WO2013080662A1 - Selection device, selection system, method for controlling selection device, information storage medium, and program - Google Patents

Selection device, selection system, method for controlling selection device, information storage medium, and program Download PDF

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Publication number
WO2013080662A1
WO2013080662A1 PCT/JP2012/075818 JP2012075818W WO2013080662A1 WO 2013080662 A1 WO2013080662 A1 WO 2013080662A1 JP 2012075818 W JP2012075818 W JP 2012075818W WO 2013080662 A1 WO2013080662 A1 WO 2013080662A1
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WIPO (PCT)
Prior art keywords
selection
objects
unit
selection device
predetermined
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PCT/JP2012/075818
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French (fr)
Japanese (ja)
Inventor
隆徳 村山
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株式会社コナミデジタルエンタテインメント
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Publication of WO2013080662A1 publication Critical patent/WO2013080662A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/403Connection between platform and handheld device
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection

Definitions

  • the present invention provides a selection device, a selection system, a selection device control method, an information recording medium, and a program capable of enhancing the user's sense of intervention in the selection process when selecting one of a plurality of objects. About.
  • Patent Document 1 discloses that in a pusher game, a winning combination lottery is performed by digital processing using random numbers or the like.
  • the present invention solves such problems, and a selection device, a selection system, and a selection device that can enhance a user's sense of intervention in selection processing when selecting one of a plurality of objects. It is an object to provide a control method, an information recording medium, and a program.
  • a selection device is a selection device that selects any one of a plurality of objects that move within a predetermined movable region in a virtual space, and includes a display unit and a detection unit , An updating unit and a selection unit.
  • the display unit displays a plurality of objects on the display.
  • the detection unit detects a change in the attitude of the selection device.
  • the update unit updates the position of the object so that the movement amount increases as the amount represented by the parameter associated with the object increases.
  • the selection unit selects one of a plurality of objects from among objects in a selection target area set in advance in a movable area. .
  • the selection device executes a game in which a user selects one of a plurality of objects in a virtual space, such as a capsule toy that contains goods in the real world.
  • An object is a target to be selected by a selection device, corresponds to a capsule in a real world capsule toy, and in the present invention is data such as a character associated with a capsule.
  • the selection device is preferably portable so that the user can easily hold it and operate it.
  • the selection device is equipped with a sensor that can detect changes in the posture of the selection device itself. For example, when the user tilts or shakes the selection device, the direction and magnitude of acceleration applied to the selection device are detected. In accordance with this change in posture, the position of the object in the virtual space changes and is shuffled, or any object is selected. It is assumed that the object moves in a movable area in the virtual space, which corresponds to a box in a real world capsule toy.
  • the movement condition is determined based on one or both of an absolute value of acceleration and a direction. For example, when the movement condition is “the absolute value of acceleration is equal to or greater than a threshold value”, the position of the displayed object changes when the user moves the selection device so that the acceleration is equal to or greater than the threshold value ( That is, the object moves in the box).
  • the selection device can arbitrarily set the movement condition.
  • any object in the selection target area is selected from all the objects.
  • the selection target area is set in the movable area, and corresponds to the vicinity of the capsule exit in the capsule toy box in the real world.
  • the selection condition is determined based on one or both of the absolute value of acceleration and the direction. For example, if the selection condition is “the absolute value of acceleration is equal to or greater than a threshold value”, when the user moves the selection device so that the acceleration is equal to or greater than the threshold value, one of the displayed objects is selected. (That is, the object comes out of the box).
  • the selection device can arbitrarily set the selection conditions. The selection device can move or select an object according to the strength of the operation by the user even if the operation is the same, by adjusting the threshold value in the movement condition and the threshold value in the selection condition.
  • an object is visibly moved or selected in accordance with an operation by a user. For example, if there is a desired object, the object may be moved near the exit (selection target area), and if the desired object is near the exit, an operation satisfying the selection condition may be performed.
  • selection target area selection target area
  • an operation satisfying the selection condition may be performed.
  • the detection unit may detect a change in the magnitude of acceleration applied to the selection device as a change in posture.
  • the update unit may set the detected acceleration magnitude to be a moving condition that is greater than or equal to a predetermined first threshold value and less than a predetermined second threshold value.
  • the selection unit may set the detected acceleration magnitude to be a second threshold value or more as a selection condition.
  • the object moves or is selected according to the strength of the operation by the user. For example, if the user shakes the selection device weakly, the object is shuffled, and if the user shakes it strongly, the object is selected. According to the present invention, the user can move or select an object by a more intuitive operation.
  • the detection unit may detect a change in the direction of acceleration applied to the selection device as a change in posture.
  • the update unit may set the movement condition based on the detected change in the magnitude of acceleration.
  • the selection unit may set the movement condition based on the detected change in the direction of acceleration.
  • the present invention by setting the movement condition and the selection condition by combining the magnitude and direction of the acceleration applied to the selection device, it is possible not only to increase the user's sense of intervention in the selection process, but also to make the user more intuitive. You can move and select objects by simple operations.
  • the update unit may increase the amount of movement of the object as the detected acceleration increases.
  • the object moves a little, and if the user moves it strongly, the object moves greatly.
  • the present invention not only the user's sense of intervention in the selection process can be enhanced, but also the effect that the user can move and select an object by a more intuitive operation is increased.
  • the parameter may represent how often the object appears in the virtual space.
  • the updating unit may increase the amount of movement of the object as the frequency represented by the parameter is smaller.
  • the present invention not only the user's sense of intervention in the selection process can be enhanced, but also the effect that the user can move and select an object by a more intuitive operation is increased.
  • the selection device may further include a game progress unit that progresses a game using the selected object when any one or more objects of the plurality of objects are selected by the selection unit.
  • the game performed after selection affects the selection result of the object, the user can play more seriously and the interest of the game is increased.
  • a selection system is a selection system having a mobile terminal and a server
  • the server includes a storage unit that stores a position of an object and a parameter associated with the object for each of a plurality of objects arranged in a predetermined movable area in the virtual space.
  • the portable terminal includes an acquisition unit, a detection unit, an update unit, a display unit, and a transmission unit.
  • the acquisition unit acquires parameters associated with a plurality of objects from the storage unit.
  • the detection unit detects a change in the attitude of the mobile terminal. When the detected change satisfies a predetermined movement condition, the update unit updates the position of the object in the virtual space so that the movement amount increases as the amount represented by the parameter increases for each of the plurality of objects.
  • the display unit displays a plurality of objects on the display based on the updated position.
  • a transmission part transmits the change of the attitude
  • the server further includes a reception unit, a selection unit, and a transmission unit.
