user ID for example, the transmission source user and the user randomly selected from other users
  • the distribution setting data 72 including the distribution moving image corresponding user ID indicating the user ID) and the screen configuration data indicating the above-described screen configuration may be generated.
  • the screen output unit 68 of the client 12 includes the frame images 20 of the play video images of two people selected from the four people (that is, A game screen 22 (including two frame images 20) may be displayed on a display.
  • the distribution management unit 46 of the cloud service 10 includes, for example, a load on a server constituting the cloud service 10, a predetermined network bandwidth, a current computer network 14 bandwidth, a moving image transmission delay time, jitter, and the like.
  • the distribution setting data 72 may be generated according to the value, the packet loss rate in the computer network 14, and the like.
  • the cloud service 10 when the cloud service 10 distributes moving images to a plurality of clients 12 (including a case where one moving image is distributed or a plurality of moving images is distributed), the cloud service 10 is a cloud service
  • the cloud service 10 may lower the bit rate of streaming delivery to the non-member user's client 12 or the moving image quality).
  • the cloud service 10 determines whether or not the client 12 includes a hardware decoder, whether or not a codec corresponding to a moving image is installed in the client 12, and the encoding load of the moving image in the cloud service 10 Depending on the situation, etc., the bit rate of the moving image to be distributed may be changed, or the encoding method may be changed.
  • the distribution setting data 72 may include data other than the distribution moving image corresponding user ID, the combination method data, and the screen configuration data, or the distribution moving image corresponding user ID, the combination method data, and the screen configuration data. At least one of them may not be included.
  • the distribution setting data 72 is, for example, data indicating the buffer size to be secured by the client 12, the allowable delay time, the frame rate, the bit rate, and the distribution protocol (for example, data indicating whether the distribution is based on TCP or UDP) ), Data indicating a communication path or the like may be included.
  • the data transmission unit 44 of the cloud service 10 may distribute the play moving image according to the bit rate, distribution protocol, communication path, and the like indicated by the distribution setting data 72.
  • the client 12 may ensure the buffer size indicated by the distribution setting data 72.
  • the screen generation unit 66 of the client 12 may generate a screen at the frame rate indicated by the distribution setting data 72. Further, the screen generation unit 66 of the client 12 may arrange the frame image 20 on the game screen 22 with the resolution indicated by the distribution setting data 72.
  • the distribution management unit 46 includes elements other than the number of CPUs and the display size (for example, the bandwidth of the computer network 14, the load of the cloud service 10, the name of the client 12, the type of the CPU, the hard disk capacity, the memory size, the maximum communication).
  • the value indicated by the distribution setting data 72 is determined based on the speed, the presence / absence of a touch pad, and the type (a personal computer, a game console, a television receiver, a portable game device, or a portable information terminal). You may do it.
  • the distribution management unit 46 may generate the distribution setting data 72 in which a resolution value corresponding to the size of the frame image 20 is set. That is, there may be a relationship between the size of the frame image 20 on the game screen 22 and the resolution.
  • the client 12 may display and output the game screen 22 on the display via a web browser, or may display and output the game screen 22 on the display as a screen generated by the client program.
  • data indicating a mathematical formula for calculating a value indicated by the distribution setting data 72 may be stored in the data storage unit 40 of the cloud service 10. Then, the distribution management unit 46 of the cloud service 10 may generate distribution setting data 72 in which setting values calculated according to mathematical formulas are set.
  • the data transmission unit 44 of the cloud service 10 transmits the number of moving images determined according to a given rule different from the rules listed above to the client 12 as moving images arranged in one screen. May be. Then, the screen generation unit 66 of the client 12 may generate the game screen 22 including the determined number of moving image frame images 20. Further, for example, the screen generation unit 66 of the client 12 may generate a game screen 22 in which a plurality of frame images 20 are arranged with settings according to a given rule different from the rules listed above.
  • the above-described embodiment may be applied to a scene in which the same game is played in multiplayer by another user.
  • the game screen 22 includes at least one frame image 20 of another user's play moving image.
  • an event that the lap time is updated, a final lap is entered, or a goal is reached for example, by applying the above-described processing.
  • the distribution management unit 46 of the cloud service 10 may change the distribution setting data 72 so that the frame image 20 of the play moving image of the user who generated the event becomes large.
  • the present invention may be applied to a scene where a plurality of play moving images representing the play contents of various games played by other users are watched.
  • the distribution management unit 46 of the cloud service 10 is calculated based on the number of clients 12 connected to the emulator 34, or the number of users who are currently viewing the play video image, or the emulator 34.
  • the distribution setting data 72 is generated based on, for example, the number of users who have viewed the play moving image so far, which is calculated based on the connection history of the client 12 with respect to (for example, the number of users viewing is large).
  • the distribution setting data 72 may be generated so that the size of the frame image 20 increases as the play moving image increases.
  • the present invention may be applied to a scene where the user himself / herself enjoys the game and also enjoys watching the game played by another user.
  • the game screen 22 includes a frame image 20 of the play moving image representing the content of the play by the user and a frame image 20 of the play moving image representing the content of the play by another user.
  • the distribution management unit 46 causes the size of the frame image 20 of the play moving image representing the content of the play by itself to be larger than the size of the frame image 20 of the play moving image representing the content of the play by another user.
  • the distribution setting data 72 is set so that the image quality of the frame image 20 of the play moving image representing the content of the play by the user is higher than the image quality of the frame image 20 of the play moving image representing the content of the play by another user. It may be set.
  • the distribution management unit 46 is configured such that the size of the frame image 20 of the game of the same type as the game that the player is playing, or the play moving image of the same game, is larger than the sizes of the other frame images 20.
  • the distribution setting data 72 is set so that the image quality of the frame image 20 of the game of the same type as the game that the player is playing or the same moving image of the same game is higher than the image quality of the other frame images 20 May be.
  • the screen generation unit 66 determines that each frame image 20 has a relationship between the game whose play content is represented in the frame image 20 and the game played by the user who is presented with the game screen 22. You may make it produce
  • the above-described embodiment may be applied not only to the distribution of play moving images but also to the scene of distribution of replay moving images that are moving images representing the play contents of a game that has already been executed.
  • the data storage unit 40 of the cloud service 10 may store a replay moving image that is a moving image representing the play content of a game that has already been executed.
  • the data transmission unit 44 of the cloud service 10 may transmit the frame image 20 of the replay moving image to the client 12. That is, the game screen 22 may include the frame image 20 of the replay moving image.
  • the replay moving image may be a moving image encoded by SVC (ScalablecalVideo Coding).
  • SVC ScalablecalVideo Coding
  • the distribution management unit 46 may generate distribution setting data 72 indicating the priority and priority of each frame image 20 included in the game screen 22. Then, the screen generation unit 66 of the client 12 may arrange each frame image 20 on the game screen 22 based on the priority and the priority order indicated by the distribution setting data 72.
  • the frame image 20 of the play moving image that represents the situation of the game that the user is playing is higher than the frame image 20 of the play moving image that represents the situation of the game that the user is watching. You may make it produce
  • the screen generation unit 66 of the client 12 uses the distribution setting data 72 to view the frame image 20 of the play moving image that represents the situation of the game that the user is playing on the game screen 22.
  • the game screen 22 may be generated so as to be larger than the frame image 20 of the play moving image representing the situation of the game being played.
  • the above-described embodiment is applied to the display of a friend display screen 74 that is a list display screen of users registered as related users (hereinafter referred to as friends). Also good.
  • the friend display screen 74 shown in FIG. 8 for a friend who is executing a game on the cloud service 10, the avatar image of the friend, the user ID of the user who is the friend, the game title of the game that the user is playing, The name of the stage of the game that the user is playing, the total play time of the game by the user, and the frame image 20 of the play moving image of the current game by the user are included.
  • the friend display screen 74 can be scrolled.
  • the data transmission unit 62 of the client 12 changes the distribution setting data 72 so that only the play moving image displayed on the friend display screen 74 is displayed on the client 12.
  • the request may be transmitted to the cloud service 10.
  • the cloud service 10 may change the distribution setting data 72 so that the frame image 20 to be displayed on the friend display screen 74 is transmitted to the client 12 in response to the change request.
  • the play moving image may be browsed, or the game played by the play moving image may be participated.
  • the cloud service 10 may transmit key information received from the client 12 to the client 12 in association with data indicating the received timing instead of the frame image 20 of the play moving image. Then, the screen generation unit 66 of the client 12 may generate the game screen 22 based on the key information.
  • the contents of the emulated memory image and the register value managed by the emulator 34 at the time of occurrence of the event in the game are stored in advance instead of the determination image. May be.
  • the game situation monitoring unit 52 monitors the contents of the emulated memory image and the register values managed by the emulator 34, and the monitoring result and the above-described data stored in the data storage unit 40. The occurrence of an event in the game may be detected based on the comparison result.
  • the game situation data may be data indicating parameters and statuses in the game, for example.
  • the function realized by the cloud service 10 may be realized by a single server.
  • the game program does not need to be executed on the emulator 34, and may be executed on the system software (operating system or the like) of the cloud service 10 or the client 12, for example.
  • the division of roles between the cloud service 10 and the client 12 is not limited to the above example.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
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  • Controls And Circuits For Display Device (AREA)
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Abstract

Provided is an image processing system with which it is possible to optimize a screen wherein respective frame images of a plurality of motion videos are positioned. Either a data receiving unit (60) of a client (12) or a composite image generation unit (50) of a cloud service (10) acquires respective frame images of a plurality of motion videos. A screen generation unit (66) of the client (12) generates a screen which includes the acquired plurality of frame images. The screen generation unit (66) generates a screen wherein each frame image is positioned in a setting according to given rules.

Description

画像処理システム、画像処理方法、情報記憶媒体及びプログラムImage processing system, image processing method, information storage medium, and program
 本発明は、画像処理システム、画像処理方法、情報記憶媒体及びプログラムに関する。 The present invention relates to an image processing system, an image processing method, an information storage medium, and a program.
 動画像をサーバから端末に送信する技術が存在する。特許文献1には、画像フレーム毎に設定された重要度を動画ストリームのパケットのヘッダに優先度タグとして付加して、パケットの優先度制御機能をもつルータで構成されるネットワークに優先度タグ付きのパケットを送信することで、動画ストリームをネットワークで送受信する場合に、動画ストリームの優先度制御を効果的に行って動画を再生することのできる画像処理システムが開示されている。 There is a technology for transmitting moving images from a server to a terminal. In Patent Document 1, the priority set for each image frame is added as a priority tag to the header of the packet of the moving picture stream, and a priority tag is attached to a network constituted by routers having a packet priority control function. By transmitting this packet, an image processing system is disclosed that can effectively control the priority of a moving image stream and reproduce the moving image when transmitting and receiving the moving image stream over a network.
 また、近年、コンピュータネットワークを利用したオンラインゲームが盛んに行われるようになってきている。 In recent years, online games using computer networks have been actively played.
米国特許第7734104号明細書US Pat. No. 7,734,104
 それぞれゲームのプレイ内容を表す複数の動画像が一画面でまとめてプレイヤに提示される際には、例えば、ネットワークの状況やプレイヤが利用する端末の性能(例えば、端末のディスプレイサイズ等)に応じて、画面に含まれる動画像(フレーム画像)の数が変化したり画面の表示態様が変化したりすることがプレイヤにとっては望ましい。 When a plurality of moving images each representing a game play content are collectively presented to a player on a single screen, for example, depending on the network conditions and the performance of the terminal used by the player (for example, the display size of the terminal). Thus, it is desirable for the player that the number of moving images (frame images) included in the screen changes or the display mode of the screen changes.
 また、ゲームの提供者としても、プレイヤに注目してもらいたい動画像の画質が他の動画像の画質よりも高くなる、あるいは、プレイヤに注目してもらいたい動画像が他の動画像よりも大きく表示されることは望ましい。 Also, as a game provider, the image quality of a moving image that the player wants to pay attention to is higher than the image quality of other moving images, or the moving image that the player wants to pay attention to is higher than the other moving images. It is desirable to display large.
 このように、それぞれゲームのプレイ内容を表す複数の動画像が一画面でまとめてプレイヤに提示される際に画面を好適化できることは、ゲームの提供者、ゲームのプレイヤ双方にとって利点がある。 Thus, it is advantageous for both the game provider and the game player that the screen can be optimized when a plurality of moving images each representing the play content of the game are presented together on a single screen to the player.
 本発明は上記課題に鑑みてなされたものであって、それぞれゲームのプレイ内容を表す複数の動画像が一画面でまとめてプレイヤに提示される際に画面を好適化できる画像処理システム、画像処理方法、情報記憶媒体及びプログラムを提供することを目的とする。 The present invention has been made in view of the above-described problems, and an image processing system and an image processing system that can optimize a screen when a plurality of moving images each representing the play content of a game are presented together on a single screen to a player It is an object to provide a method, an information storage medium, and a program.
 上記課題を解決するために、本発明に係る画像処理システムは、それぞれゲームのプレイ内容を表す動画像である複数の動画像のフレーム画像が含まれる画面を順次生成する画面生成手段と、前記画面生成手段により生成される画面を順次出力する画面出力手段と、を含み、前記画面生成手段は、所与の規則に従った設定で前記複数のフレーム画像が配置された画面を生成することを特徴とする。 In order to solve the above problems, an image processing system according to the present invention includes a screen generation unit that sequentially generates a screen including a plurality of moving image frame images each representing a game play content, and the screen. Screen output means for sequentially outputting the screens generated by the generation means, wherein the screen generation means generates a screen in which the plurality of frame images are arranged with settings according to a given rule. And
 また、本発明に係る画像処理方法は、それぞれゲームのプレイ内容を表す動画像である複数の動画像のフレーム画像が含まれる画面を順次生成する画面生成ステップと、前記画面生成手段により生成される画面を順次出力する画面出力ステップと、を含み、前記画面生成ステップでは、所与の規則に従った設定で前記複数のフレーム画像が配置された画面を生成することを特徴とする。 Further, the image processing method according to the present invention is generated by a screen generation step for sequentially generating a screen including a plurality of moving image frame images, each of which is a moving image representing game play content, and generated by the screen generating means. A screen output step for sequentially outputting screens, wherein the screen generation step generates a screen on which the plurality of frame images are arranged with a setting according to a given rule.
 また、本発明に係る情報記憶媒体は、それぞれゲームのプレイ内容を表す動画像である複数の動画像のフレーム画像が含まれる画面を順次生成する画面生成手段、前記画面生成手段により生成される画面を順次出力する画面出力手段、としてコンピュータを機能させ、前記画面生成手段は、所与の規則に従った設定で前記複数のフレーム画像が配置された画面を生成することを特徴とするプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体である。 In addition, the information storage medium according to the present invention includes a screen generation unit that sequentially generates a screen including a plurality of moving image frame images each representing a game play content, and a screen generated by the screen generation unit. And a computer that functions as a screen output unit that sequentially outputs the screen, wherein the screen generation unit generates a screen on which the plurality of frame images are arranged with a setting according to a given rule. The computer-readable information storage medium.