  • the receiving unit receives the detected change from the mobile terminal. When the detected change satisfies a predetermined selection condition, the selection unit selects one of a plurality of objects from among objects in a selection target area set in advance in a movable area. .
  • a transmission part transmits the selection result by a selection part to a portable terminal.
  • the mobile terminal includes a receiving unit that receives a selection result by the selecting unit from the server. And a display part displays the selection result which the receiving part of the portable terminal received on a display.
  • the user's sense of intervention in the selection process can be enhanced.
  • a control method of a selection device is a control method executed by a selection device that selects any object from a plurality of objects that move within a predetermined movable area in a virtual space.
  • a display step a plurality of objects are displayed on the display.
  • a detection step a change in the attitude of the selection device is detected.
  • the update step when the detected change satisfies a predetermined movement condition, the position of the object is updated so that the movement amount increases as the amount represented by the parameter associated with the object increases.
  • the selection step when the detected change satisfies a predetermined selection condition, one of a plurality of objects is selected from objects in a selection target area set in advance in the movable area. .
  • An information recording medium provides a computer that selects any one of a plurality of objects that move within a predetermined movable area in a virtual space, a display unit, a detection unit, and an update unit
  • a program that functions as a selection unit is stored.
  • the display unit displays a plurality of objects on the display.
  • the detection unit detects a change in the posture of the computer.
  • the update unit updates the position of the object so that the movement amount increases as the amount represented by the parameter associated with the object increases.
  • the selection unit selects one of a plurality of objects from among objects in a selection target area set in advance in a movable area. .
  • the computer can function as a selection device that operates as described above.
  • a program includes a display unit, a detection unit, an update unit, and a selection unit that selects a computer from among a plurality of objects that move within a predetermined movable region in a virtual space. Function as a part.
  • the display unit displays a plurality of objects on the display.
  • the detection unit detects a change in the posture of the computer.
  • the update unit updates the position of the object so that the movement amount increases as the amount represented by the parameter associated with the object increases.
  • the selection unit selects one of a plurality of objects from among objects in a selection target area set in advance in a movable area. .
  • the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
  • the information storage medium can be distributed and sold independently from the computer.
  • a selection device a selection system, a control method for the selection device, an information recording medium, and an information recording medium capable of enhancing the user's sense of intervention in the selection process when selecting any object from a plurality of objects, Can provide a program.
  • FIG. 1 is a schematic diagram illustrating a hardware configuration of a typical information processing apparatus 100 that performs the function of the selection apparatus according to the present embodiment by executing a program.
  • the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM 102, a RAM (Random Access Memory) 103, an interface 104, a first touch panel 105, a second touch panel 106, an external memory 107, a DVD-ROM (Digital Versatile Disc Disc ROM). ) Drive 108, image processing unit 109, display 110, audio processing unit 111, NIC (Network Interface Card) 112, camera 113, and sensor unit 114.
  • CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • a DVD-ROM storing game programs and data is loaded into the DVD-ROM drive 108 and the information processing apparatus 100 is turned on to execute the program, thereby realizing the selection apparatus according to the present embodiment. Is done.
  • the CPU 101 controls the overall operation of the information processing apparatus 100, is connected to each component, and exchanges control signals and data.
  • the CPU 101 uses arithmetic operations such as addition / subtraction / division / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed.
  • Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
  • the CPU 101 itself is configured so that saturation operations such as addition / subtraction / multiplication / division for multimedia processing, vector functions such as trigonometric functions, etc. can be performed at a high speed, or a coprocessor is implemented. There is.
  • the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
  • the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
  • the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.
  • the CPU 101 provides a variable area in the RAM 103 and performs an operation by directly operating an ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in a register. Perform operations such as performing operations on registers and writing back the results of operations to memory.
  • the two touch panels (the first touch panel 105 and the second touch panel 106) connected via the interface 104 receive an operation input performed when the user plays the game.
  • the first touch panel 105 is installed so as to overlap the display 110.
  • the first touch panel 105 and the display 110 are collectively referred to as a touch screen. Each point on the first touch panel 105 corresponds to each point on the display 110 on a one-to-one basis.
  • the second touch panel 106 is installed on the surface opposite to the display 110.
  • the first touch panel 105 is also referred to as a front touch panel
  • the second touch panel 106 is also referred to as a rear touch panel.
  • the information processing apparatus 100 may include an input device called a “controller” including buttons and the like as an input device that receives input from the user. .
  • an external memory 107 detachably connected via the interface 104 data indicating the play status (past results, etc.) of the game, data indicating the progress of the game, and communication logs (records) in the case of a network match ) Is stored in a rewritable manner.
  • the user can record these data in the external memory 107 as appropriate by inputting an instruction via the first touch panel 105 or the second touch panel 106.
  • the DVD-ROM mounted on the DVD-ROM drive 108 stores a program for playing a game and image data and audio data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 108 performs a reading process on the DVD-ROM mounted on the DVD-ROM drive 108 to read out necessary programs and data. The read program and data are temporarily stored in the RAM 103 or the like.
  • the image processing unit 109 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) provided in the image processing unit 109, and then performs a frame memory (not shown) provided in the image processing unit 109. Record).
  • the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to the display 110 connected to the image processing unit 109. Thereby, various image displays are possible.
  • the image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as ⁇ blending, and various saturation calculations at high speed.
  • the polygon information arranged in the three-dimensional space and added with various texture information is rendered by the Z buffer method, and a predetermined viewpoint position is used. It is also possible to execute a calculation at high speed to obtain a rendering image in which a polygon arranged in the virtual space is viewed in the direction of a predetermined line of sight.
  • the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible.
  • the audio processing unit 111 converts audio data read from the DVD-ROM into an analog audio signal and outputs it from a speaker connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
  • the audio processing unit 111 converts the MIDI data into PCM data with reference to the sound source data included in the audio data. If the compressed audio data is in ADPCM format or Ogg Vorbis format, it is expanded and converted to PCM data.
  • the PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
  • a microphone can be connected to the information processing apparatus 100.
  • the audio processing unit 111 performs A / D (Analog / Digital) conversion at an appropriate sampling frequency, and can perform processing such as mixing as a PCM format digital signal.
  • the NIC 112 connects the information processing apparatus 100 to a computer communication network (not shown) such as the Internet or a LAN (Local Area Network).
  • a computer communication network such as the Internet or a LAN (Local Area Network).
  • the NIC 112 is configured according to a specification according to the 10BASE-T / 100BASE-T standard used when configuring a LAN.
  • the NIC 112 is connected to the Internet using an analog modem, ISDN (Integrated Services Digital Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem, or cable television line for connecting to the Internet using a telephone line. Or a cable modem.