 また、本発明に係るプログラムは、それぞれゲームのプレイ内容を表す動画像である複数の動画像のフレーム画像が含まれる画面を順次生成する画面生成手段、前記画面生成手段により生成される画面を順次出力する画面出力手段、としてコンピュータを機能させ、前記画面生成手段は、所与の規則に従った設定で前記複数のフレーム画像が配置された画面を生成することを特徴とする。 In addition, the program according to the present invention sequentially generates a screen including a plurality of moving image frame images, each of which is a moving image representing a game play content, and sequentially generates the screen generated by the screen generating unit. The computer functions as a screen output unit for outputting, and the screen generation unit generates a screen on which the plurality of frame images are arranged with a setting according to a given rule.
 本発明によると、各フレーム画像が画面に配置される際の設定が、所定の規則に従うので、それぞれゲームのプレイ内容を表す複数の動画像が一画面でまとめてプレイヤに提示される際の画面を好適化できる。 According to the present invention, since the setting when each frame image is arranged on the screen follows a predetermined rule, a screen when a plurality of moving images each representing the game play contents are presented to the player all together on one screen. Can be optimized.
 本発明の一態様では、前記画面生成手段は、所定の条件を満足するか否かに応じて、前記複数の動画像のフレーム画像が含まれる画面を生成するか、その代わりに前記複数の動画像のフレーム画像のうちの一部が含まれる画面を生成するか、を変えることを特徴とする。 In one aspect of the present invention, the screen generation means generates a screen including frame images of the plurality of moving images, or instead uses the plurality of moving images depending on whether or not a predetermined condition is satisfied. Whether to generate a screen including a part of the frame image of the image is changed.
 また、本発明の一態様では、前記画面生成手段は、所定の条件を満足するか否かに応じて、前記複数の動画像のフレーム画像が含まれる画面を生成するか、その代わりに前記画面が提示されるプレイヤとは異なるプレイヤによるプレイ内容を表す動画像のフレーム画像が含まれない画面を生成するか、を変えることを特徴とする。 In one aspect of the present invention, the screen generation unit generates a screen including frame images of the plurality of moving images, or instead of the screen, depending on whether a predetermined condition is satisfied. Whether or not to generate a screen that does not include a frame image of a moving image representing the play content by a player different from the player on which is displayed.
 また、本発明の一態様では、前記各動画像は、複数のプレイヤが参加するゲームについての、当該各プレイヤによるプレイ内容を表す動画像であり、前記画面生成手段は、所定の条件を満足するか否かに応じて、前記ゲームに参加する全プレイヤについての、プレイ内容を表す動画像のフレーム画像が含まれる画面を生成するか、その代わりに前記画面が提示されるプレイヤとは異なるプレイヤによるプレイ内容を表す動画像のフレーム画像が含まれない画面を生成するか、を変えることを特徴とする。 Moreover, in one aspect of the present invention, each moving image is a moving image representing a play content by each player in a game in which a plurality of players participate, and the screen generation unit satisfies a predetermined condition. Depending on whether or not a screen including a frame image of a moving image representing the play content is generated for all players participating in the game, or instead by a player different from the player on which the screen is presented It is characterized in that whether to generate a screen that does not include a frame image of a moving image representing the play content is changed.
 また、本発明の一態様では、前記所定の条件は、前記画面の出力先の装置が備えるディスプレイの大きさに関する条件、又は、前記画像処理システムと前記画面の出力先である装置とを接続するネットワークの帯域幅に関する条件であることを特徴とする。 In one embodiment of the present invention, the predetermined condition is a condition relating to a size of a display included in the screen output destination device or a connection between the image processing system and the screen output destination device. It is a condition regarding the bandwidth of the network.
 また、本発明の一態様では、前記画面生成手段は、前記画面が提示されるプレイヤによるプレイ内容を表す動画像のフレーム画像が他のフレーム画像よりも大きく配置されるよう各フレーム画像が配置された画面、又は、前記画面が提示されるプレイヤによるプレイ内容を表す動画像のフレーム画像が他のフレーム画像よりも画質が高くなるよう各フレーム画像が配置された画面、を生成することを特徴とする。 In the aspect of the invention, the frame generation unit may arrange each frame image so that a frame image of a moving image representing a play content by the player on which the screen is presented is larger than other frame images. Or a screen on which each frame image is arranged such that the frame image of the moving image representing the play content by the player on which the screen is presented has higher image quality than the other frame images. To do.
 また、本発明の一態様では、前記画面生成手段は、ゲームにおいて所定のイベントが発生した際に、当該ゲームのプレイ内容を表す動画像のフレーム画像の大きさがそれまでに生成された画面に配置された当該動画像のフレーム画像の大きさよりも大きくなる、あるいは、当該ゲームのプレイ内容を表す動画像のフレーム画像の画質がそれまでに生成された画面に配置された当該動画像のフレーム画像の画質よりも高くなるよう、生成する画面の設定を変更することを特徴とする。 In one aspect of the present invention, when a predetermined event occurs in the game, the screen generation unit displays the size of the frame image of the moving image representing the play content of the game on the screen generated so far. The frame image of the moving image that is arranged on the screen that has been generated so far, the image quality of the frame image of the moving image representing the play content of the game is larger than the size of the frame image of the moving image that is arranged The setting of the screen to be generated is changed so as to be higher than the image quality.
 また、本発明の一態様では、前記画面生成手段は、前記複数の動画像それぞれのフレーム画像が、動画像の閲覧者数に応じた大きさ、又は、画質で配置された画面を生成することを特徴とする。 In the aspect of the invention, the screen generation unit may generate a screen in which the frame images of the plurality of moving images are arranged with a size or image quality according to the number of moving image viewers. It is characterized by.
 また、本発明の一態様では、前記設定は、画面内におけるフレーム画像の位置、画面内におけるフレーム画像の大きさ、及び、画面に配置される際のフレーム画像の画質、のうちの少なくとも1つについての設定であることを特徴とする。 In one aspect of the present invention, the setting is at least one of a position of a frame image on the screen, a size of the frame image on the screen, and an image quality of the frame image when arranged on the screen. It is the setting about.
本実施形態に係るコンピュータネットワークの全体構成の一例を示す図である。It is a figure which shows an example of the whole structure of the computer network which concerns on this embodiment. ゲーム画面の一例を示す図である。It is a figure which shows an example of a game screen. ゲーム画面の一例を示す図である。It is a figure which shows an example of a game screen. 本実施形態に係るクラウドサービスとクライアントとの関係の一例を示す概念図である。It is a conceptual diagram which shows an example of the relationship between the cloud service which concerns on this embodiment, and a client. 本実施形態に係るクラウドサービス及びクライアントで実現される機能の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of the function implement | achieved by the cloud service and client which concern on this embodiment. 属性設定対応データの一例を示す図である。It is a figure which shows an example of attribute setting corresponding | compatible data. 配信設定データの一例を示す図である。It is a figure which shows an example of delivery setting data. フレンド表示画面の一例を示す図である。It is a figure which shows an example of a friend display screen.
 以下、本発明の一実施形態について図面に基づき詳細に説明する。 Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.
 図1は、本発明の一実施形態に係るコンピュータネットワークの全体構成の一例を示す図である。図1に示すように、インターネットなどのコンピュータネットワーク14には、いずれもコンピュータを中心に構成されたクラウドサービス10、クライアント12(12-1~12-n)、が接続されている。そして、クラウドサービス10、クライアント12は、互いに通信可能になっている。本実施形態では、クラウドサービス10は、動画像送信装置として機能し、クライアント12は、動画像受信装置として機能する。また、本実施形態では、クラウドサービス10及びクライアント12全体として画像処理システムとして機能する。 FIG. 1 is a diagram showing an example of the overall configuration of a computer network according to an embodiment of the present invention. As shown in FIG. 1, a cloud service 10 and clients 12 (12-1 to 12-n) each composed mainly of a computer are connected to a computer network 14 such as the Internet. The cloud service 10 and the client 12 can communicate with each other. In the present embodiment, the cloud service 10 functions as a moving image transmission device, and the client 12 functions as a moving image reception device. In the present embodiment, the cloud service 10 and the client 12 as a whole function as an image processing system.
 クライアント12は、クラウドサービス10のユーザが利用するコンピュータであり、例えば、パーソナルコンピュータ、ゲームコンソール、テレビ受像器、携帯型ゲーム装置、携帯情報端末、などである。そして、クライアント12は、例えば、CPU等の制御装置、ROMやRAM等の記憶素子やハードディスクドライブ等の記憶装置、ディスプレイ、スピーカ等の出力装置、ゲームコントローラ、タッチパッド、マウス、キーボード、マイク等の入力装置、ネットワークボード等の通信装置、DVD-ROMやBlu-ray(登録商標)ディスクなどの光ディスク(コンピュータ読み取り可能な情報記憶媒体)を読み取る光ディスクドライブ、等を備えている。 The client 12 is a computer used by the user of the cloud service 10, and is, for example, a personal computer, a game console, a television receiver, a portable game device, a portable information terminal, or the like. The client 12 is, for example, a control device such as a CPU, a storage device such as a ROM or RAM, a storage device such as a hard disk drive, an output device such as a display or a speaker, a game controller, a touch pad, a mouse, a keyboard, or a microphone. An input device, a communication device such as a network board, an optical disc drive for reading an optical disc (computer-readable information storage medium) such as a DVD-ROM or a Blu-ray (registered trademark) disc, and the like are provided.
 また、本実施形態に係るクライアント12は、ウェブブラウザ及びクライアントプログラムが予めインストールされており、これらのアプリケーションプログラムが実行される。 Further, the client 12 according to the present embodiment has a web browser and a client program installed in advance, and these application programs are executed.
 クラウドサービス10は、例えば、分散コンピューティング環境であり、互いに通信可能に接続されている複数台のWebアプリケーションサーバ、複数台のデータベースサーバ、複数台のストレージデバイス、などを含んで構成されている。クラウドサービス10に含まれるサーバは、例えば、CPU等の制御部、ROMやRAM等の記憶素子やハードディスクドライブなどである記憶部、ネットワークボードなどの通信インタフェースである通信部、を含んで構成されている。これらの要素は、バスを介して接続される。 The cloud service 10 is, for example, a distributed computing environment, and includes a plurality of Web application servers, a plurality of database servers, a plurality of storage devices, and the like that are connected so as to communicate with each other. The server included in the cloud service 10 includes, for example, a control unit such as a CPU, a storage unit such as a ROM or RAM, a storage unit such as a hard disk drive, and a communication unit that is a communication interface such as a network board. Yes. These elements are connected via a bus.
 クラウドサービス10を利用するクライアント12は、クラウドサービス10内に存在するサーバやストレージデバイスなどのリソースの所在を特に意識することなく、クラウドサービス10が提供する各種サービスを利用することができる。 The client 12 using the cloud service 10 can use various services provided by the cloud service 10 without being particularly aware of the location of resources such as servers and storage devices existing in the cloud service 10.
 本実施形態では、クライアント12が、ウェブブラウザを通じてクラウドサービス10にアクセスし、ユーザID及びパスワードを入力してから、その後に所定のURLにアクセスすると、クライアント12のディスプレイに所定のURLに対応する画面が表示される。なお、ユーザID及びパスワードを入力した後は、クラウドサービス10は、例えば、クッキーを参照することによりクライアント12を利用するユーザのユーザIDを特定することができるようになっている。 In this embodiment, when the client 12 accesses the cloud service 10 through a web browser, inputs a user ID and password, and then accesses a predetermined URL, a screen corresponding to the predetermined URL appears on the display of the client 12. Is displayed. In addition, after inputting a user ID and a password, the cloud service 10 can specify the user ID of the user who uses the client 12 by referring to a cookie, for example.
 本実施形態では、例えば、ユーザA、ユーザB、ユーザC、及び、ユーザD、それぞれのクライアント12から、複数人数でのゲームのプレイ(マルチプレイ)の実行の開始要求をクラウドサービス10に送信すると、クラウドサービス10はそのゲームの実行を開始する。以下、ユーザA、ユーザB、ユーザC、及び、ユーザDのユーザIDは、それぞれ、「001」、「002」、「003」、及び、「004」であることとする。そして、このゲームが実行されている間、クラウドサービス10は、このゲームのプレイ内容を表す動画像をエンコードして各クライアント12にストリーミング送信する。すなわち、クラウドサービス10は、このゲームのプレイ内容を表すフレーム画像20を順次各クライアント12にストリーミング送信する。そして、クライアント12は、この動画像を受信し、デコードし、デコードされた動画像のフレーム画像20が配置されたゲーム画面22を生成して、ディスプレイに表示出力する(図2、及び、図3参照)。以下、上述のようにして順次ストリーミング送信される一連のフレーム画像20から構成される、プレイが進行中であるゲームのプレイ内容を表す動画像をプレイ動画像と呼ぶこととする。 In the present embodiment, for example, when a user A, a user B, a user C, and a user D, each client 12 transmits a request to start playing a game (multiplayer) with a plurality of people to the cloud service 10, The cloud service 10 starts executing the game. Hereinafter, it is assumed that the user IDs of the user A, the user B, the user C, and the user D are “001”, “002”, “003”, and “004”, respectively. While the game is being executed, the cloud service 10 encodes a moving image representing the play content of the game and transmits the encoded video to each client 12. That is, the cloud service 10 sequentially transmits the frame images 20 representing the play contents of this game to each client 12 in a streaming manner. The client 12 receives and decodes the moving image, generates a game screen 22 on which the frame image 20 of the decoded moving image is arranged, and displays and outputs it on the display (FIGS. 2 and 3). reference). Hereinafter, a moving image representing a play content of a game that is being played, which is composed of a series of frame images 20 sequentially streamed as described above, will be referred to as a play moving image.
 図2に、ユーザAのクライアント12のディスプレイに表示されるゲーム画面22の一例を示す。図3に、ユーザBのクライアント12のディスプレイに表示されるゲーム画面22の一例を示す。図3では、例えば、ユーザBのプレイ動画像のフレーム画像20が左上に配置されており、ユーザA、ユーザC、及び、ユーザDのプレイ動画像のフレーム画像20が、それぞれ、右上、左下、右下に配置されている。 FIG. 2 shows an example of the game screen 22 displayed on the display of the client 12 of the user A. FIG. 3 shows an example of the game screen 22 displayed on the display of the user B's client 12. In FIG. 3, for example, the frame image 20 of the play video image of the user B is arranged at the upper left, and the frame images 20 of the play video images of the user A, the user C, and the user D are respectively upper right, lower left, Located in the lower right.
 本実施形態では、各ユーザは、プレイ動画像を見ながら、ゲームコントローラのボタンを押下するなどしてゲームを楽しむことができる。本実施形態では、各ユーザ、ゲームコントローラのボタンを押下するなどの、キー入力を行うことにより、ゲームにおけるプレイヤオブジェクトの移動等の操作を行うことができる。 In this embodiment, each user can enjoy the game by pressing a button on the game controller while viewing the play moving image. In this embodiment, operations such as movement of a player object in a game can be performed by performing key input such as pressing a button of each user or game controller.
 図2及び図3に示すように、本実施形態では、複数のユーザが同じゲームをマルチプレイでプレイしている状況であっても、各ユーザのクライアント12のディスプレイには異なるゲーム画面22が表示出力される場合がある。また、本実施形態では、複数のユーザが同じゲームをマルチプレイでプレイしている状況であっても、各ユーザのクライアント12にクラウドサービス10から送信されるプレイ動画像の数が異なる場合がある。 As shown in FIGS. 2 and 3, in the present embodiment, even when a plurality of users are playing the same game in multiplayer, different game screens 22 are displayed on the display of the client 12 of each user. May be. Moreover, in this embodiment, even if it is the situation where the some user is playing the same game by multi play, the number of the play moving images transmitted from the cloud service 10 to the client 12 of each user may differ.
 また、本実施形態では、例えば、ゲームをプレイしているユーザとは異なるユーザ(ここでは、例えば、ユーザE)のクライアント12から、ユーザA、ユーザB、ユーザC、及び、ユーザDによるゲームのプレイの観戦要求をクラウドサービス10に送信すると、クラウドサービス10は、例えば、上述の4人のユーザによりプレイされているゲームのプレイ動画像をユーザEのクライアント12に配信する。そして、ユーザEのクライアント12は、例えば、ユーザA、ユーザB、ユーザC、及び、ユーザDのプレイ動画像のフレーム画像20が、それぞれ、左上、右上、左下、及び、右下に配置されたゲーム画面22をディスプレイに表示出力する。このようにして、本実施形態では、ユーザEは、上述の4人のユーザがプレイしているゲームのプレイ内容を表すプレイ動画像を閲覧することができる。 In the present embodiment, for example, a user A, a user B, a user C, and a user D play a game from a client 12 of a user different from the user who is playing the game (in this case, the user E, for example). When a play watching request is transmitted to the cloud service 10, the cloud service 10 distributes, for example, a play video image of a game played by the above-described four users to the client 12 of the user E. In the client 12 of the user E, for example, the frame images 20 of the play moving images of the user A, the user B, the user C, and the user D are arranged at the upper left, upper right, lower left, and lower right, respectively. The game screen 22 is displayed on the display. Thus, in this embodiment, the user E can browse the play moving image showing the play content of the game which the above-mentioned four users are playing.
 図4は、本実施形態に係るクラウドサービス10とクライアント12との関係の一例を示す概念図である。本実施形態に係るクラウドサービス10では、例えば、管理プロセス30、サービス提供プロセス32、エミュレータ34が実行される。また、クラウドサービス10に含まれるストレージデバイス等の記憶装置には、予め、各種ゲームプログラムのイメージファイルが記憶されている。ゲームプログラムには、ゲームの識別子であるゲームIDが関連付けられている。 FIG. 4 is a conceptual diagram showing an example of the relationship between the cloud service 10 and the client 12 according to the present embodiment. In the cloud service 10 according to the present embodiment, for example, a management process 30, a service providing process 32, and an emulator 34 are executed. In addition, image files of various game programs are stored in advance in a storage device such as a storage device included in the cloud service 10. A game ID, which is a game identifier, is associated with the game program.
 サービス提供プロセス32は、例えば、クラウドサービス10に含まれるサーバが、ショッピングサイトやSNS(Social Networking Service)等、クラウドサービス10が提供する種々のサービスを実現するプログラムを起動することで生成されるプロセスである。 The service providing process 32 is, for example, a process generated when a server included in the cloud service 10 starts a program that implements various services provided by the cloud service 10 such as a shopping site or SNS (Social Networking Service). It is.
 管理プロセス30は、例えば、クラウドサービス10に含まれるサーバが、クラウドサービス10に含まれるサーバやストレージデバイスにインストールされている管理プログラムを起動することで生成されるプロセスであり、エミュレータ34の所在管理処理、エミュレータ34の起動処理及び停止処理、クライアント12からの要求に応じたクライアント12とエミュレータ34との接続処理及び切断処理、などを実行する。 The management process 30 is a process generated when, for example, a server included in the cloud service 10 starts a management program installed in a server or storage device included in the cloud service 10, and the location management of the emulator 34 is performed. Processing, startup processing and termination processing of the emulator 34, connection processing and disconnection processing between the client 12 and the emulator 34 in response to a request from the client 12, and the like are executed.
 エミュレータ34は、例えば、クラウドサービス10に含まれるサーバやストレージデバイスに記憶されているゲームプログラムを実行するための仮想マシンとして機能するプロセスである。エミュレータ34は、管理プロセス30が、クライアント12からの要求に応じて、クラウドサービス10に含まれるサーバやストレージデバイスにインストールされているエミュレータプログラムを起動することにより生成される。そして、管理プロセス30は、クライアント12からの要求に応じて、クライアント12により指定されたゲームプログラムのイメージファイルを読み込み、エミュレータ34にロードする。このことによって、エミュレータ34上でゲームプログラムが実行されることとなる。なお、エミュレータ34が、クライアント12により指定されたゲームプログラムを自プロセスにロードするようにしてもよい。 The emulator 34 is a process that functions as a virtual machine for executing a game program stored in a server or storage device included in the cloud service 10, for example. The emulator 34 is generated when the management process 30 starts an emulator program installed in a server or storage device included in the cloud service 10 in response to a request from the client 12. In response to a request from the client 12, the management process 30 reads an image file of a game program designated by the client 12 and loads it into the emulator 34. As a result, the game program is executed on the emulator 34. The emulator 34 may load the game program designated by the client 12 into its own process.
 また、エミュレータ34は、例えば、クライアント12や管理プロセス30からの要求に応じて、エミュレータ34が管理しているエミュレートされたメモリイメージやレジスタ(例えば、プログラムカウンタ等)、エミュレータ34上で動作するゲームプログラムによる入出力アクセスログ、エミュレータ34上で実行されるCPU命令やGPU命令のログなどを出力する。 Further, the emulator 34 operates on the emulator 34, for example, an emulated memory image or register (for example, a program counter) managed by the emulator 34 in response to a request from the client 12 or the management process 30. An input / output access log by the game program, a log of CPU instructions and GPU instructions executed on the emulator 34, and the like are output.
 本実施形態では、図4に示すように、1つのエミュレータ34を1つのクライアント12が専有することができる(ゲームプログラムP1参照)。また、1つのエミュレータ34に対して複数のクライアント12が接続可能となっている(ゲームプログラムP2参照)。また、1つのエミュレータ34上で複数のゲームプログラムが実行可能となっている(ゲームプログラムP3、P4参照)。 In the present embodiment, as shown in FIG. 4, one emulator 34 can be exclusively used by one client 12 (see game program P1). In addition, a plurality of clients 12 can be connected to one emulator 34 (see game program P2). A plurality of game programs can be executed on one emulator 34 (see game programs P3 and P4).
 また、本実施形態では、図4に示すように、クライアント12にエミュレータプログラムがインストールされている場合は、管理プロセス30は、クライアント12からの要求に応じて、クライアント12にエミュレータ34の起動指示や停止指示を出力する。クライアント12は、管理プロセス30から受け付ける起動指示に応じて、クライアント12にインストールされているエミュレータプログラムを起動する。また、クライアント12は、管理プロセス30から受け付ける停止指示に応じて、実行中のエミュレータ34を停止する。そして、クライアント12に記憶されているゲームプログラムをクライアント12で実行されているエミュレータ34で実行することもできるようになっている(ゲームプログラムP5参照)。また、クライアント12で実行されているエミュレータ34に対して他のクライアント12から接続できるようになっている(ゲームプログラムP6参照)。 In this embodiment, as shown in FIG. 4, when an emulator program is installed in the client 12, the management process 30 instructs the client 12 to start the emulator 34 in response to a request from the client 12. Output a stop instruction. The client 12 activates the emulator program installed in the client 12 in response to the activation instruction received from the management process 30. Further, the client 12 stops the emulator 34 being executed in response to the stop instruction received from the management process 30. And the game program memorize | stored in the client 12 can also be run with the emulator 34 currently run by the client 12 (refer game program P5). Further, the emulator 34 running on the client 12 can be connected from another client 12 (see the game program P6).
 また、本実施形態では、図4に示すように、1つのクライアント12が複数のエミュレータ34に接続することもできる(ゲームプログラムP7、P8参照)。 In the present embodiment, as shown in FIG. 4, one client 12 can be connected to a plurality of emulators 34 (see game programs P7 and P8).
 図5は、本実施形態に係るクラウドサービス10及びクライアント12で実現される機能の一例を示す機能ブロック図である。なお、図5には、以下の説明と特に関係がある機能が示されているにすぎず、本実施形態に係るクラウドサービス10やクライアント12では、図5に示す機能以外の機能も実現されている。 FIG. 5 is a functional block diagram showing an example of functions realized by the cloud service 10 and the client 12 according to the present embodiment. Note that FIG. 5 only shows functions that are particularly related to the following description. In the cloud service 10 and the client 12 according to the present embodiment, functions other than the functions shown in FIG. 5 are also realized. Yes.
 図5に示すように、本実施形態に係るクラウドサービス10は、機能的には、例えば、データ記憶部40、データ受信部42、データ送信部44、配信管理部46、ゲーム実行部48、合成画像生成部50、ゲーム状況監視部52、ネットワーク状況監視部54、を含んで構成される。データ記憶部40は、例えば、クラウドサービス10に含まれるサーバに含まれるメモリやハードディスクドライブ、ストレージデバイス、などといった記憶装置を主として実現される。データ受信部42、データ送信部44は、クラウドサービス10が備えるネットワークボードなどの通信インタフェースを主として実現される。また、ゲーム実行部48は、例えば、エミュレータ34で実現される機能に対応する。その他の要素は、例えば、管理プロセス30で実現される機能に対応する。 As shown in FIG. 5, the cloud service 10 according to the present embodiment functionally includes, for example, a data storage unit 40, a data reception unit 42, a data transmission unit 44, a distribution management unit 46, a game execution unit 48, and a composition. The image generation unit 50, the game situation monitoring unit 52, and the network situation monitoring unit 54 are included. For example, the data storage unit 40 is realized mainly by a storage device such as a memory, a hard disk drive, or a storage device included in a server included in the cloud service 10. The data receiving unit 42 and the data transmitting unit 44 are mainly realized by a communication interface such as a network board provided in the cloud service 10. Further, the game execution unit 48 corresponds to a function realized by the emulator 34, for example. The other elements correspond to functions realized by the management process 30, for example.
 また、図5に示すように、本実施形態に係るクライアント12は、機能的には、例えば、データ受信部60、データ送信部62、配信設定管理部64、画面生成部66、画面出力部68、を含んで構成される。データ受信部60、データ送信部62は、クライアント12が備えるネットワークボードなどの通信インタフェースを主として実現される。配信設定管理部64、画面生成部66は、クライアント12が備えるCPU等の制御装置を主として実現される。画面出力部68は、クライアント12が備えるディスプレイなどの出力装置を主として実現される。 As shown in FIG. 5, the client 12 according to the present embodiment functionally includes, for example, a data reception unit 60, a data transmission unit 62, a distribution setting management unit 64, a screen generation unit 66, and a screen output unit 68. , Including. The data receiving unit 60 and the data transmitting unit 62 are mainly realized by a communication interface such as a network board provided in the client 12. The distribution setting management unit 64 and the screen generation unit 66 are realized mainly by a control device such as a CPU provided in the client 12. The screen output unit 68 is mainly realized by an output device such as a display provided in the client 12.
 クラウドサービス10は、上述のようにコンピュータを中心に構成されており、プログラムを実行することにより、図5においてクラウドサービス10が担う各機能要素が実現されるようになっている。また、このプログラムは、例えば、CD-ROM、DVD-ROMなどのコンピュータ読み取り可能な情報記憶媒体を介して、あるいは、インターネットなどの通信ネットワークを介してクラウドサービス10に供給される。また、クライアント12も、上述のようにコンピュータを中心に構成されており、上述のクライアントプログラムを実行することにより、図5においてクライアント12が担う各機能要素が実現されるようになっている。また、このプログラムは、例えば、CD-ROM、DVD-ROMなどのコンピュータ読み取り可能な情報記憶媒体を介して、あるいは、インターネットなどの通信ネットワークを介してクライアント12に供給される。 The cloud service 10 is configured mainly with a computer as described above, and by executing a program, each functional element that the cloud service 10 bears in FIG. 5 is realized. Further, this program is supplied to the cloud service 10 via a computer-readable information storage medium such as a CD-ROM or DVD-ROM, or via a communication network such as the Internet. Further, the client 12 is also configured with a computer as described above. By executing the above client program, each functional element that the client 12 bears in FIG. 5 is realized. The program is supplied to the client 12 via a computer-readable information storage medium such as a CD-ROM or DVD-ROM, or via a communication network such as the Internet.
 配信管理部46は、本実施形態では、例えば、クライアント12からの要求に応じてエミュレータ34を起動したり停止したりする。また、配信管理部46は、クライアント12からの要求に応じた、クライアント12とエミュレータ34との接続処理及び切断処理を実行する。また、配信管理部46は、起動したエミュレータ34へのゲームプログラムのイメージファイルのロードも行う。また、配信管理部46は、エミュレータ34の所在管理処理も実行する。 In the present embodiment, for example, the distribution management unit 46 starts and stops the emulator 34 in response to a request from the client 12. In addition, the distribution management unit 46 executes connection processing and disconnection processing between the client 12 and the emulator 34 in response to a request from the client 12. The distribution management unit 46 also loads the image file of the game program to the activated emulator 34. The distribution management unit 46 also executes location management processing for the emulator 34.
 本実施形態では、例えば、クライアント12のデータ送信部62が、クラウドサービス10に、そのクライアント12の属性データに関連付けられた、アクションゲームの、複数人数でのプレイ(マルチプレイ)の実行の開始要求を送信する。クライアント12の属性データは、具体的には、例えば、クライアント12の名称、クライアント12のディスプレイサイズ、クライアント12が備えるCPUの数、クライアント12が備えるCPUの種別、クライアント12が備えるハードディスクドライブの容量、クライアント12が備えるメモリのサイズ、クライアント12の最大通信速度、クライアント12タッチパッドを備えているか否か、クライアント12の種別(パーソナルコンピュータ、ゲームコンソール、テレビ受像器、携帯型ゲーム装置、携帯情報端末、のいずれであるのか)などを示している。ここでは、例えば、ユーザA、ユーザB、ユーザC、及び、ユーザDのクライアント12が、それぞれ、自分のクライアント12の属性データに関連付けられた、アクションゲームのマルチプレイ実行の開始要求を送信する。すると、クラウドサービス10のデータ受信部42が、これらの開始要求を受信する。 In the present embodiment, for example, the data transmission unit 62 of the client 12 sends a request to the cloud service 10 to start playing an action game (multiplayer) with a plurality of players associated with the attribute data of the client 12. Send. Specifically, the attribute data of the client 12 includes, for example, the name of the client 12, the display size of the client 12, the number of CPUs included in the client 12, the type of CPU included in the client 12, the capacity of the hard disk drive included in the client 12, The size of the memory included in the client 12, the maximum communication speed of the client 12, whether the client 12 is equipped with a touch pad, the type of the client 12 (personal computer, game console, television receiver, portable game device, portable information terminal, Or any of these). Here, for example, the clients 12 of the user A, the user B, the user C, and the user D each transmit a request for starting the multiplayer execution of the action game associated with the attribute data of their own client 12. Then, the data receiving unit 42 of the cloud service 10 receives these start requests.