  • the camera 113 shoots according to instructions from the CPU 101 or the user. An image obtained by photographing is subjected to image processing by the CPU 101 or the image processing unit 109 and displayed on the display 110 or stored in the external memory 107.
  • the lens of the camera 113 is attached to the surface opposite to the display 110, and the user points the back of the information processing apparatus 100 toward the subject and the display 110. You can shoot while watching the video displayed on the screen.
  • the sensor unit 114 is built in the selection device 300 and includes an acceleration sensor that detects acceleration applied to the selection device 300. When the user moves the selection device 300, the sensor unit 114 detects acceleration generated by the movement and outputs the detection result to the CPU 101.
  • the selection device 300 may include various sensors that can detect the movement and posture of the selection device 300, such as a gyro sensor and an angular velocity sensor, instead of or in addition to the acceleration sensor.
  • the information processing apparatus 100 may include a large-capacity external storage device such as a hard disk, and has the same function as a DVD-ROM or the like mounted on the ROM 102, RAM 103, external memory 107, and DVD-ROM drive 108. You may comprise so that it may fulfill.
  • the information processing apparatus 100 described above corresponds to a so-called “consumer video game apparatus”, but the present invention can be realized as long as it performs image processing that displays a virtual space. Therefore, the present invention can be realized on various computers such as a mobile phone, a smartphone, a portable game device, a general business computer, and a personal computer.
  • FIG. 3 is a diagram illustrating a functional configuration of the selection device 300.
  • the selection device 300 includes a storage unit 301, a display unit 302, a detection unit 303, an update unit 304, and a selection unit 305.
  • FIG. 4 is a diagram illustrating a configuration example of a screen displayed on the display 110.
  • the screen includes an image representing a plurality of objects 410 and an image representing a box 420 in which those objects 410 are contained.
  • the selection device 300 is selected from a plurality of objects 410 that can move in a predetermined area (hereinafter referred to as “movable area”) 430 in a two-dimensional or three-dimensional virtual space based on an operation by a user. , Select one of the objects.
  • a plurality of capsules (objects) are contained in a box arranged in the virtual space.
  • the capsules are placed in the box.
  • Move or the capsule comes out of the box.
  • characters appearing in the game are associated with the capsule, and the user can play a game using the character corresponding to the capsule that has come out.
  • the selection device 300 provides the user with a mechanism like a lottery.
  • the storage unit 301 stores the position of the object 410 in the virtual space and the parameters associated with the object 410 for each of the plurality of objects.
  • the CPU 101 and the RAM 103 cooperate to function as the storage unit 301.
  • a coordinate system such as an orthogonal coordinate system or a polar coordinate system is defined in advance, and the position of the object 410 is expressed as a coordinate value using this coordinate system.
  • the position of the object 410 is variable, and the CPU 101 appropriately updates the position of the object 410 as will be described later.
  • the parameters associated with the object 410 are, for example, the type of the object 410, rarity (rare degree), and other attributes.
  • the parameter is set to a numerical value.
  • the rareness indicating the frequency of appearance of the object 410 or the frequency of selection of the object 410 is defined as 1: normal, 2: rare, 3: super rare, and the like. The higher the number, the more rare.
  • the display unit 302 displays an image including a plurality of objects 410 on the display 110.
  • the CPU 101 and the image processing unit 109 cooperate to function as the display unit 302.
  • the display 110 has a game screen on which a box 420 containing a plurality of objects 410 (“capsule” in FIG. 4) and an object 410 movable in the box 420 are drawn. Is displayed.
  • the inside of the box 420 is the movable area 430 described above.
  • the object 410 can move in the movable area 430.
  • a selection target area 440 (a part shaded in FIG. 4) is further defined.
  • the selection target area 440 is set in the vicinity of the extraction port 450.
  • the object 410 in the selection target area 440 at a certain time becomes a candidate to be selected at that time.
  • the object 410 in the selection target area 440 may change due to the movement of the object 410, so that the candidate object 410 to be selected changes over time. there's a possibility that.
  • the detection unit 303 detects a change in the attitude of the selection device 300. For example, when the user holds the selection device 300 and tilts it in a certain direction, the direction of the tilt and the magnitude (angle) of the tilt are detected by the acceleration sensor, and the detection result is input to the CPU 101.
  • the CPU 101 and the sensor unit 114 cooperate to function as the detection unit 303.
  • the update unit 304 changes the position of the object 410 so that the movement amount increases as the amount represented by the parameter increases, and is stored in the storage unit 301.
  • the position of the current object 410 is updated.
  • the CPU 101 and the RAM 103 work together to function as the update unit 304.
  • the movement condition is “the magnitude of the acceleration detected by the acceleration sensor is equal to or larger than the first threshold value and smaller than the second threshold value”.
  • the CPU 101 has a higher rarity as one of the above parameters.
  • the object 410 is moved greatly.
  • the capsule associated with the rare character moves better in the box 420.
  • the movement condition is not limited to this, and can be freely changed. However, details will be described in another embodiment.
  • an object is more conspicuous as the degree of attention of the user is higher as the rarity is higher.
  • the amount of movement is increased as the rarity is higher, so that objects with higher rarity are relatively noticeable.
  • the object will move easily even if a slight change in posture occurs, making it difficult to obtain, and there is also a correlation between the height of rarity and the difficulty of selection. It holds.
  • the range in which the object 410 can move is in the movable area 430, and the object 410 does not go out of the movable area 430 except when the object 410 is selected as will be described later. That is, the CPU 101 determines the collision between the object 410 and the boundary of the movable area 430 (the inner wall of the box 420), and determines that these have collided, calculates the speed of the object 410 after the collision, and calculates the calculated speed. Based on the above, the object 410 is moved in the movable region 430. The object 410 moves in a trajectory that does not exit from the movable area 430. For example, the object 410 collides with the inner wall of the box 420 and rebounds, or scrolls out from the opposite side of the collision surface.
  • the objects 410 may collide with each other.
  • the CPU 101 determines the collision between the first object and the second object and determines that they have collided, the CPU 101 calculates the speed of the first object and the speed of the second object in the degree of collision. The first object and the second object are moved in the movable region 430 based on the speed.
  • the CPU 101 may omit the collision between the objects 410 and reduce the load on the collision determination process. For example, when it is not necessary to calculate the trajectory of the object 410 strictly or when the number of the objects 410 is large, it is possible not to consider the collision between the objects 410.
  • the process for determining the collision between the object 410 and the box 420 and the collision between the objects 410 will be described in another embodiment.
  • the selection unit 305 selects an object in the selection target area 440 set in advance in the movable area 430 among the plurality of objects 410. Select one of the objects.