 本実施形態では、データ記憶部40に、予め、図6に例示する属性設定対応データ70が記憶されている。属性設定対応データ70では、上述の属性データが示す属性と、クライアント12に出力されるゲーム画面22の画面構成やクライアント12への動画像の配信方式などといった設定と、が対応付けている。図6に例示する属性設定対応データ70では、クライアント12のディスプレイサイズを示すディスプレイサイズデータとクライアント12が備えるCPUの数を示すCPU数データとの組合せに、配信対象となる少なくとも1つの動画像を示す配信対象動画像データ、合成画像生成部50でのフレーム画像20の合成を行うか否かを示す合成要否データ、及び、ゲーム画面22の画面構成を示す画面構成データが対応付けられている。 In this embodiment, attribute setting correspondence data 70 illustrated in FIG. 6 is stored in the data storage unit 40 in advance. In the attribute setting correspondence data 70, the attribute indicated by the attribute data described above is associated with settings such as the screen configuration of the game screen 22 output to the client 12 and a moving image distribution method to the client 12. In the attribute setting correspondence data 70 illustrated in FIG. 6, at least one moving image to be distributed is combined with a combination of display size data indicating the display size of the client 12 and CPU number data indicating the number of CPUs included in the client 12. The distribution target moving image data to be displayed, the composition necessity data indicating whether or not the frame image 20 is to be combined in the combined image generation unit 50, and the screen configuration data indicating the screen configuration of the game screen 22 are associated with each other. .
 配信対象動画像データには、例えば、ゲームの実行の開始要求の送信元のクライアント12を利用するユーザ(以下、送信元ユーザと呼ぶ。)のプレイ動画像を配信する(図6には「送信元ユーザ」と示されている。)のか、マルチプレイでのゲームをプレイするプレイヤ全員のプレイ動画像を配信する(図6には「全員」と示されている。)のか、が示されている。 As the distribution target moving image data, for example, a play moving image of a user (hereinafter referred to as a transmission source user) who uses the client 12 of the transmission source of the game execution start request is distributed (“transmission” in FIG. 6). Or “playing moving images of all players who play a multi-play game” (shown as “all members” in FIG. 6). .
 本実施形態において、画面構成とは、例えば、プレイ動画像のフレーム画像20が配置されるゲーム画面22内における位置(例えば、ゲーム画面22内においてフレーム画像20の左上端が配置されるX座標及びY座標など)、大きさ(例えば、フレーム画像20の縦横の画素数)、解像度などを指す。そして、本実施形態では、画面構成データに上述の画面構成が示されている。 In the present embodiment, the screen configuration is, for example, a position in the game screen 22 where the frame image 20 of the play moving image is arranged (for example, the X coordinate where the upper left corner of the frame image 20 is arranged in the game screen 22, and Y coordinate), size (for example, the number of vertical and horizontal pixels of the frame image 20), resolution, and the like. In the present embodiment, the above-described screen configuration is shown in the screen configuration data.
 本実施形態では、例えば、属性設定対応データ70において、ディスプレイサイズデータの値「3.8型」には、値が「タイプA」である画面構成データが対応付けられている。タイプAの画面構成とは、例えば、図2に示すような、中央に送信元ユーザのプレイ動画像のフレーム画像20が配置される画面構成を指す。 In the present embodiment, for example, in the attribute setting correspondence data 70, the value “3.8 type” of the display size data is associated with screen configuration data whose value is “type A”. The type A screen configuration refers to, for example, a screen configuration in which the frame image 20 of the play moving image of the transmission source user is arranged in the center as shown in FIG.
 また、本実施形態では、例えば、属性設定対応データ70において、ディスプレイサイズデータの値「42型」と、CPU数データの値「1」との組合せ、及び、ディスプレイサイズデータの値「42型」と、CPU数データの値「2」との組合せには、値が「タイプB」である画面構成データが対応付けられている。タイプBの画面構成とは、例えば、図3に示すような、左上に送信元ユーザのプレイ動画像のフレーム画像20が配置され、右上、右下、左下にそれぞれ他のユーザのプレイ動画像のフレーム画像20がランダムに配置され、送信元ユーザのプレイ動画像のフレーム画像20の大きさが他のユーザのプレイ動画像のフレーム画像20よりも大きく設定された画面構成を指す。このように、画面構成データにおいて、送信元ユーザのフレーム画像20の画面構成と、他のユーザのフレーム画像20の画面構成とが異なるよう設定されていてもよい。 In the present embodiment, for example, in the attribute setting correspondence data 70, the combination of the display size data value “42 type” and the CPU number data value “1”, and the display size data value “42 type”. And the value “2” of the CPU count data are associated with screen configuration data having a value of “type B”. For example, as shown in FIG. 3, the frame image 20 of the transmission video of the transmission source user is arranged in the upper left, and the play video of other users is displayed in the upper right, lower right, and lower left, respectively. This refers to a screen configuration in which the frame images 20 are randomly arranged and the size of the frame image 20 of the play video image of the transmission source user is set larger than the frame image 20 of the play video image of another user. Thus, in the screen configuration data, the screen configuration of the frame image 20 of the transmission source user may be set to be different from the screen configuration of the frame image 20 of the other user.
 そして、クラウドサービス10の配信管理部46は、図7に例示する、動画像の配信に関する設定を示す配信設定データ72を生成する。配信設定データ72には、例えば、クライアント12でのゲーム画面22の画面構成や、配信対象となるプレイ動画像、及び、プレイ動画像のフレーム画像20を合成画像生成部50で合成してからクライアント12に送信するか否か、などといった、動画像の配信方式などが示されている。 Then, the distribution management unit 46 of the cloud service 10 generates distribution setting data 72 indicating settings relating to moving image distribution illustrated in FIG. In the distribution setting data 72, for example, the composite image generating unit 50 combines the screen configuration of the game screen 22 on the client 12, the play moving image to be distributed, and the frame image 20 of the play moving image, and then the client. 12 shows a moving image distribution method, such as whether or not to transmit to 12.
 配信設定データ72は、本実施形態では、例えば、動画像の配信先となるクライアント12を利用するユーザのユーザID、配信対象となる動画像にプレイ内容が表されているユーザのユーザIDである配信動画像対応ユーザID(配信動画像対応ユーザIDは1つであることもあれば複数であることもある。)、フレーム画像20の合成に関する方式を示す合成方式データ(本実施形態では、合成画像生成部50により合成されたフレーム画像20を配信する場合は、「合成後配信」の値が設定され、複数のプレイ動画像がクライアント12に配信され、クライアント12で複数のフレーム画像20に基づいてゲーム画面22が生成される場合は、「合成前配信」の値が設定される。)、ゲーム画面22の画面構成を示す画面構成データ、を含んでいる。 In the present embodiment, the distribution setting data 72 is, for example, a user ID of a user who uses the client 12 as a moving image distribution destination, and a user ID of a user whose play content is represented in the moving image to be distributed. Delivery video image corresponding user ID (there may be one or more delivery video image correspondence user IDs) and synthesis method data indicating a method related to the synthesis of the frame image 20 (in this embodiment, synthesis image generation) When the frame image 20 synthesized by the unit 50 is distributed, a value of “distributed after synthesis” is set, a plurality of play moving images are distributed to the client 12, and the game is played based on the plurality of frame images 20 by the client 12. When the screen 22 is generated, the value of “delivery before composition” is set.), Screen configuration data indicating the screen configuration of the game screen 22 It contains.
 本実施形態では、配信管理部46は、例えば、属性設定対応データ70において、各クライアント12から受信した属性データに含まれるディスプレイサイズ及びCPUの数の組合せに対応付けられている配信対象動画像データ、合成要否データ、及び、画面構成データを特定する。そして、配信管理部46は、これらのデータに基づいて、図7に例示する配信設定データ72を生成する。そして、配信管理部46は、生成した配信設定データ72をデータ記憶部40に出力する。 In the present embodiment, the distribution management unit 46, for example, the distribution target moving image data associated with the combination of the display size and the number of CPUs included in the attribute data received from each client 12 in the attribute setting correspondence data 70. The composition necessity data and the screen configuration data are specified. And the delivery management part 46 produces | generates the delivery setting data 72 illustrated in FIG. 7 based on these data. Then, the distribution management unit 46 outputs the generated distribution setting data 72 to the data storage unit 40.
 本実施形態では、例えば、ユーザAのクライアント12は、ディスプレイサイズが3.8型である携帯型ゲーム端末であり、ユーザB、ユーザC、及び、ユーザDのクライアント12は、ディスプレイサイズが42型であるゲームコンソールであるとする。また、ユーザA、及び、ユーザBのクライアント12のCPUの数は1であり、ユーザC、及び、ユーザDのクライアント12のCPUの数は2であることとする。 In the present embodiment, for example, the client 12 of the user A is a portable game terminal whose display size is 3.8 type, and the client 12 of the user B, the user C, and the user D has a display size of 42 type. Suppose that this is a game console. Further, the number of CPUs of the client 12 of the user A and the user B is 1, and the number of CPUs of the client 12 of the user C and the user D is 2.
 この場合、配信管理部46は、ユーザAのクライアント12から受信した属性データに、ディスプレイサイズが3.8型であることが示されていることに基づいて、配信対象動画像データの値「送信元ユーザ」、合成要否データの値「不要」、及び、画面構成データの値「タイプA」を特定する。そして、配信管理部46は、このことに基づいて、ユーザIDの値「001」、配信動画像対応ユーザIDの値「001」、及び、画面構成データの値「タイプA」が設定された配信設定データ72を生成する。 In this case, the distribution management unit 46 transmits the value “transmission” of the distribution target moving image data based on the fact that the display size is indicated as 3.8 type in the attribute data received from the client 12 of the user A. The “original user”, the composition necessity data value “unnecessary”, and the screen configuration data value “type A” are specified. Based on this, the distribution management unit 46 distributes the user ID value “001”, the distribution moving image corresponding user ID value “001”, and the screen configuration data value “type A”. Setting data 72 is generated.
 そして、配信管理部46は、ユーザBのクライアント12から受信した属性データに、ディスプレイサイズが42型であること及びCPUの数が1であることが示されていることに基づいて、配信対象動画像データの値「全員」、合成要否データの値「要」、及び、画面構成データの値「タイプB」を特定する。そして、配信管理部46は、このことに基づいて、ユーザIDの値「002」、配信動画像対応ユーザIDの値「001,002,003,004」、合成方式データの値「合成後配信」及び、画面構成データの値「タイプB」が設定された配信設定データ72を生成する。 Then, based on the fact that the attribute data received from the client 12 of the user B indicates that the display size is 42 type and the number of CPUs is 1, the distribution management unit 46 The image data value “all”, the composition necessity data value “necessary”, and the screen configuration data value “type B” are specified. Based on this, the distribution management unit 46, based on this, the value “002” of the user ID, the value “001, 002, 003, 004” of the distribution video corresponding user ID, and the value “combined distribution” of the composition method data And the distribution setting data 72 in which the value “type B” of the screen configuration data is set is generated.
 そして、配信管理部46は、ユーザC、及び、ユーザDのクライアント12から受信した属性データに、ディスプレイサイズが42型であること及びCPUの数が2であることが示されていることに基づいて、配信対象動画像データの値「全員」、合成要否データの値「不要」、及び、図3のゲーム画面22に相当する画面構成データを特定する。そして、配信管理部46は、このことに基づいて、ユーザIDの値「003」、配信動画像対応ユーザIDの値「001,002,003,004」、合成方式データの値「合成前配信」及び、画面構成データの値「タイプB」が設定された配信設定データ72、及び、ユーザIDの値「004」、配信動画像対応ユーザIDの値「001,002,003,004」、合成方式データの値「合成前配信」及び、画面構成データの値「タイプB」が設定された配信設定データ72を生成する。 Then, the distribution management unit 46 is based on the fact that the attribute data received from the client 12 of the user C and the user D indicates that the display size is 42 type and the number of CPUs is 2. Then, the distribution target moving image data value “all”, the composition necessity data value “unnecessary”, and the screen configuration data corresponding to the game screen 22 of FIG. 3 are specified. Based on this, the distribution management unit 46, based on this, the user ID value “003”, the distribution moving image corresponding user ID value “001, 002,003, 004”, and the composition method data value “distribution before composition”. Also, the distribution setting data 72 in which the value “type B” of the screen configuration data is set, the value “004” of the user ID, the value “001, 002, 003, 004” of the distribution moving image corresponding user ID, the composition method The distribution setting data 72 in which the data value “delivery before composition” and the screen configuration data value “type B” are set is generated.
 そして、クラウドサービス10のデータ送信部44は、各配信設定データ72を、配信設定データ72に含まれるユーザIDの値に基づいて特定されるクライアント12に送信する。そして、各クライアント12のデータ受信部60は、配信設定データ72を受信する。そして、クライアント12の配信設定管理部64は、受信した配信設定データ72をクライアント12が備える記憶装置に出力する。 Then, the data transmission unit 44 of the cloud service 10 transmits each distribution setting data 72 to the client 12 specified based on the value of the user ID included in the distribution setting data 72. Then, the data receiving unit 60 of each client 12 receives the distribution setting data 72. Then, the distribution setting management unit 64 of the client 12 outputs the received distribution setting data 72 to a storage device included in the client 12.
 そして、クラウドサービス10の配信管理部46は、エミュレータ34を起動し、起動したエミュレータ34にアクションゲームのイメージファイルをロードする。そして、配信管理部46は、このエミュレータ34と、ユーザA、ユーザB、ユーザC、及び、ユーザDのクライアント12を接続する。そして、ゲーム実行部48が、ロードされたアクションゲームの実行を開始する。このようにして、本実施形態では、クラウドサービス10が、ユーザA、ユーザB、ユーザC、及び、ユーザDがプレイヤとして参加するアクションゲームのマルチプレイの実行を開始する。 Then, the distribution management unit 46 of the cloud service 10 activates the emulator 34 and loads the action game image file into the activated emulator 34. The distribution management unit 46 connects the emulator 34 and the client 12 of the user A, the user B, the user C, and the user D. Then, the game execution unit 48 starts executing the loaded action game. In this way, in the present embodiment, the cloud service 10 starts to execute multi-play of an action game in which the user A, the user B, the user C, and the user D participate as players.
 本実施形態では、配信設定データ72において、合成方式データの値が設定されていないユーザ、又は、合成方式データの値が「合成前配信」であるユーザについては、クラウドサービス10は、ゲーム実行部48による、アクションゲームの開始以降、所定のゲーム更新時間(例えば、1/60秒)毎に、ゲームの状況を示すゲーム状況データを更新するゲーム状況データ更新処理、ゲーム実行部48による、更新後のゲーム状況データに基づいてゲームのプレイ内容を表すフレーム画像20を生成するフレーム画像生成処理、データ送信部44による、生成されたフレーム画像20をクライアント12に送信するフレーム画像送信処理、の順に、これら3つの処理を実行する。すなわち、クラウドサービス10は、ゲーム更新時間間隔で、上述の3つの処理を順次実行するという処理を繰り返し実行する。 In the present embodiment, the cloud service 10 uses the game execution unit for a user for whom the value of the combination method data is not set in the distribution setting data 72 or a user whose value of the combination method data is “distribution before combination”. After the start of the action game by 48, game situation data update processing for updating game situation data indicating the game situation every predetermined game update time (for example, 1/60 seconds), after update by the game execution unit 48 Frame image generation processing for generating a frame image 20 representing the play content of the game based on the game situation data, and frame image transmission processing for transmitting the generated frame image 20 to the client 12 by the data transmission unit 44 in this order. These three processes are executed. That is, the cloud service 10 repeatedly executes a process of sequentially executing the above three processes at a game update time interval.