  • the CPU 101 functions as the selection unit 305.
  • the selection condition is “the magnitude of acceleration detected by the acceleration sensor is equal to or greater than the second threshold value”. For example, if the absolute value of the detected acceleration magnitude is equal to or greater than the second threshold value, the selection condition is satisfied instead of the above movement condition, and any of the objects 410 in the selection target area 440 is selected. Is selected. That is, when the change in the posture of the selection device 300 is very large, any one object 410 is selected instead of the position of the object 410 being shuffled.
  • the CPU 101 starts a game using the selected object 410 and proceeds with the game.
  • the user can play a game in which a character associated with the selected object 410 appears. For example, in a soccer game in a virtual space, a player character is associated with each object 410, and the user is a character (user) that is a target for the user to designate a player character associated with the selected object. Character).
  • the CPU 101 selects only one of the objects 410 in the selection target area 440 from the plurality of objects 410.
  • the CPU 101 may be configured to select not only one but also two or more objects 410.
  • the selection target area 440 set near the extraction port 450 is included.
  • the included object 410 is a candidate that can be selected.
  • the selection target area 440 is explicitly described, but this is described for easy understanding of the gist of the invention.
  • the CPU 101 may not explicitly display the selection target area 440 or the boundary between the selection target area 440 and the non-selection area on the display.
  • the object in general, in the real world lottery or lottery in which a user selects one of multiple objects, the object inside rolls and mixes well when the vessel containing the object is shaken, and the state is actually seen visually. be able to. Also, when the user finds an object he wants, he tries to get it by swinging or tilting the vessel in various directions so that the object can be easily picked up. As a result, even if the desired object is not available, a certain degree of convincing feeling can be obtained because his / her actions are involved during the lottery. However, in the conventional lottery (selection) performed in the selection device 300 that is not directly visible to the user, it is often difficult to say that what is selected is a tangible object.
  • the object 410 moves when the selection device 300 is shaken or tilted, and the object 410 is selected when the selection device 300 is similarly shaken or tilted. Or the selection result can be thought of as the end result of the user's efforts.
  • the user since the user needs to move the desired object 410 to the selection target region 440, the user can be strongly aware that the user's own action is involved in the selection, and can give a sense of intervention to the selection.
  • a part of the movable area 430 is set as the selection target area 440, but the movable area 430 and the selection target area 440 may be the same.
  • which part of the movable area 430 is the selection target area 440 is arbitrary.
  • the CPU 101 acquires the positions of a plurality of objects 410 to be arranged in the virtual space and the parameters associated with each of the arranged objects 410 (step S501). For example, the CPU 101 first determines a plurality of capsules (objects 410) to be arranged in the box 420, reads the rarity (parameter) associated with each capsule from the external memory 107 or the like, and stores it in the RAM 103.
  • the CPU 101 determines a plurality of capsules (objects 410) to be arranged in the box 420, reads the rarity (parameter) associated with each capsule from the external memory 107 or the like, and stores it in the RAM 103.
  • the CPU 101 generates an image in which the object 410 is arranged in the virtual space based on the position acquired in step S501, and displays the generated image on the display 110 (step S502). It is desirable for the CPU 101 to change the shape, color, design, etc. of the object 410 so that the user can understand the difference in the rarity between the arranged objects 410.
  • the CPU 101 detects a change in the attitude of the selection device 300 using an acceleration sensor (step S503).
  • the CPU 101 stores data indicating the detected posture change in the RAM 103 as a history. Note that the CPU 101 may always detect a change in the posture of the selection device 300 using an acceleration sensor in the background in parallel with the selection process.
  • the CPU 101 determines whether or not the change in posture detected in step S503 satisfies a predetermined selection condition (step S504).
  • the selection condition is “the acceleration magnitude is equal to or greater than the second threshold value”, and the CPU 101 determines whether or not the detected acceleration magnitude is equal to or greater than the second threshold value.
  • the CPU 101 determines whether or not the change in posture detected in step S503 satisfies a predetermined movement condition (step S505).
  • the movement condition is “the acceleration magnitude is greater than or equal to the first threshold value and less than the second threshold value”, and the CPU 101 detects that the detected acceleration magnitude is the first threshold value. It is determined whether the value is greater than or equal to the value and less than the second threshold value.
  • step S505 When it is determined that the change in posture does not satisfy the predetermined movement condition (step S505; NO), the CPU 101 returns to the process of step S502. That is, the position of the object 410 does not change.
  • the CPU 101 calculates the movement amount of each position of the plurality of objects 410 (step S506).
  • the CPU 101 sets a different movement amount for each object 410 according to the above-described value indicating the rarity among the parameters associated with the object 410. That is, the CPU 101 increases the absolute value of the movement amount as the value indicating the rarity is larger (the rarer the value is). In general, users tend to prefer objects 410 that are more rare and difficult to obtain. The CPU 101 increases the amount of movement of the rare object, so that the rare object becomes more noticeable and enhances the fun of the game. In addition, it can be expected that the user tries to move a rare object to the vicinity of the take-out port, and there is an effect that the user has a strong sense of intervention in the selection.
  • the CPU 101 may set the moving direction of each object 410 based on the detected direction of acceleration. For example, the CPU 101 acquires the direction in the virtual space that is associated with the direction of acceleration detected in the real world. Specifically, if the detected direction of acceleration is the horizontal direction, the horizontal direction in the virtual space is set as the approximate direction of movement. Further, the CPU 101 sets a predetermined range including the acquired direction as a movable range that can be set. Then, for each of the plurality of objects 410, the CPU 101 sets a random direction within the acquired predetermined range as the moving direction of the object 410. In this way, since the movement of the selection device 300 in the real world and the movement of the object 410 in the virtual space are roughly linked, the sense of reality increases. Further, it is possible to avoid an unnatural phenomenon that all the objects 410 move in the same direction.
  • the CPU 101 moves each of the objects 410 in the movable area 430 according to the movement amount calculated in step S506 (step S507).
  • the CPU 101 moves the object 410 in the movable area 430 in consideration of the collision between the object 410 and the box 420 and the collision between the objects 410.
  • the object 410 moves in the box 420 until the selection condition is satisfied, but does not come out of the box 420 (not selected).
  • step S504 when it is determined in step S504 that the change in posture satisfies the predetermined selection condition (step S504; YES), the CPU 101 selects any one of the objects in the selection target area 440 ( Step S508).
  • the CPU 101 randomly selects one from the objects 410 in the selection target area 440.
  • the CPU 101 calculates the probability that each object 410 is selected based on the parameter associated with the object 410 in the selection target area 440, and selects the object 410 based on the calculated probability. May be.
  • the CPU 101 displays a selection result such as an image or a message representing the selected object 410 on the display 110 (step S509).
  • the CPU 101 may reproduce audio data and music data associated with the selected object 410 and output the audio from a speaker. Then, the CPU 101 proceeds with a game using the selected object 410.
  • the arrangement of the objects 410 is shuffled when the user moves the selection device 300 a little, and any object 410 is selected when the user moves the selection apparatus 300 a little.
  • the selection device 300 changes the way of movement of the object 410 by the user's operation when selecting any of the plurality of objects 410, so that the user's sense of intervention in selecting the object can be enhanced. The user can be satisfied with the result. Further, since the position of the object 410 is shuffled by swinging the box like a lottery, a lottery, or a fortune in the real world, the realism of the game is increased, and there is an effect of increasing interest.
  • the movement amount and movement direction of the object 410 are determined according to the detected acceleration. However, based on not only the detected acceleration direction but also a gravitational field set in advance in the virtual space. Thus, the movement amount and the movement direction may be determined. For example, if the user stops shaking after the object 410 is moved by shaking the selection device 300, the acceleration is not detected immediately after the shaking is stopped. Here, if the movement amount and the movement direction of the object 410 are determined based only on the detected acceleration, the object 410 will be stopped as soon as the shaking is stopped, which may increase unnaturalness. There is. Therefore, if the moving amount and moving direction of the object 410 are set based on a preset gravitational field, elements such as inertia and reverberation can be taken in, and realism and interest will increase.
  • CPU 101 detects not only the absolute value of acceleration applied to selection device 300 but also the direction of acceleration using an acceleration sensor.
  • the CPU 101 can add the direction of acceleration to the above moving condition instead of or in addition to the absolute value of acceleration.
  • the CPU 101 can add “the direction of the detected acceleration is a direction other than the horizontal direction” to the movement condition. For example, as shown in FIG. 6A, when a user plays a game using both hands in the vicinity of both ends horizontally with both hands horizontally, the movement condition is “the direction of detected acceleration is not horizontal” 6B, when the user tilts the selection device 300 with respect to the horizontal direction as shown in FIG. 6B, the CPU 101 determines that the movement condition is satisfied because the detected acceleration is not in the horizontal direction. Determine and move the object 410. When the user wants to shuffle the capsules in the box 420, the user may tilt the selection device 300.
  • the CPU 101 rearranges each of the objects 410 so that the objects 410 are stabilized in the horizontal direction as much as possible when the cup containing water is tilted.
  • the CPU 101 determines the angle ⁇ between the vector VA representing the orientation of the selection device 300 in the orientation (standard orientation) when placed in the horizontal direction and the vector VB representing the orientation of the selection device 300 when the orientation is changed.
  • the amount of movement of the object 410 may be increased as is larger. That is, if the selection device 300 is tilted largely, the object 410 moves greatly, and if the selection device 300 is tilted small, the object 410 moves slightly.
  • the CPU 101 may add “the direction of the detected acceleration is the horizontal direction” to the movement condition. As shown in FIG. 6A, when a user plays a game using both ends of the selection device 300 horizontally with both hands, when the acceleration in the horizontal direction is applied to the selection device 300, the CPU 101 satisfies the movement condition. It is determined that the object 410 has been moved, and the object 410 is moved. When the user wants to shuffle the capsules in the box 420, the user only has to swing the selection device 300 left and right.
  • the CPU 101 can add the direction of acceleration to the selection condition instead of the absolute value of acceleration or in addition to the absolute value of acceleration.
  • the CPU 101 can also use both the absolute value of acceleration and the direction of acceleration as the movement condition and the selection condition. For example, the CPU 101 sets the movement condition “the detected acceleration is greater than or equal to the first threshold value and less than the second threshold value, and the direction of the detected acceleration is turned over to the selection device 300. And the selection condition is “the detected acceleration magnitude is greater than or equal to the second threshold value” or “the detected acceleration direction is the selection device 300. A selection condition can be “the direction to turn when turning over”.
  • the object 410 is shuffled in the box 420 when the user swings the selection device 300 weakly up, down, left and right.
  • the object 410 pops out and any object is selected.
  • the selection device 300 is turned over as shown in FIG. 6C, for example, the object 410 rolls out from the vicinity of the take-out port 450 and the object 410 is selected.
  • the CPU 101 determines the angle ⁇ between the vector VA representing the orientation of the selection device 300 in the orientation (standard orientation) when placed in the horizontal direction and the vector VC representing the orientation of the selection device 300 when the orientation is changed.
  • the object 410 may be selected only when is larger than a predetermined value. The user can shuffle the object 410 by moving the selection device 300 so that the angle ⁇ is equal to or less than the predetermined value, and can select the object 410 by tilting the selection device 300 so that the angle ⁇ exceeds the predetermined value.
  • the size of the angle ⁇ or angle ⁇ described above may be used as the movement condition and the selection condition.
  • the CPU 101 can set the movement condition “the detected acceleration is not zero” and the selection condition “the angle ⁇ is greater than or equal to a predetermined value”. In this case, if the user moves the selection device 300 even a little, the object 410 moves in the box 420, and if the user tilts the selection device 300 by an angle ⁇ or more (if it moves so as to be turned over), one of the objects 410 is selected. Is done.
  • the CPU 101 obtains the difference between the first time and the direction of the acceleration detected at the first time by obtaining the difference between the direction of the acceleration detected at the second time after the first time.
  • the inclination degree of the selection apparatus 300 between the second time that is, the above-described angle ⁇ and angle ⁇ can be calculated.
  • the effect of increasing the sense of intervention in the process of moving or selecting the user object 410 is increased. Further, the user can move or select the object 410 by a more intuitive operation.
  • the object 410 and the box 420 arranged in the virtual space have a predetermined shape and a predetermined size, and the object 410 and the box 420 are associated with a predetermined mass. Further, when the object 410 moves, the object 410 and the box 420 may collide.
  • the CPU 101 performs a collision determination process, and in the case of a collision, moves the object 410 (and the box 420) based on the calculated speed after the collision and the like.
  • the CPU 101 sets a bounding area 710 (generally called a bounding box in the case of a three-dimensional virtual space) so as to surround the object 410.
  • the bounding area 710 is an area for determining whether or not there is a collision between the object 410 and the box 420 or another object.
  • the CPU 101 sets a bounding area 710 that approximates the shape of the object 410 to a sphere.
  • the CPU 101 may use the surface portion of the object 410 as the bounding area 710 as it is. Further, the bounding area 710 may not be spherical.