 また、本実施形態では、配信設定データ72において、合成方式データの値が設定されていないユーザ、又は、「合成後配信」であるユーザについては、クラウドサービス10は、ゲーム実行部48による、アクションゲームの開始以降、所定のゲーム更新時間(例えば、1/60秒)毎に、ゲームの状況を示すゲーム状況データを更新するゲーム状況データ更新処理、ゲーム実行部48による、更新後のゲーム状況データに基づいてゲームのプレイ内容を表すフレーム画像20を生成するフレーム画像生成処理、合成画像生成部50によるフレーム画像生成処理により生成されたフレーム画像20に基づいて合成画像をフレーム画像20として生成する合成画像生成処理、データ送信部44による、合成画像生成処理により生成されたフレーム画像20をクライアント12に送信するフレーム画像送信処理、の順に、これら4つの処理を実行する。すなわち、クラウドサービス10は、ゲーム更新時間間隔で、上述の4つの処理を順次実行するという処理を繰り返し実行する。 In the present embodiment, the cloud service 10 uses the action of the game execution unit 48 for the user for whom the value of the combination method data is not set in the distribution setting data 72 or the user who is “post-combination distribution”. After the start of the game, updated game situation data by the game execution data 48, game situation data update processing for updating the game situation data indicating the game situation every predetermined game update time (for example, 1/60 seconds) A frame image generation process for generating a frame image 20 representing game play content based on the frame image 20 and a composite image for generating a composite image as a frame image 20 based on the frame image 20 generated by the frame image generation process by the composite image generation unit 50 The image generated by the image generation process and the composite image generation process by the data transmission unit 44. Frame image transmission process of transmitting over arm image 20 to the client 12 in the order of, performing these four processes. That is, the cloud service 10 repeatedly executes a process of sequentially executing the above four processes at a game update time interval.
 本実施形態では、ゲーム実行部48は、フレーム画像生成処理において、例えば、更新後のオブジェクト群の位置や向きを示すゲーム状況データに基づいてフレーム画像20を生成する処理を実行する。 In the present embodiment, in the frame image generation process, the game execution unit 48 executes a process of generating the frame image 20 based on, for example, game situation data indicating the position and orientation of the updated object group.
 また、本実施形態では、合成画像生成部50は、上述の合成画像生成処理において、例えば、フレーム画像生成処理により生成されたフレーム画像20を取得して、取得したフレーム画像に基づいて、配信設定データ72に含まれる画面構成データが示す画面構成と同様に各フレーム画像20が配置されるよう合成画像を生成する。本実施形態では、ユーザBのクライアント12への送信対象となるフレーム画像20は、合成画像生成部50が合成したフレーム画像20となる。合成画像生成部50は、例えば、左上にユーザBのプレイ動画像のフレーム画像20が配置され、右上、左下、右下には、その他のユーザのプレイ動画像のフレーム画像20が配置された合成画像を、ユーザBのクライアント12への送信対象となるフレーム画像20として生成する。 In the present embodiment, the composite image generation unit 50 acquires the frame image 20 generated by the frame image generation process in the above-described composite image generation process, and performs distribution setting based on the acquired frame image. Similar to the screen configuration indicated by the screen configuration data included in the data 72, a composite image is generated so that each frame image 20 is arranged. In the present embodiment, the frame image 20 to be transmitted to the client B of the user B is the frame image 20 synthesized by the synthesized image generation unit 50. For example, the composite image generation unit 50 has a frame image 20 of the user B's play moving image arranged at the upper left, and a frame image 20 of another user's play moving image arranged at the upper right, lower left, and lower right. The image is generated as a frame image 20 to be transmitted to the client B of the user B.
 また、本実施形態では、データ送信部44は、フレーム画像送信処理において、例えば、生成されたフレーム画像20を生成時刻順に順序付けられているフレーム画像20の識別子であるフレームID、及び、そのフレーム画像20にプレイ内容が表されているユーザのユーザIDに関連付けてクライアント12に送信する。 In the present embodiment, in the frame image transmission process, the data transmission unit 44, for example, the frame ID that is the identifier of the frame image 20 in which the generated frame images 20 are ordered in the order of generation time, and the frame image 20 is transmitted to the client 12 in association with the user ID of the user whose play content is represented.
 本実施形態では、クラウドサービス10のデータ送信部44は、配信設定データ72が示す設定に従って、プレイ動画像のフレーム画像20を各クライアント12に送信する。例えば、クラウドサービス10のデータ送信部44は、ユーザAのクライアント12には、ユーザAによるプレイ内容を表すプレイ動画像のフレーム画像20を送信する。また、例えば、クラウドサービス10のデータ送信部44は、ユーザBのクライアント12には、図3に示すゲーム画面22(図3に示すゲーム画面22に相当するフレーム画像20)を送信する。また、例えば、クラウドサービス10のデータ送信部44は、ユーザC、及び、ユーザDのクライアント12には、ユーザAによるプレイ内容を表すプレイ動画像のフレーム画像20、ユーザBによるプレイ内容を表すプレイ動画像のフレーム画像20、ユーザCによるプレイ内容を表すプレイ動画像のフレーム画像20、及び、ユーザDによるプレイ内容を表すプレイ動画像のフレーム画像20を送信する。このように、本実施形態では、クラウドサービス10のデータ送信部44は、ユーザA、及び、ユーザBのクライアント12に1つのプレイ動画像を配信し、ユーザC、及び、ユーザDのクライアント12に4つのプレイ動画像を配信する。 In this embodiment, the data transmission unit 44 of the cloud service 10 transmits the frame image 20 of the play moving image to each client 12 according to the setting indicated by the distribution setting data 72. For example, the data transmission unit 44 of the cloud service 10 transmits the frame image 20 of the play moving image representing the content played by the user A to the client 12 of the user A. For example, the data transmission unit 44 of the cloud service 10 transmits the game screen 22 illustrated in FIG. 3 (the frame image 20 corresponding to the game screen 22 illustrated in FIG. 3) to the client 12 of the user B. Further, for example, the data transmission unit 44 of the cloud service 10 sends the frame image 20 of the play moving image representing the play content by the user A and the play content representing the play content by the user B to the client 12 of the user C and the user D. A frame image 20 of the moving image, a frame image 20 of the play moving image representing the play content by the user C, and a frame image 20 of the play moving image representing the play content of the user D are transmitted. As described above, in this embodiment, the data transmission unit 44 of the cloud service 10 distributes one play moving image to the client 12 of the user A and the user B, and sends it to the client 12 of the user C and the user D. Four play video images are distributed.
 そして、クライアント12のデータ受信部60は、クラウドサービス10から順次送信されるフレーム画像20を受信(取得)する。 Then, the data receiving unit 60 of the client 12 receives (acquires) the frame images 20 that are sequentially transmitted from the cloud service 10.
 そして、クライアント12の画面生成部66は、クラウドサービス10から受信した配信設定データ72と、クラウドサービス10から受信したフレーム画像20と、に基づいて、ゲーム画面22を生成する。 Then, the screen generation unit 66 of the client 12 generates the game screen 22 based on the distribution setting data 72 received from the cloud service 10 and the frame image 20 received from the cloud service 10.
 本実施形態では、例えば、ユーザAのクライアント12の画面生成部66は、図2に示すゲーム画面22を生成する。また、ユーザBのクライアント12の画面生成部66は、クラウドサービス10から送信される、図3に示すゲーム画面22に相当するフレーム画像20をゲーム画面22の中央に配置することによって、図3に示すゲーム画面22を生成する。また、ユーザC、及び、ユーザDのクライアント12の画面生成部66は、配信設定データ72に含まれる画面構成データに基づいて、各フレーム画像20をゲーム画面22に配置することによって、フレーム画像20と配置されている場所との関係が異なる、図3と同様のゲーム画面22を生成する。なお、本実施形態では、ユーザCのクライアント12の画面生成部66は、左上にユーザCのプレイ動画像のフレーム画像20が配置されたゲーム画面22を生成し、ユーザDのクライアント12の画面生成部66は、左上にユーザDのプレイ動画像のフレーム画像20が配置されたゲーム画面22を生成する。 In the present embodiment, for example, the screen generation unit 66 of the client 12 of the user A generates the game screen 22 shown in FIG. Further, the screen generation unit 66 of the client B of the user B arranges the frame image 20 transmitted from the cloud service 10 and corresponding to the game screen 22 shown in FIG. A game screen 22 to be shown is generated. Further, the screen generation unit 66 of the client 12 of the user C and the user D arranges each frame image 20 on the game screen 22 based on the screen configuration data included in the distribution setting data 72, so that the frame image 20 And a game screen 22 similar to that in FIG. 3 is generated. In this embodiment, the screen generation unit 66 of the user C's client 12 generates a game screen 22 in which the frame image 20 of the user C's play moving image is arranged in the upper left, and generates a screen of the user D's client 12. The unit 66 generates a game screen 22 in which the frame image 20 of the play video image of the user D is arranged on the upper left.
 そして、各クライアント12の画面出力部68は、自装置の画面生成部66が生成したゲーム画面22をディスプレイに表示出力する。なお、本実施形態では、各クライアント12は、所定のフレームレートで、ゲーム画面22の生成及び表示出力を行う。また、本実施形態では、クライアント12は、関連付けられているフレームID順にフレーム画像20を表示出力する。このようにして、プレイ動画像がクラウドサービス10からクライアント12へストリーミング配信される。 Then, the screen output unit 68 of each client 12 displays and outputs the game screen 22 generated by the screen generation unit 66 of its own device on the display. In the present embodiment, each client 12 generates and displays a game screen 22 at a predetermined frame rate. In the present embodiment, the client 12 displays and outputs the frame images 20 in the order of the associated frame IDs. In this way, the play moving image is streamed from the cloud service 10 to the client 12.
 以上のように、本実施形態では、クラウドサービス10からユーザA及びユーザBのクライアント12に配信されるプレイ動画像の数は1であり、クラウドサービス10からユーザC及びユーザDのクライアント12に配信されるプレイ動画像の数は4であることとなる。 As described above, in this embodiment, the number of play moving images distributed from the cloud service 10 to the users A and B clients 12 is 1, and distributed from the cloud service 10 to the users C and D clients 12. The number of play moving images to be played is four.
 このように、本実施形態では、クラウドサービス10が複数のクライアント12からの要求に応じてこれら複数のクライアント12それぞれを利用するユーザが参加するゲームを実行している場合に、ユーザが利用するクライアント12のディスプレイサイズやCPUの数に応じて、クライアント12に表示出力されるゲーム画面22の画面構成や、クライアント12に配信されるプレイ動画像の数が変わることとなる。また、本実施形態では、同じ画面構成のゲーム画面22が表示出力される場合であっても、ユーザが利用するクライアント12のCPUの数に応じて、フレーム画像20の合成がクラウドサービス10で行われるか、クライアント12で行われるか、が異なることとなる。 As described above, in the present embodiment, when the cloud service 10 is executing a game in which a user who uses each of the plurality of clients 12 participates in response to requests from the plurality of clients 12, the client used by the users is used. Depending on the display size of 12 and the number of CPUs, the screen configuration of the game screen 22 displayed and output to the client 12 and the number of play moving images distributed to the client 12 will change. Further, in the present embodiment, even when the game screen 22 having the same screen configuration is displayed and output, the frame service 20 is synthesized by the cloud service 10 according to the number of CPUs of the client 12 used by the user. Whether it is performed by the client 12 or not.
 本実施形態では、ゲーム実行部48は、ゲーム状況更新処理において、例えば、ゲームにおけるプレイヤオブジェクトや敵オブジェクトといったキャラクタオブジェクトなどの位置や向きを示すゲーム状況データを更新する処理を実行する。また、本実施形態では、ゲーム実行部48は、ゲーム状況更新処理において、更新後のオブジェクト間の衝突判定処理や、衝突判定結果に基づく、ゲームステージクリア判定処理、ミス判定処理なども併せて実行する。 In the present embodiment, the game execution unit 48 performs a process of updating game situation data indicating the position and orientation of a character object such as a player object or an enemy object in the game in the game situation update process. In the present embodiment, the game execution unit 48 also performs a collision determination process between updated objects, a game stage clear determination process, a mistake determination process, and the like based on the collision determination result in the game situation update process. To do.
 また、本実施形態では、ゲームの実行中に、クライアント12が、ユーザによるボタンの押下などのキー入力を受け付けた際に、入力に応じたキー情報(例えば、押下されたボタンの種別を示す信号)を、クラウドサービス10に送信する。そして、クラウドサービス10のゲーム実行部48は、このキー情報に応じたゲーム状況データの更新(例えば、押下されたボタンが示す方向へのプレイヤオブジェクトの移動等)を実行する。 In the present embodiment, when the client 12 receives a key input such as a button press by the user during the game, key information corresponding to the input (for example, a signal indicating the type of the button pressed). ) Is transmitted to the cloud service 10. And the game execution part 48 of the cloud service 10 performs the update (for example, movement of the player object to the direction which the pressed button etc. show) of the game status data according to this key information.
 また、本実施形態では、ゲーム状況監視部52が、例えば、ゲーム実行部48が実行しているゲームのゲーム処理の進行状況を監視する。本実施形態では、予め、ゲームにおいて所定のイベントが発生する時点(具体的には、例えば、ボスキャラクタと遭遇した時点や、ボスキャラクタとの戦いの開始時点等)のフレーム画像20がデータ記憶部40に記憶されている。以下、これらのフレーム画像を判定画像と呼ぶこととする。本実施形態では、ゲーム状況監視部52は、例えば、ゲーム実行部48により生成されるフレーム画像を監視する。そして、ゲーム状況監視部52は、公知の画像処理技術を用いて、監視されたフレーム画像と、データ記憶部40に記憶されているいずれかの判定画像とが一致していることを確認した際に、ボスキャラクタに遭遇した、ボスキャラクタとの戦いが始まったなどといったイベントの発生を判定する。このようにして、本実施形態では、所定のイベントの発生時点を検出することができるようになっている。 In this embodiment, the game situation monitoring unit 52 monitors the progress of the game process of the game being executed by the game execution unit 48, for example. In the present embodiment, a frame image 20 at a time point when a predetermined event occurs in the game (specifically, for example, when a boss character is encountered or when a battle with a boss character is started) is stored in the data storage unit in advance. 40. Hereinafter, these frame images are referred to as determination images. In the present embodiment, the game situation monitoring unit 52 monitors a frame image generated by the game execution unit 48, for example. When the game situation monitoring unit 52 confirms that the monitored frame image matches one of the determination images stored in the data storage unit 40 using a known image processing technique. In addition, the occurrence of an event such as encountering a boss character or starting a battle with the boss character is determined. In this way, in the present embodiment, it is possible to detect the occurrence time of a predetermined event.
 そして、本実施形態では、ゲーム状況監視部52は、イベントを検出した際に、配信管理部46にその旨を通知する。すると、クラウドサービス10の配信管理部46は、イベントに応じて、配信設定データ72を変更する。 In this embodiment, when the game situation monitoring unit 52 detects an event, the game state monitoring unit 52 notifies the distribution management unit 46 of the event. Then, the distribution management unit 46 of the cloud service 10 changes the distribution setting data 72 according to the event.