  • the CPU 101 determines whether or not the object 410 and the box 420 collide with each other depending on whether or not the bounding area 710 and the box 420 collide. When any coordinate value on the bounding area 710 matches any coordinate value on the box 420, the CPU 101 determines that the bounding area 710 and the box 420 have collided.
  • the CPU 101 treats the object 410 and the box 420 as rigid bodies, and calculates the post-collision speed VB from the pre-collision speed VA of the object 410 by classical mechanics to which a rigid collision model is applied. 7B, the CPU 101 moves the object 410 according to the calculated speed VB after the collision with the box 420.
  • the mass of the box 420 is infinite
  • the collision coefficient is 1, and the box 420 does not move due to the collision with the object 410, but the mass and the collision coefficient are Is optional.
  • the CPU 101 determines whether or not the objects 411 and 412 collide with each other based on whether or not the two bounding areas 711 and 712 collide as shown in FIG. 7C.
  • the CPU 101 treats all the objects 410 as rigid bodies, and from the velocity VC before the collision of the first object 411 and the velocity VD before the collision of the second object 412 by classical mechanics applying a rigid collision model, The speed VE after the collision of the first object 411 and the speed VF after the collision of the second object 412 are calculated. 7D, after the collision between the first object 411 and the second object 412, the CPU 101 moves the first object 411 and the second object 412 according to the calculated velocities VE and VF. .
  • the CPU 101 may determine the collision only between the object 410 and the box 420 and omit the collision between the objects 410 in order to simplify the collision determination process.
  • the selection device 300 has all the configurations of the storage unit 301, the display unit 302, the detection unit 303, the update unit 304, and the selection unit 305, and the above selection process is executed only by the selection device 300. Is done.
  • the selection process includes a mobile terminal 810 (described as 810A and 810B in the figure) operated by the user shown in FIG. 8, a server 820 connected to the mobile terminal 810 via a communication network, It is executed by a selection system 800 comprising:
  • the communication network is typically the Internet.
  • the selection system 800 includes at least one mobile terminal 810.
  • the hardware configuration of the mobile terminal 810 in this embodiment is the same as that of the selection device 300 described above.
  • the portable terminal 810 may not include the second touch panel 106, the DVD-ROM drive 108, and the camera 113.
  • the mobile terminal 810 is, for example, a mobile phone, a smartphone, a tablet terminal, or a personal computer.
  • the server 820 includes a control unit configured by a CPU, a RAM, and the like, a communication unit that communicates with the mobile terminal 820 via a communication network, and a storage device configured by a hard disk and the like.
  • the server 820 is typically a large computer called a mainframe or a host computer.
  • FIG. 9 shows a functional configuration of a selection system 800 including a mobile terminal 810 and a server 820.
  • the portable terminal 810 includes an acquisition unit 911, a detection unit 912, an update unit 913, a display unit 914, a transmission unit 915, and a reception unit 916.
  • the server 820 includes a storage unit 921, a reception unit 922, a selection unit 923, and a transmission unit 924.
  • the acquisition unit 911 acquires the parameter value associated with each displayed object 410 from the storage unit 921 of the server 820.
  • the parameters are, for example, the type of the object 410, the rarity of the object 410, and other attributes associated with the object 410.
  • the acquisition unit 911 acquires information indicating the number of objects 410 displayed by the display unit 914 and the initial position of the object 410 in the movable area from the storage unit 921.
  • the CPU 101 and the NIC 112 cooperate to function as the acquisition unit 911.
  • the detection unit 912 detects a change in the attitude of the mobile terminal 810, like the detection unit 303 in the above embodiment.
  • the CPU 101 and the sensor unit 114 cooperate to function as the detection unit 912.
  • the update unit 913 updates the position of the object 410 in the movable area.
  • the update unit 913 increases the movement amount as the amount represented by the parameter associated with the object 410 increases for each object 410.
  • the position of the object 410 is updated.
  • the position of each object 410 is stored in the RAM 103, and the CPU 101 updates the position of each object 410 stored in the RAM 103 as needed.
  • the CPU 101 and the RAM 103 work together to function as the update unit 913.
  • the movement condition is, for example, “the magnitude of the acceleration detected by the acceleration sensor is not less than the first threshold and less than the second threshold”.
  • the CPU 101 increases the object as the rarity that is one of the above parameters is higher. 410 is moved greatly. That is, a rare capsule moves better in the box 420.
  • the movement condition is not limited to this, and the CPU 101 can freely change the movement condition.
  • the display unit 914 displays each object 410 on the display based on the position updated by the update unit 913.
  • the CPU 101 and the image processing unit 109 cooperate to function as the display unit 914.
  • the transmission unit 915 transmits the change in the attitude of the mobile terminal 810 detected by the detection unit 912 to the server 820.
  • the CPU 101 and the NIC 112 cooperate to function as the transmission unit 915.
  • the transmission unit 915 may always transmit posture data indicating the change in posture detected by the detection unit 912 to the server 820 at a predetermined time interval, or when the change in posture satisfies a predetermined selection condition. You may transmit to the server 820.
  • the receiving unit 916 receives from the server 820 the selection result by the selecting unit 923 of the server 820 described later.
  • the CPU 101 and the NIC 112 cooperate to function as the receiving unit 916.
  • the storage unit 921 stores the position of the object 410 in the virtual space and the parameters associated with the object 410 for each of the plurality of objects.
  • a storage device such as a hard disk included in the server 820 functions as the storage unit 921.
  • the reception unit 922 receives the change in posture detected by the detection unit 912 of the mobile terminal 810 from the mobile terminal 810.
  • the control unit and the communication unit included in the server 820 work together to function as the reception unit 922.
  • the receiving unit 922 may always receive posture data indicating the change in posture detected by the detection unit 912 from the portable terminal 810 at a predetermined time interval, or when the change in posture satisfies a predetermined selection condition. May be received from the portable terminal 810.
  • the selection unit 923 When the change in posture detected by the detection unit 912 and received by the reception unit 922 satisfies a predetermined selection condition, the selection unit 923 is within a selection target area set in advance in a movable area among the plurality of objects 410. Select one of the objects in.
  • the selection condition is, for example, “the magnitude of the acceleration detected by the acceleration sensor is equal to or greater than the second threshold value”.
  • the selection condition is satisfied instead of the movement condition, and one of the objects 410 in the selection target area 440 is selected. The That is, when the change in the posture of the selection device 300 is very large, any one object 410 is selected instead of the position of the object 410 being shuffled.
  • the selection condition is not limited to this, and the CPU 101 can freely change the selection condition.
  • the transmission unit 924 transmits the selection result by the selection unit 923 to the mobile terminal 810.
  • the control unit and the communication unit included in the server 820 work together to function as the transmission unit 924.
  • the selection system 800 can perform a selection process in parallel with two or more portable terminals 810, but here, in order to simplify the description, it is assumed that there is only one portable terminal 810.
  • the mobile terminal 810 notifies the server 820 of the start of the selection process (step S1001).
  • the control unit of the server 820 reads parameters associated with each object from the storage device and transmits them to the portable terminal 810 (step S1002).
  • the CPU 101 of the portable terminal 810 acquires parameters associated with each object (step S1003).
  • the CPU 101 of the mobile terminal 810 generates an image in which the object 410 is arranged in the movable area in the virtual space, and displays the generated image on the display 110 (step S1004).
  • the CPU 101 can change the shape, color, design, and the like of the object 410 so that the user can recognize the difference in the rarity between the arranged objects 410.
  • control unit of the server 820 stores the initial position of each object in the storage device in advance, and transmits the initial position together with the parameter to the mobile terminal 810, and the CPU 101 of the mobile terminal 810 has the received initial position at the received initial position. Based on this, an image in which the object 410 is arranged in the movable area may be generated, and the generated image may be displayed on the display 110.
  • the CPU 101 detects a change in the attitude of the mobile terminal 810 using an acceleration sensor (step S1005). Note that the CPU 101 may always detect a change in the attitude of the mobile terminal 810 using an acceleration sensor in the background in parallel with the selection process.
  • the CPU 101 transmits posture data representing the detected posture change to the server 820 (step S1006).
  • the control unit of the server 820 receives posture data from the portable terminal 810 (step S1007).
  • the CPU 101 determines whether or not a predetermined movement condition is satisfied based on the detected change in posture (step 1008).
  • the movement condition is “the acceleration magnitude is greater than or equal to the first threshold value and less than the second threshold value”, and the CPU 101 detects that the detected acceleration magnitude is the first threshold value. It is determined whether the value is greater than or equal to the value and less than the second threshold value.
  • step S1008 When it is determined that the movement condition is not satisfied (step S1008; NO), the CPU 101 returns to the process of step S1004, and when it is determined that the movement condition is satisfied (step S1008; YES), the CPU 101 has the detected posture. Based on the change, the position of each object 410 is updated (step S1009) and stored in the RAM 103.
  • the control unit of the server determines whether or not a change in posture represented by the received posture data satisfies a predetermined selection condition (step S1010).
  • the selection condition is “the acceleration magnitude is equal to or greater than the above-described second threshold value”, and the control unit of the server 820 determines whether the detected acceleration magnitude is equal to or greater than the second threshold value. Determine.
  • step S1010 When it is determined that the selection condition is not satisfied (step S1010; NO), the control unit of the server 820 waits for reception of new posture data, and repeats the processing of steps S1007 to S1009.
  • step S1010 the control unit of the server 820 selects one object 410 from the objects 410 in the selection target area 440 (step S1011).
  • the CPU 101 may select one of the objects 410 in the selection target area 440 at random, and the probability that each object 410 is selected based on the parameters associated with each object 410 And the object 410 may be selected based on the calculated probability.
  • the control unit of the server 820 transmits data indicating the selection result in step S1011 to the portable terminal 810 (step S1012).
  • the CPU 101 of the portable terminal 810 receives data representing the selection result from the server 820 (step S1013).
  • the CPU 101 of the mobile terminal 810 displays the selection result on the display 110 based on the received data indicating the selection result (step S1014).
  • the user can recognize the selection result by browsing the image displayed on the display 110.
  • the user's sense of intervention in the selection of the object can be enhanced, and the user can be satisfied with the selection result. Further, since the position of the object 410 is shuffled by swinging the box like a lottery, a lottery, or a fortune in the real world, the realism of the game is increased, and there is an effect of increasing interest. Furthermore, by causing the server 820 to execute a part of the selection process, the load of the process to be performed by the mobile terminal 810 is reduced.
  • the character used in the game is associated with the object 410, and the user character is selected by the selection process.
  • the selection process described above is not limited to selection of a user character.
  • music is associated with the object 410, and the selection device 300 selects music to be played back through selection processing.
  • the CPU 101 creates a music data list (playlist) based on an instruction from the user or based on a predetermined algorithm, and stores it in the external memory 107 or the like. Then, the CPU 101 reproduces music data based on the playlist.
  • the CPU 101 generally reproduces music data sequentially in the order of registration in the playlist, but can reproduce music data registered in the playlist in a random order (shuffle reproduction).
  • the selection process described above is used as a method for determining the order of music in this shuffle playback.
  • FIG. 11 shows a virtual space in which the object 410 in this embodiment is arranged. This virtual space is displayed on the display 110.
  • An object 410 is an icon image associated with music data. In the example shown in FIG. 11, a total of 16 objects 410 are arranged.
  • the entire area displayed on the display 110 is a movable area 430.
  • the position where each object 410 is arranged changes according to the change in the posture of the selection device 300. When the user swings or tilts the selection device 300 up, down, left, or right, the position of each object 410 is shuffled.
  • each object 410 is arranged at one of predetermined stationary positions. For example, as shown in FIG. 11, when predetermined 16 stationary positions are set in advance in a grid of vertical and horizontal squares and the change in the posture of the selection device 300 stops (the user stops shaking the selection device 300). And) each object 410 is arranged in one of 16 stationary positions. However, it is assumed that one object 410 is disposed at one stationary position, and a plurality of objects 410 are not disposed at the same stationary position.
  • the coordinates where the stationary position is set and the number of stationary positions are both arbitrary. Further, the number, shape, size, and design of the object 410 are arbitrary.
  • the CPU 101 determines whether or not a predetermined movement condition is satisfied based on a change in posture, and when determining that the movement condition is satisfied, moves each object 410 within the movable area.
  • the CPU 101 determines the amount of movement of the object 410 based on the parameter value associated with the object 410.
  • a value representing the number of times of music playback is set in the parameter.
  • the CPU 101 moves the object 410 corresponding to the music per unit time as the parameter value increases, in other words, as the number of music playback times increases. Increase the amount.
  • the smaller the number of times the music is played the smaller the movement amount per unit time of the object 410 corresponding to the music.
  • the parameter may be set to a value representing the frequency of music playback in a certain period.
  • the CPU 101 records the reproduction frequency in a certain period, for example, the latest one week or one month, in the external memory 107 or the like, and based on the recorded reproduction frequency, the unit time of the object 410 associated with each music You may determine the amount of movement per hit.
  • the CPU 101 determines whether or not a predetermined selection condition is satisfied based on a change in posture. When the CPU 101 determines that the selection condition is satisfied, the CPU 101 determines based on the arrangement of the object 410 when the selection condition is satisfied. Determine the playback order of music.