 本実施形態では、例えば、ユーザCがプレイしているゲームにおいてイベントが発生した旨を、配信管理部46がゲーム状況監視部52から受け付けた際に、配信管理部46は、ユーザCのフレーム画像20のサイズが所定倍(例えば、1.1倍)に拡大されるよう、ユーザIDの値が、「002」、「003」、及び、「004」である配信設定データ72に含まれる画面構成データを変更する。 In the present embodiment, for example, when the distribution management unit 46 receives from the game situation monitoring unit 52 that an event has occurred in the game played by the user C, the distribution management unit 46 displays the frame image of the user C. Screen configuration included in distribution setting data 72 whose user ID values are “002”, “003”, and “004” so that the size of 20 is enlarged to a predetermined magnification (eg, 1.1 times) Change the data.
 そして、クラウドサービス10のデータ送信部44は、変更後の配信設定データ72をユーザB、ユーザC、及び、ユーザDのクライアント12に送信する。そして、ユーザB、ユーザC、及び、ユーザDのクライアント12の配信設定管理部64は、クライアント12が備える記憶装置に記憶されている配信設定データ72を変更する。本実施形態では、クラウドサービス10及びクライアント12は、配信設定データ72が変更されると、変更後の配信設定データに基づいて、処理を実行するようになる。本実施形態では、例えば、クラウドサービスの合成画像生成部50、及び、クライアント12の画面生成部66は、配信設定データ72が変更された後は、変更後の配信設定データに基づいてゲーム画面22を生成する。 Then, the data transmission unit 44 of the cloud service 10 transmits the changed distribution setting data 72 to the client 12 of the user B, the user C, and the user D. Then, the distribution setting management unit 64 of the client 12 of the user B, the user C, and the user D changes the distribution setting data 72 stored in the storage device included in the client 12. In the present embodiment, when the distribution setting data 72 is changed, the cloud service 10 and the client 12 perform processing based on the changed distribution setting data. In the present embodiment, for example, after the distribution setting data 72 is changed, the composite image generation unit 50 of the cloud service and the screen generation unit 66 of the client 12 change the game screen 22 based on the changed distribution setting data. Is generated.
 このようにして、本実施形態では、ユーザCがプレイしているゲームにおいてイベントが発生した際に、ユーザB、ユーザC、及び、ユーザDのクライアント12のディスプレイに表示出力されるゲーム画面22内における、ユーザCのプレイ動画像のフレーム画像20が占める領域が広くなる。このことによって、各ユーザは、ユーザCにゲームにおけるイベントが発生したことを知ることができる。 Thus, in this embodiment, when an event occurs in a game played by the user C, the game screen 22 displayed on the display of the client 12 of the user B, the user C, and the user D is displayed. The area occupied by the frame image 20 of the play moving image of the user C in FIG. This allows each user to know that an event in the game has occurred to user C.
 また、本実施形態では、ネットワーク状況監視部54が、クライアント12とクラウドサービス10と、を接続するコンピュータネットワーク14の通信の状況(例えば、帯域幅)を監視する。そして、ネットワーク状況監視部54は、クライアント12とクラウドサービス10とを接続するコンピュータネットワーク14が所定の上限帯域幅以上となった場合や、所定の下限帯域幅以下となった場合などに、その旨を配信管理部46に通知する。そして、配信管理部46は、例えば、この通知に応じて、配信設定データ72を変更する。 In this embodiment, the network status monitoring unit 54 monitors the communication status (for example, bandwidth) of the computer network 14 that connects the client 12 and the cloud service 10. Then, when the computer network 14 that connects the client 12 and the cloud service 10 exceeds the predetermined upper limit bandwidth or when the computer network 14 becomes equal to or lower than the predetermined lower limit bandwidth, the network status monitoring unit 54 To the distribution management unit 46. And the delivery management part 46 changes the delivery setting data 72 according to this notification, for example.
 本実施形態では、例えば、クラウドサービス10とユーザCのクライアント12とを接続するコンピュータネットワーク14の帯域幅が所定の下限帯域幅未満となったことを、配信管理部46がネットワーク状況監視部54から受け付けた際に、配信管理部46は、ユーザIDの値が「003」である配信設定データ72に含まれる配信動画像対応ユーザIDの値を「003」に変更し、合成方式データの値を削除し、画面構成データの値を「タイプA」に変更する。 In this embodiment, for example, the distribution management unit 46 notifies the network status monitoring unit 54 that the bandwidth of the computer network 14 that connects the cloud service 10 and the client 12 of the user C is less than a predetermined lower limit bandwidth. Upon receipt, the distribution management unit 46 changes the value of the distribution video corresponding user ID included in the distribution setting data 72 whose user ID value is “003” to “003”, and sets the value of the composition method data. Delete and change the value of the screen configuration data to “Type A”.
 そして、クラウドサービス10のデータ送信部44は、変更後の配信設定データ72をユーザCのクライアント12に送信する。そして、ユーザCのクライアント12は、クライアント12が備える記憶装置に記憶されている配信設定データ72を変更する。このようにして、本実施形態では、クラウドサービス10とユーザCのクライアント12とを接続するコンピュータネットワーク14の帯域幅が所定の下限帯域幅未満となった際に、ユーザCのクライアント12のディスプレイに表示出力されるゲーム画面22に含まれるフレーム画像20の数が4つから1つに変化するとともに、クラウドサービス10からユーザCのクライアント12に送信されるプレイ動画像の数が4つから1つに減少する。 Then, the data transmission unit 44 of the cloud service 10 transmits the changed distribution setting data 72 to the client 12 of the user C. Then, the client 12 of the user C changes the distribution setting data 72 stored in the storage device included in the client 12. Thus, in this embodiment, when the bandwidth of the computer network 14 that connects the cloud service 10 and the user C client 12 becomes less than the predetermined lower limit bandwidth, the display on the user C client 12 is displayed. The number of frame images 20 included in the game screen 22 to be displayed and changed changes from four to one, and the number of play moving images transmitted from the cloud service 10 to the client C of the user C is four to one. To decrease.
 もちろん、クラウドサービス10は、クラウドサービス10とクライアント12とを接続するコンピュータネットワーク14の帯域幅が所定の上限帯域幅以上となった場合に、クライアント12のディスプレイに表示出力されるゲーム画面22に含まれるフレーム画像20の数を増加させたり、クラウドサービス10からクライアント12に送信されるプレイ動画像の数を増加させたりしてもよい。 Of course, the cloud service 10 is included in the game screen 22 displayed on the display of the client 12 when the bandwidth of the computer network 14 that connects the cloud service 10 and the client 12 exceeds a predetermined upper limit bandwidth. The number of frame images 20 to be displayed may be increased, or the number of play moving images transmitted from the cloud service 10 to the client 12 may be increased.
 このようにして、本実施形態では、コンピュータネットワーク14の帯域幅が変更するなどといった、クラウドサービス10やクライアント12やコンピュータネットワーク14に関する状況が変化した際に、クライアント12に表示出力されるゲーム画面22の画面構成や、クラウドサービス10からクライアント12に送信されるプレイ動画像の数を変えることができる。なお、クラウドサービス10は、例えば、クラウドサービス10やクライアント12の負荷の変化に応じて、クライアント12に表示出力されるゲーム画面22の画面構成や、クラウドサービス10からクライアント12に送信されるプレイ動画像の数を変えてもよい。 In this way, in the present embodiment, the game screen 22 displayed and output on the client 12 when the status relating to the cloud service 10, the client 12, or the computer network 14 changes, such as the bandwidth of the computer network 14 changing. And the number of play moving images transmitted from the cloud service 10 to the client 12 can be changed. The cloud service 10 is, for example, a screen configuration of the game screen 22 displayed and output on the client 12 in accordance with a change in the load on the cloud service 10 or the client 12, or a play video transmitted from the cloud service 10 to the client 12. The number of images may be changed.
 また、例えば、クラウドサービス10とユーザCのクライアント12とを接続するコンピュータネットワーク14の帯域幅が所定の下限帯域幅未満となったことを、配信管理部46がネットワーク状況監視部54から受け付けた際に、配信管理部46は、ユーザIDの値が「003」である配信設定データ72に含まれる合成方式データの値を「合成後配信」に変更するようにしてもよい。そして、配信設定データ72の変更後は、クラウドサービス10が、合成画像生成部50により生成される合成画像をフレーム画像20としてユーザCのクライアント12に送信するようにしてもよい。こうすれば、コンピュータネットワーク14の帯域幅が変更するなどといったクラウドサービス10やクライアント12やコンピュータネットワーク14に関する状況が変化した際に、画面構成を変えることなく、フレーム画像20の合成がクラウドサービス10で行われるか、クライアント12で行われるか、が切り替わることとなる。 For example, when the distribution management unit 46 receives from the network status monitoring unit 54 that the bandwidth of the computer network 14 that connects the cloud service 10 and the client C of the user C is less than a predetermined lower limit bandwidth. In addition, the distribution management unit 46 may change the value of the combination method data included in the distribution setting data 72 whose user ID value is “003” to “post-combination distribution”. Then, after the distribution setting data 72 is changed, the cloud service 10 may transmit the composite image generated by the composite image generation unit 50 to the client 12 of the user C as the frame image 20. In this way, when the status of the cloud service 10, the client 12, or the computer network 14 changes, such as when the bandwidth of the computer network 14 changes, the composition of the frame image 20 can be performed by the cloud service 10 without changing the screen configuration. Whether it is performed or performed by the client 12 is switched.
 また、本実施形態では、ユーザがクライアント12のタッチパッド等を用いて、フレーム画像20のサイズの変更操作や、フレーム画像20の表示位置の変更操作を実行すると、クライアント12のデータ送信部62が、変更操作に応じた、配信設定データ72の変更要求をクラウドサービス10に送信する。すると、クラウドサービス10のデータ受信部42が変更要求を受け付ける。すると、配信管理部46が、受信した変更要求に応じて、配信設定データ72を変更する。そして、クラウドサービス10のデータ送信部44は、クライアント12に変更後の配信設定データ72を送信する。そして、クライアント12の配信設定管理部64は、この配信設定データ72を受信して、記憶部に記憶されている配信設定データを変更する。また、本実施形態では、例えば、ユーザがマウスなどを用いてフレーム画像20上にポインタを配置した(フォーカスした)際に、クラウドサービス10の配信管理部46が、そのフレーム画像20が大きく表示されるよう配信設定データ72を変更する。 In the present embodiment, when the user performs a change operation of the size of the frame image 20 or a change operation of the display position of the frame image 20 using the touch pad or the like of the client 12, the data transmission unit 62 of the client 12 Then, a change request for the distribution setting data 72 according to the change operation is transmitted to the cloud service 10. Then, the data receiving unit 42 of the cloud service 10 receives the change request. Then, the distribution management unit 46 changes the distribution setting data 72 in response to the received change request. Then, the data transmission unit 44 of the cloud service 10 transmits the changed distribution setting data 72 to the client 12. The distribution setting management unit 64 of the client 12 receives the distribution setting data 72 and changes the distribution setting data stored in the storage unit. In the present embodiment, for example, when the user places (focuss) a pointer on the frame image 20 using a mouse or the like, the distribution management unit 46 of the cloud service 10 displays the frame image 20 in a large size. Thus, the delivery setting data 72 is changed.
 なお、本発明は上述の実施形態に限定されるものではない。 Note that the present invention is not limited to the above-described embodiment.
 例えば、上述のようにユーザA、ユーザB、ユーザC、及び、ユーザDの4人がマルチプレイでのゲームをプレイしている場面で、ユーザCがコントローラ等を用いて所定の操作を行った際に、ユーザCのクライアント12のデータ送信部62はクラウドサービス10に、ユーザCの画面の強調表示出力要求を送信し、クラウドサービス10のデータ受信部42がこの強調表示出力要求を受信してもよい。そして、クラウドサービス10の配信管理部46が、この強調表示出力要求に応じて、ユーザCのプレイ動画像のフレーム画像20が強調表示されるよう(例えば、ユーザCのフレーム画像20が拡大表示されるよう、ユーザCのフレーム画像20の周りに枠線等、フレーム画像20を目立たせるハイライト画像が配置されるよう、など)配信設定データ72を変更してもよい。この場合は、上述のように、ユーザB、ユーザC、及び、ユーザDのクライアント12が備える記憶装置に記憶されている配信設定データ72も変更される。そして、ユーザB、ユーザC、及び、ユーザDのクライアント12の画面出力部68は、ユーザCのプレイ動画像のフレーム画像20が強調表示されたゲーム画面22をディスプレイに表示出力する。 For example, when the user A, the user B, the user C, and the user D play a multiplayer game as described above, the user C performs a predetermined operation using a controller or the like. In addition, even if the data transmission unit 62 of the client 12 of the user C transmits a highlight display output request for the screen of the user C to the cloud service 10, the data reception unit 42 of the cloud service 10 receives this highlight display output request. Good. Then, the distribution management unit 46 of the cloud service 10 highlights the frame image 20 of the play video image of the user C in response to the highlight display output request (for example, the frame image 20 of the user C is enlarged and displayed). The distribution setting data 72 may be changed so that a highlight image that highlights the frame image 20 such as a frame line is arranged around the frame image 20 of the user C). In this case, as described above, the delivery setting data 72 stored in the storage device included in the client 12 of the user B, the user C, and the user D is also changed. Then, the screen output unit 68 of the client 12 of the user B, the user C, and the user D displays and outputs the game screen 22 on which the frame image 20 of the play moving image of the user C is highlighted.
 こうすれば、例えば、ユーザA、ユーザB、ユーザC、及び、ユーザDの4人がマルチプレイでのゲームをプレイしていて、ユーザCが他のユーザに自分のプレイに注目してもらいたくなった場面などに、ユーザCが他のユーザに自分のプレイに注目してもらうよう促すことができる。 In this way, for example, user A, user B, user C, and user D are playing a multiplayer game, and user C wants other users to pay attention to their play. The user C can urge other users to pay attention to his / her play in such scenes.
 また、例えば、属性設定対応データ70に含まれる、所定の属性に対応付けられている配信対象動画像データが、配信対象となる動画像の数、あるいは、上限となる配信対象の動画像の数を示していてもよい。具体的には、例えば、配信対象動画像データの値として「2」や、「上限2」などが設定されていてもよい。また、属性設定対応データ70に含まれる画面構成データが、配信対象動画像データに設定されている数のフレーム画像20が配置されたゲーム画面22の画面構成を示していてもよい。 Also, for example, the distribution target moving image data associated with the predetermined attribute included in the attribute setting correspondence data 70 is the number of moving images to be distributed or the upper limit of the number of moving images to be distributed. May be shown. Specifically, for example, “2” or “upper limit 2” may be set as the value of the distribution target moving image data. Further, the screen configuration data included in the attribute setting correspondence data 70 may indicate the screen configuration of the game screen 22 on which the number of frame images 20 set in the distribution target moving image data is arranged.
 そして、例えば、クラウドサービス10が受信した属性データが上述の所定の属性を示している場合に、クラウドサービス10の配信管理部46が、ゲームをプレイしているユーザのうちから、所与の規則に従って選択された、配信対象動画像データが示す配信対象の動画像の数(あるいは、上限数)のユーザID(例えば、送信元ユーザ、及び、他のユーザのうちからランダムに選択されたユーザのユーザID)を示す配信動画像対応ユーザID、及び、上述の画面構成を示す画面構成データが含まれる配信設定データ72を生成してもよい。 For example, when the attribute data received by the cloud service 10 indicates the predetermined attribute described above, the distribution management unit 46 of the cloud service 10 determines a given rule from the users who are playing the game. The user ID (for example, the transmission source user and the user randomly selected from other users) of the number of moving target moving images (or the upper limit number) indicated by the moving target moving image data selected according to The distribution setting data 72 including the distribution moving image corresponding user ID indicating the user ID) and the screen configuration data indicating the above-described screen configuration may be generated.
 そして、例えば、4人によるマルチプレイでゲームがプレイされている際に、クライアント12の画面出力部68が、4人のうちから選択された2人のプレイ動画像のフレーム画像20が含まれる(すなわち、2つのフレーム画像20が含まれる)ゲーム画面22をディスプレイに表示出力するようにしてもよい。 Then, for example, when the game is played in a multiplayer mode with four people, the screen output unit 68 of the client 12 includes the frame images 20 of the play video images of two people selected from the four people (that is, A game screen 22 (including two frame images 20) may be displayed on a display.
 また、クラウドサービス10の配信管理部46は、例えば、クラウドサービス10を構成するサーバの負荷、予め定められたネットワーク帯域幅、現在のコンピュータネットワーク14の帯域幅、動画像の送信の遅延時間、ジッタ値、コンピュータネットワーク14でのパケットロス率、等に応じた配信設定データ72を生成するようにしてもよい。 In addition, the distribution management unit 46 of the cloud service 10 includes, for example, a load on a server constituting the cloud service 10, a predetermined network bandwidth, a current computer network 14 bandwidth, a moving image transmission delay time, jitter, and the like. The distribution setting data 72 may be generated according to the value, the packet loss rate in the computer network 14, and the like.
 また、例えば、クラウドサービス10が複数のクライアント12に対して動画像を配信する場合(1つの動画像を配信する場合も複数の動画像を配信する場合も含む)に、クラウドサービス10は、クラウドサービス10を構成するサーバの負荷(CPU)やコンピュータネットワーク14の帯域の負荷と、各ストリーミングの優先度(例えば、クライアント12を利用するユーザが会員であるか非会員であるかなどに基づく優先度)に基づいて、ストリーミングの質を調整する(例えば、クラウドサービス10が、非会員であるユーザのクライアント12に対するストリーミング配信のビットレートを下げたり動画像の画質を下げたりする)ようにしてもよい。 In addition, for example, when the cloud service 10 distributes moving images to a plurality of clients 12 (including a case where one moving image is distributed or a plurality of moving images is distributed), the cloud service 10 is a cloud service The load (CPU) of the server constituting the service 10 and the bandwidth of the computer network 14 and the priority of each streaming (for example, the priority based on whether the user using the client 12 is a member or a nonmember) ) To adjust the streaming quality (for example, the cloud service 10 may lower the bit rate of streaming delivery to the non-member user's client 12 or the moving image quality). .
 また、例えば、クラウドサービス10は、クライアント12にハードウェアデコーダが含まれているか否か、クライアント12に動画像に対応するコーデックがインストールされているか否か、クラウドサービス10における動画像のエンコードの負荷、等の状況に応じて、配信される動画像のビットレートを変更したり、符号化方式を変更したりするようにしてもよい。 Further, for example, the cloud service 10 determines whether or not the client 12 includes a hardware decoder, whether or not a codec corresponding to a moving image is installed in the client 12, and the encoding load of the moving image in the cloud service 10 Depending on the situation, etc., the bit rate of the moving image to be distributed may be changed, or the encoding method may be changed.
 また、例えば、配信設定データ72は、配信動画像対応ユーザID、合成方式データ、画面構成データ、以外のデータを含んでいてもよいし、配信動画像対応ユーザID、合成方式データ、画面構成データの少なくとも1つを含んでいなくてもよい。配信設定データ72は、例えば、クライアント12が確保すべきバッファサイズ、許容遅延時間、フレームレート、ビットレート、配信プロトコルを示すデータ(例えば、TCPによる配信であるかUDPによる配信であるかを示すデータ)、通信経路などを示すデータを含んでいてもよい。そして、クラウドサービス10のデータ送信部44は、配信設定データ72が示すビットレートや配信プロトコルや通信経路などに従ったプレイ動画像の配信を行うようにしてもよい。また、クライアント12は、配信設定データ72が示すバッファサイズを確保するようにしてもよい。また、クライアント12の画面生成部66は、配信設定データ72が示すフレームレートで画面の生成を行うようにしてもよい。また、クライアント12の画面生成部66は、配信設定データ72が示す解像度でフレーム画像20をゲーム画面22に配置してもよい。 Further, for example, the distribution setting data 72 may include data other than the distribution moving image corresponding user ID, the combination method data, and the screen configuration data, or the distribution moving image corresponding user ID, the combination method data, and the screen configuration data. At least one of them may not be included. The distribution setting data 72 is, for example, data indicating the buffer size to be secured by the client 12, the allowable delay time, the frame rate, the bit rate, and the distribution protocol (for example, data indicating whether the distribution is based on TCP or UDP) ), Data indicating a communication path or the like may be included. The data transmission unit 44 of the cloud service 10 may distribute the play moving image according to the bit rate, distribution protocol, communication path, and the like indicated by the distribution setting data 72. Further, the client 12 may ensure the buffer size indicated by the distribution setting data 72. The screen generation unit 66 of the client 12 may generate a screen at the frame rate indicated by the distribution setting data 72. Further, the screen generation unit 66 of the client 12 may arrange the frame image 20 on the game screen 22 with the resolution indicated by the distribution setting data 72.
 また、配信管理部46は、CPUの数やディスプレイサイズ以外の要素(例えば、コンピュータネットワーク14の帯域幅、クラウドサービス10の負荷、クライアント12の名称、CPUの種別、ハードディスク容量、メモリサイズ、最大通信速度、タッチパッドの有無、種別(パーソナルコンピュータ、ゲームコンソール、テレビ受像器、携帯型ゲーム装置、携帯情報端末、のいずれであるのか)等)に基づいて、配信設定データ72が示す値を決定するようにしてもよい。 In addition, the distribution management unit 46 includes elements other than the number of CPUs and the display size (for example, the bandwidth of the computer network 14, the load of the cloud service 10, the name of the client 12, the type of the CPU, the hard disk capacity, the memory size, the maximum communication). The value indicated by the distribution setting data 72 is determined based on the speed, the presence / absence of a touch pad, and the type (a personal computer, a game console, a television receiver, a portable game device, or a portable information terminal). You may do it.
 また、例えば、配信管理部46は、フレーム画像20の大きさに応じた解像度の値が設定された配信設定データ72を生成するようにしてもよい。すなわち、ゲーム画面22におけるフレーム画像20の大きさと解像度との間に関連があっても構わない。 Also, for example, the distribution management unit 46 may generate the distribution setting data 72 in which a resolution value corresponding to the size of the frame image 20 is set. That is, there may be a relationship between the size of the frame image 20 on the game screen 22 and the resolution.
 また、クライアント12は、ゲーム画面22を、ウェブブラウザを介してディスプレイに表示出力してもよいし、クライアントプログラムによって生成される画面としてディスプレイに表示出力するようにしてもよい。 Further, the client 12 may display and output the game screen 22 on the display via a web browser, or may display and output the game screen 22 on the display as a screen generated by the client program.
 また、クラウドサービス10のデータ記憶部40に、配信設定データ72が示す値を算出する数式を示すデータが記憶されていてもよい。そして、クラウドサービス10の配信管理部46が、数式に従って算出される設定値が設定された配信設定データ72を生成するようにしてもよい。 Further, data indicating a mathematical formula for calculating a value indicated by the distribution setting data 72 may be stored in the data storage unit 40 of the cloud service 10. Then, the distribution management unit 46 of the cloud service 10 may generate distribution setting data 72 in which setting values calculated according to mathematical formulas are set.
 また、例えば、クラウドサービス10のデータ送信部44は、以上に挙げた規則とは異なる所与の規則に従って決定される数の動画像を一画面内に配置される動画像としてクライアント12に送信してもよい。そして、クライアント12の画面生成部66は、その決定された数の動画像のフレーム画像20が含まれるゲーム画面22を生成してもよい。また、例えば、クライアント12の画面生成部66は、以上に挙げた規則とは異なる所与の規則に従った設定で複数のフレーム画像20が配置されたゲーム画面22を生成してもよい。 Further, for example, the data transmission unit 44 of the cloud service 10 transmits the number of moving images determined according to a given rule different from the rules listed above to the client 12 as moving images arranged in one screen. May be. Then, the screen generation unit 66 of the client 12 may generate the game screen 22 including the determined number of moving image frame images 20. Further, for example, the screen generation unit 66 of the client 12 may generate a game screen 22 in which a plurality of frame images 20 are arranged with settings according to a given rule different from the rules listed above.
 また、例えば、上述の実施形態を、他のユーザにより同一のゲームがマルチプレイでプレイされている様子を観戦する場面に応用してもよい。この場合は、ゲーム画面22には、他のユーザのプレイ動画像のフレーム画像20が少なくとも1つ含まれることとなる。例えば、複数のプレイヤによりプレイされているレーシングゲームなどを観戦している場面において、上述の処理を応用して、例えば、ラップタイムが更新された、ファイナルラップに突入した、あるいは、ゴールしたというイベントが発生した際に、そのイベントを発生させたユーザのプレイ動画像のフレーム画像20が大きくなるよう、クラウドサービス10の配信管理部46が、配信設定データ72を変更するようにしてもよい。 Further, for example, the above-described embodiment may be applied to a scene in which the same game is played in multiplayer by another user. In this case, the game screen 22 includes at least one frame image 20 of another user's play moving image. For example, in a scene of watching a racing game or the like played by a plurality of players, an event that the lap time is updated, a final lap is entered, or a goal is reached, for example, by applying the above-described processing. When the event occurs, the distribution management unit 46 of the cloud service 10 may change the distribution setting data 72 so that the frame image 20 of the play moving image of the user who generated the event becomes large.
 また、例えば、他のユーザによりプレイされている様々なゲームのプレイ内容を表す複数のプレイ動画像を観戦する場面に応用してもよい。このとき、クラウドサービス10の配信管理部46が、エミュレータ34に対して接続されているクライアント12の数に基づいて算出される、現在プレイ動画像を閲覧しているユーザの数、あるいは、エミュレータ34に対するクライアント12の接続履歴に基づいて算出される、今までにプレイ動画像を閲覧したユーザの数、等に基づいて、配信設定データ72を生成する(例えば、閲覧しているユーザの数が多いプレイ動画像であるほど、フレーム画像20のサイズが大きくなるよう設定された配信設定データ72を生成する)ようにしてもよい。 Also, for example, the present invention may be applied to a scene where a plurality of play moving images representing the play contents of various games played by other users are watched. At this time, the distribution management unit 46 of the cloud service 10 is calculated based on the number of clients 12 connected to the emulator 34, or the number of users who are currently viewing the play video image, or the emulator 34. The distribution setting data 72 is generated based on, for example, the number of users who have viewed the play moving image so far, which is calculated based on the connection history of the client 12 with respect to (for example, the number of users viewing is large). The distribution setting data 72 may be generated so that the size of the frame image 20 increases as the play moving image increases.
 また、例えば、ユーザ自身がゲームを楽しみつつ、他のユーザによりプレイされているゲームの観戦も楽しむような場面に応用してもよい。この場合は、ゲーム画面22には、自らによるプレイの内容を表すプレイ動画像のフレーム画像20と、他のユーザによるプレイの内容を表すプレイ動画像のフレーム画像20と、が含まれることとなる。このとき、配信管理部46は、自らによるプレイの内容を表すプレイ動画像のフレーム画像20のサイズが、他のユーザによるプレイの内容を表すプレイ動画像のフレーム画像20のサイズよりも大きくなるよう、あるいは、自らによるプレイの内容を表すプレイ動画像のフレーム画像20の画質が、他のユーザによるプレイの内容を表すプレイ動画像のフレーム画像20の画質よりも高くなるよう、配信設定データ72を設定してもよい。また、配信管理部46は、自らがプレイしているゲームと同種のゲーム、若しくは、同一のゲームのプレイ動画像のフレーム画像20のサイズが、その他のフレーム画像20のサイズよりも大きくなるよう、又は、自らがプレイしているゲームと同種のゲーム、若しくは、同一のゲームのプレイ動画像のフレーム画像20の画質が、その他のフレーム画像20の画質よりも高くなるよう、配信設定データ72を設定してもよい。このように、画面生成部66が、各フレーム画像20が、そのフレーム画像20にプレイ内容が表されているゲームと、ゲーム画面22が提示されるユーザによりプレイされているゲームと、の関係に応じた設定で配置されたゲーム画面22を生成するようにしてもよい。画面生成部66は、例えば、フレーム画像20にプレイ内容が表されているゲームと、ゲーム画面22が提示されるユーザによりプレイされているゲームとの関係が強いフレーム画像20であるほど画質が高くなるよう各フレーム画像20が配置されたゲーム画面22を生成するようにしてもよい。 Further, for example, the present invention may be applied to a scene where the user himself / herself enjoys the game and also enjoys watching the game played by another user. In this case, the game screen 22 includes a frame image 20 of the play moving image representing the content of the play by the user and a frame image 20 of the play moving image representing the content of the play by another user. . At this time, the distribution management unit 46 causes the size of the frame image 20 of the play moving image representing the content of the play by itself to be larger than the size of the frame image 20 of the play moving image representing the content of the play by another user. Alternatively, the distribution setting data 72 is set so that the image quality of the frame image 20 of the play moving image representing the content of the play by the user is higher than the image quality of the frame image 20 of the play moving image representing the content of the play by another user. It may be set. In addition, the distribution management unit 46 is configured such that the size of the frame image 20 of the game of the same type as the game that the player is playing, or the play moving image of the same game, is larger than the sizes of the other frame images 20. Alternatively, the distribution setting data 72 is set so that the image quality of the frame image 20 of the game of the same type as the game that the player is playing or the same moving image of the same game is higher than the image quality of the other frame images 20 May be. In this way, the screen generation unit 66 determines that each frame image 20 has a relationship between the game whose play content is represented in the frame image 20 and the game played by the user who is presented with the game screen 22. You may make it produce | generate the game screen 22 arrange | positioned by the setting according to. For example, the screen generation unit 66 has a higher image quality as the frame image 20 has a stronger relationship between the game whose play content is represented in the frame image 20 and the game played by the user on which the game screen 22 is presented. You may make it produce | generate the game screen 22 by which each frame image 20 is arrange | positioned.
 また、上述の実施形態を、プレイ動画像の配信だけではなく、既に実行されたゲームのプレイ内容を表す動画像であるリプレイ動画像の配信の場面にも応用しても構わない。例えば、クラウドサービス10のデータ記憶部40には、既に実行されたゲームのプレイ内容を表す動画像であるリプレイ動画像が記憶されていてもよい。そして、クラウドサービス10のデータ送信部44は、リプレイ動画像のフレーム画像20をクライアント12に送信するようにしてもよい。すなわち、ゲーム画面22には、リプレイ動画像のフレーム画像20が含まれていても構わない。なお、リプレイ動画像は、SVC(Scalable Video Coding)によりエンコードされた動画像であっても構わない。そして、クラウドサービス10のデータ送信部44は、配信設定データ72が示す配信方式に従った画質や解像度でクライアント12にリプレイ動画像を配信するようにしてもよい。 Further, the above-described embodiment may be applied not only to the distribution of play moving images but also to the scene of distribution of replay moving images that are moving images representing the play contents of a game that has already been executed. For example, the data storage unit 40 of the cloud service 10 may store a replay moving image that is a moving image representing the play content of a game that has already been executed. Then, the data transmission unit 44 of the cloud service 10 may transmit the frame image 20 of the replay moving image to the client 12. That is, the game screen 22 may include the frame image 20 of the replay moving image. The replay moving image may be a moving image encoded by SVC (ScalablecalVideo Coding). Then, the data transmission unit 44 of the cloud service 10 may distribute the replay moving image to the client 12 with image quality and resolution in accordance with the distribution method indicated by the distribution setting data 72.
 また、例えば、配信管理部46が、ゲーム画面22に含まれる各フレーム画像20の優先度や優先順位を示す配信設定データ72を生成してもよい。そして、クライアント12の画面生成部66が、配信設定データ72が示す優先度や優先順位に基づいて各フレーム画像20をゲーム画面22に配置するようにしてもよい。配信管理部46は、例えば、ユーザ自身がプレイしているゲームの状況を表すプレイ動画像のフレーム画像20が、ユーザが観戦しているゲームの状況を表すプレイ動画像のフレーム画像20よりも高い優先度が設定された配信設定データ72を生成するようにしてもよい。そして、クライアント12の画面生成部66は、この配信設定データ72に基づいて、ゲーム画面22内における、ユーザ自身がプレイしているゲームの状況を表すプレイ動画像のフレーム画像20が、ユーザが観戦しているゲームの状況を表すプレイ動画像のフレーム画像20よりも大きくなるようゲーム画面22を生成するようにしてもよい。 Also, for example, the distribution management unit 46 may generate distribution setting data 72 indicating the priority and priority of each frame image 20 included in the game screen 22. Then, the screen generation unit 66 of the client 12 may arrange each frame image 20 on the game screen 22 based on the priority and the priority order indicated by the distribution setting data 72. In the distribution management unit 46, for example, the frame image 20 of the play moving image that represents the situation of the game that the user is playing is higher than the frame image 20 of the play moving image that represents the situation of the game that the user is watching. You may make it produce | generate the delivery setting data 72 in which the priority was set. Then, the screen generation unit 66 of the client 12 uses the distribution setting data 72 to view the frame image 20 of the play moving image that represents the situation of the game that the user is playing on the game screen 22. The game screen 22 may be generated so as to be larger than the frame image 20 of the play moving image representing the situation of the game being played.
 また、例えば、図8に示すように、関係するユーザとして登録されているユーザ(以下、フレンドと呼ぶ。)の一覧表示画面であるフレンド表示画面74の表示において、上述の実施形態を応用してもよい。図8に示すフレンド表示画面74では、クラウドサービス10でのゲームを実行しているフレンドについて、フレンドのアバタ画像、フレンドであるユーザのユーザID、そのユーザがプレイしているゲームのゲームタイトル、そのユーザがプレイしているゲームのステージの名称、そのユーザによるゲームの総プレイ時間、そのユーザによる現在のゲームのプレイ動画像のフレーム画像20が含まれている。このフレンド表示画面74は、スクロール可能となっている。フレンド表示画面74がユーザによりスクロールされた際に、クライアント12のデータ送信部62が、フレンド表示画面74に表示されているプレイ動画像だけがクライアント12に表示されるよう、配信設定データ72の変更要求をクラウドサービス10に送信するようにしてもよい。そして、クラウドサービス10が、この変更要求に応じて、フレンド表示画面74に表示されるべきフレーム画像20がクライアント12に送信されるよう配信設定データ72を変更するようにしてもよい。また、ユーザがクライアント12でプレイ動画像のフレーム画像20をクリックことにより、そのプレイ動画像の閲覧を行えたり、プレイ動画像によりプレイされているゲームに参加したりすることができてもよい。 Further, for example, as shown in FIG. 8, the above-described embodiment is applied to the display of a friend display screen 74 that is a list display screen of users registered as related users (hereinafter referred to as friends). Also good. In the friend display screen 74 shown in FIG. 8, for a friend who is executing a game on the cloud service 10, the avatar image of the friend, the user ID of the user who is the friend, the game title of the game that the user is playing, The name of the stage of the game that the user is playing, the total play time of the game by the user, and the frame image 20 of the play moving image of the current game by the user are included. The friend display screen 74 can be scrolled. When the friend display screen 74 is scrolled by the user, the data transmission unit 62 of the client 12 changes the distribution setting data 72 so that only the play moving image displayed on the friend display screen 74 is displayed on the client 12. The request may be transmitted to the cloud service 10. Then, the cloud service 10 may change the distribution setting data 72 so that the frame image 20 to be displayed on the friend display screen 74 is transmitted to the client 12 in response to the change request. Moreover, when the user clicks the frame image 20 of the play moving image on the client 12, the play moving image may be browsed, or the game played by the play moving image may be participated.
 また、例えば、クラウドサービス10が、プレイ動画像のフレーム画像20の代わりに、クライアント12から受け付けるキー情報をその受け付けたタイミングを示すデータと関連付けてクライアント12に送信するようにしてもよい。そして、クライアント12の画面生成部66が、キー情報に基づいてゲーム画面22を生成するようにしてもよい。 Further, for example, the cloud service 10 may transmit key information received from the client 12 to the client 12 in association with data indicating the received timing instead of the frame image 20 of the play moving image. Then, the screen generation unit 66 of the client 12 may generate the game screen 22 based on the key information.
 また、例えば、データ記憶部40には、予め、判定画像の代わりに、ゲームにおけるイベントの発生時点における、エミュレータ34が管理しているエミュレートされたメモリイメージの内容やレジスタの値が記憶されていてもよい。そして、ゲーム状況監視部52が、エミュレータ34が管理しているエミュレートされたメモリイメージの内容やレジスタの値を監視して、その監視結果とデータ記憶部40に記憶されている上述のデータとの比較結果に基づいて、ゲームにおけるイベントの発生を検出するようにしてもよい。 Further, for example, in the data storage unit 40, the contents of the emulated memory image and the register value managed by the emulator 34 at the time of occurrence of the event in the game are stored in advance instead of the determination image. May be. Then, the game situation monitoring unit 52 monitors the contents of the emulated memory image and the register values managed by the emulator 34, and the monitoring result and the above-described data stored in the data storage unit 40. The occurrence of an event in the game may be detected based on the comparison result.
 また、例えば、ゲーム状況データは、例えば、ゲームにおけるパラメータやステータスを示すデータでもよい。また、例えば、クラウドサービス10で実現されている機能が単一のサーバにより実現されていてもよい。また、ゲームプログラムはエミュレータ34上で実行される必要はなく、例えば、クラウドサービス10やクライアント12のシステムソフトウェア(オペレーティングシステム等)上で実行されてもよい。また、クラウドサービス10とクライアント12の役割分担は上述の例には限定されない。 Further, for example, the game situation data may be data indicating parameters and statuses in the game, for example. Further, for example, the function realized by the cloud service 10 may be realized by a single server. Further, the game program does not need to be executed on the emulator 34, and may be executed on the system software (operating system or the like) of the cloud service 10 or the client 12, for example. Further, the division of roles between the cloud service 10 and the client 12 is not limited to the above example.
 また、上記の具体的な数値や文字列や図面中の具体的な数値や文字列は例示であり、これらの数値や文字列には限定されない。 In addition, the specific numerical values and character strings described above and the specific numerical values and character strings in the drawings are examples, and are not limited to these numerical values and character strings.

Claims (12)

  1.  それぞれゲームのプレイ内容を表す動画像である複数の動画像のフレーム画像が含まれる画面を順次生成する画面生成手段と、
     前記画面生成手段により生成される画面を順次出力する画面出力手段と、を含み、
     前記画面生成手段は、所与の規則に従った設定で前記複数のフレーム画像が配置された画面を生成する、
     ことを特徴とする画像処理システム。
    Screen generation means for sequentially generating a screen including a plurality of moving image frame images each representing a moving image representing game play content;
    Screen output means for sequentially outputting the screens generated by the screen generation means,
    The screen generation means generates a screen in which the plurality of frame images are arranged with settings according to a given rule.
    An image processing system characterized by that.
  2.  前記画面生成手段は、所定の条件を満足するか否かに応じて、前記複数の動画像のフレーム画像が含まれる画面を生成するか、その代わりに前記複数の動画像のフレーム画像のうちの一部が含まれる画面を生成するか、を変える、
     ことを特徴とする請求項1に記載の画像処理システム。
    The screen generation means generates a screen including the frame images of the plurality of moving images according to whether or not a predetermined condition is satisfied, or instead of the frame images of the plurality of moving images. Generate or change a screen that includes a part,
    The image processing system according to claim 1.
  3.  前記画面生成手段は、所定の条件を満足するか否かに応じて、前記複数の動画像のフレーム画像が含まれる画面を生成するか、その代わりに前記画面が提示されるプレイヤとは異なるプレイヤによるプレイ内容を表す動画像のフレーム画像が含まれない画面を生成するか、を変える、
     ことを特徴とする請求項2に記載の画像処理システム。
    The screen generation means generates a screen including frame images of the plurality of moving images according to whether or not a predetermined condition is satisfied, or instead of a player different from the player on which the screen is presented Whether to generate a screen that does not include the frame image of the moving image representing the play content by
    The image processing system according to claim 2.
  4.  前記各動画像は、複数のプレイヤが参加するゲームについての、当該各プレイヤによるプレイ内容を表す動画像であり、
     前記画面生成手段は、所定の条件を満足するか否かに応じて、前記ゲームに参加する全プレイヤについての、プレイ内容を表す動画像のフレーム画像が含まれる画面を生成するか、その代わりに前記画面が提示されるプレイヤとは異なるプレイヤによるプレイ内容を表す動画像のフレーム画像が含まれない画面を生成するか、を変える、
     ことを特徴とする請求項1に記載の画像処理システム。
    Each of the moving images is a moving image representing the content played by each player for a game in which a plurality of players participate,
    The screen generation means generates a screen including a frame image of a moving image representing play content for all players participating in the game, or instead, depending on whether or not a predetermined condition is satisfied. Changing whether to generate a screen that does not include a frame image of a moving image representing the play content by a player different from the player on which the screen is presented.
    The image processing system according to claim 1.
  5.  前記所定の条件は、前記画面の出力先の装置が備えるディスプレイの大きさに関する条件、又は、前記画像処理システムと前記画面の出力先である装置とを接続するネットワークの帯域幅に関する条件である、
     ことを特徴とする請求項2に記載の画像処理システム。
    The predetermined condition is a condition related to a size of a display included in an apparatus that is an output destination of the screen, or a condition that relates to a bandwidth of a network that connects the image processing system and an apparatus that is an output destination of the screen.
    The image processing system according to claim 2.
  6.  前記画面生成手段は、前記画面が提示されるプレイヤによるプレイ内容を表す動画像のフレーム画像が他のフレーム画像よりも大きく配置されるよう各フレーム画像が配置された画面、又は、前記画面が提示されるプレイヤによるプレイ内容を表す動画像のフレーム画像が他のフレーム画像よりも画質が高くなるよう各フレーム画像が配置された画面、を生成する、
     ことを特徴とする請求項1に記載の画像処理システム。
    The screen generation means is a screen on which each frame image is arranged such that a frame image of a moving image representing a play content by a player on which the screen is presented is larger than other frame images, or the screen is presented A screen on which each frame image is arranged so that the frame image of the moving image representing the play content by the player is higher in image quality than the other frame images;
    The image processing system according to claim 1.
  7.  前記画面生成手段は、ゲームにおいて所定のイベントが発生した際に、当該ゲームのプレイ内容を表す動画像のフレーム画像の大きさがそれまでに生成された画面に配置された当該動画像のフレーム画像の大きさよりも大きくなる、あるいは、当該ゲームのプレイ内容を表す動画像のフレーム画像の画質がそれまでに生成された画面に配置された当該動画像のフレーム画像の画質よりも高くなるよう、生成する画面の設定を変更する、
     ことを特徴とする請求項1に記載の画像処理システム。
    When the predetermined event occurs in the game, the screen generation unit is configured to display the frame image of the moving image arranged on the screen in which the size of the frame image of the moving image representing the play content of the game is generated so far. Generated so that the image quality of the frame image of the moving image representing the play content of the game is higher than the image quality of the frame image of the moving image arranged on the screen generated so far. Change the screen settings
    The image processing system according to claim 1.
  8.  前記画面生成手段は、前記複数の動画像それぞれのフレーム画像が、動画像の閲覧者数に応じた大きさ、又は、画質で配置された画面を生成する、
     ことを特徴とする請求項1に記載の画像処理システム。
    The screen generation means generates a screen in which the frame images of each of the plurality of moving images are arranged in a size or image quality according to the number of viewers of the moving images.
    The image processing system according to claim 1.
  9.  前記設定は、画面内におけるフレーム画像の位置、画面内におけるフレーム画像の大きさ、及び、画面に配置される際のフレーム画像の画質、のうちの少なくとも1つについての設定である、
     ことを特徴とする請求項1に記載の画像処理システム。
    The setting is a setting for at least one of the position of the frame image in the screen, the size of the frame image in the screen, and the image quality of the frame image when arranged on the screen.
    The image processing system according to claim 1.
  10.  それぞれゲームのプレイ内容を表す動画像である複数の動画像のフレーム画像が含まれる画面を順次生成する画面生成ステップと、
     前記画面生成手段により生成される画面を順次出力する画面出力ステップと、を含み、
     前記画面生成ステップでは、所与の規則に従った設定で前記複数のフレーム画像が配置された画面を生成する、
     ことを特徴とする画像処理方法。
    A screen generating step for sequentially generating a screen including a plurality of moving image frame images each representing a moving image representing game play content;
    A screen output step for sequentially outputting the screens generated by the screen generation means,
    In the screen generation step, a screen in which the plurality of frame images are arranged with a setting according to a given rule is generated.
    An image processing method.
  11.  それぞれゲームのプレイ内容を表す動画像である複数の動画像のフレーム画像が含まれる画面を順次生成する画面生成手段、
     前記画面生成手段により生成される画面を順次出力する画面出力手段、としてコンピュータを機能させ、
     前記画面生成手段は、所与の規則に従った設定で前記複数のフレーム画像が配置された画面を生成する、
     ことを特徴とするプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体。
    Screen generating means for sequentially generating a screen including a plurality of moving image frame images each representing a moving image representing game play content;
    Causing the computer to function as screen output means for sequentially outputting the screens generated by the screen generation means;
    The screen generation means generates a screen in which the plurality of frame images are arranged with settings according to a given rule.
    A computer-readable information storage medium storing a program characterized by the above.
  12.  それぞれゲームのプレイ内容を表す動画像である複数の動画像のフレーム画像が含まれる画面を順次生成する画面生成手段、
     前記画面生成手段により生成される画面を順次出力する画面出力手段、としてコンピュータを機能させ、
     前記画面生成手段は、所与の規則に従った設定で前記複数のフレーム画像が配置された画面を生成する、
     ことを特徴とするプログラム。
    Screen generating means for sequentially generating a screen including a plurality of moving image frame images each representing a moving image representing game play content;
    Causing the computer to function as screen output means for sequentially outputting the screens generated by the screen generation means;
    The screen generation means generates a screen in which the plurality of frame images are arranged with settings according to a given rule.
    A program characterized by that.
PCT/JP2011/068375 2010-10-20 2011-08-11 Image processing system, image processing method, information storage medium, and program WO2012053274A1 (en)

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