  • the music playback order is from the upper left to the lower right, that is, M1, M2, M3, M4, M5, M6, M7, M8, M9, M10, M11. , M12, M13, M14, M15, and M16.
  • the music playback order is M8, M16, M6, M13, M10, M3, M15, M1, M5, M9, M7, M12, M14, M4. , M11 and M2.
  • a selection target area 440 is set in advance. If it is determined that the selection condition is satisfied, the CPU 101 starts playing the music associated with the object 410 included in the selection target area 440. In the present embodiment, there is only one stationary position included in the selection target area 440. That is, when the selection condition is satisfied, playback of only one song is started. Then, the CPU 101 reproduces music one by one in the determined reproduction order.
  • the position where the selection target area 440 is set is arbitrary.
  • the selection target area 440 is set at the upper left of the display 110, but may be, for example, near the center of the display 110. Further, the CPU 101 may randomly determine the position of the selection target area 440. However, the object 410 included in the selection target area 440 has only one stationary position.
  • what is associated with the object 410 is not limited to music data.
  • the selection device 300 can realize a slide show function that sequentially reproduces a plurality of image data. Since the playback order of the slide show depends on how the user moves the playback device 300, the interest given to the user increases.
  • the selection device 300 may associate moving image data or audio data with the object 410.
  • the user's sense of intervention in the selection process can be enhanced in various scenes in which any object is selected from a plurality of objects.
  • the use of the selection device 300 of the present invention is not limited to the selection of a user character of a game, but is diverse such as reproduction of music, voice, still images, and moving images.
  • the present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the constituent elements of the above-described embodiments.
  • the portable selection device 300 that can be easily held and carried by the user and has been described as an example.
  • a mobile phone, a smartphone, and a personal computer that can detect a change in the posture of the housing.
  • the present invention can also be applied to tablet terminals and the like.
  • a program for operating a computer as all or part of the selection device 300 is stored and distributed in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk). This may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
  • a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk).
  • the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
  • a selection device As described above, according to the present invention, a selection device, a selection system, and a control method for the selection device that can enhance the user's intervention in the selection process when selecting any object from a plurality of objects.
  • An information recording medium, and a program can be provided.
  • Information processing apparatus 101 CPU 102 ROM 103 RAM 104 Interface 105 First touch panel 106 Second touch panel 107 External memory 108 DVD-ROM drive 109 Image processing unit 110 Display 111 Audio processing unit 112 NIC 113 Camera 114 Sensor unit 300 Selection device 301 Storage unit 302 Display unit 303 Detection unit 304 Update unit 305 Selection unit 410 Object (capsule) 420 box 430 movable area 440 selection target area 800 selection system 810 portable terminal 820 server 911 acquisition unit 912 detection unit 913 update unit 914 display unit 915 transmission unit 916 reception unit 921 storage unit 922 reception unit 923 selection unit 924 transmission unit

Abstract

A selection device (300), wherein a presentation unit (302) presents a plurality of objects on a display. A detection unit (303) detects a change in the orientation of the selection device (300). When a detected variation satisfies a predetermined movement condition, an updating unit (304) updates, for each of the plurality of objects, the position of each object so that the amount of movement thereof is greater the larger the quantity represented by a parameter correlated with the object is. When the detected variation satisfies a predetermined selection condition, a selection unit (305) selects, from the plurality of objects, any object from among objects that are within a selection subject region set in advance in a moveable region.

Description

選択装置、選択システム、選択装置の制御方法、情報記録媒体、ならびに、プログラムSELECTION DEVICE, SELECTION SYSTEM, SELECTION DEVICE CONTROL METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
 本発明は、複数のオブジェクトの中からいずれかのオブジェクトを選ぶ際、選択処理へのユーザの介入感を高めることができる選択装置、選択システム、選択装置の制御方法、情報記録媒体、ならびに、プログラムに関する。 The present invention provides a selection device, a selection system, a selection device control method, an information recording medium, and a program capable of enhancing the user's sense of intervention in the selection process when selecting one of a plurality of objects. About.
 現実世界もしくは仮想世界において複数のオブジェクトの中からいずれかのオブジェクトを選ぶ仕組みを採用したゲームがある。例えば、現実世界では、くじ引き、おみくじなど、ユーザの直接的な“選ぶ”という行為によって、対象物の選択もしくは抽選が行われることが多い。また、コンピュータプログラムを実行することにより、デジタル処理による選択もしくは抽選が行われるものもある。特許文献1には、プッシャーゲームにおいて、乱数等を用いたデジタル処理によって当り役の抽選が行われることが開示されている。 There are games that employ a mechanism for selecting one of a plurality of objects in the real world or the virtual world. For example, in the real world, selection or lottery of objects is often performed by a user's direct “selection” action such as lottery or fortune. In some cases, selection or lottery is performed by digital processing by executing a computer program. Patent Document 1 discloses that in a pusher game, a winning combination lottery is performed by digital processing using random numbers or the like.
特開2010-88710号公報JP 2010-88710 A
 ところで、コンピュータを用いてオブジェクトの選択(抽選)処理が行われる場合、従来は、乱数等を用いたコンピュータ内部の処理によって自動的に行われるため、その選択処理の過程をユーザが直接見たり触ったりすることが難しく、選択処理へのユーザの介入感や、結果に対する納得感が得られにくいことがあった。 By the way, when an object selection (lottery) process is performed using a computer, conventionally, since the process is automatically performed by an internal process using a random number or the like, the user directly sees or touches the process of the selection process. In some cases, it is difficult to obtain a sense of user intervention in the selection process and a sense of satisfaction with the results.
 本発明はこのような課題を解決するものであり、複数のオブジェクトの中からいずれかのオブジェクトを選ぶ際、選択処理へのユーザの介入感を高めることができる選択装置、選択システム、選択装置の制御方法、情報記録媒体、ならびに、プログラムを提供することを目的とする。 The present invention solves such problems, and a selection device, a selection system, and a selection device that can enhance a user's sense of intervention in selection processing when selecting one of a plurality of objects. It is an object to provide a control method, an information recording medium, and a program.
 以上の目的を達成するため、本発明の原理にしたがって、下記の発明を開示する。 In order to achieve the above object, the following invention is disclosed in accordance with the principle of the present invention.
 本発明の第1の観点に係る選択装置は、仮想空間内の所定の移動可能領域内を移動する複数のオブジェクトの中からいずれかのオブジェクトを選択する選択装置であって、表示部、検出部、更新部、選択部を備える。
 表示部は、複数のオブジェクトをディスプレイに表示する。
 検出部は、選択装置の姿勢の変化を検出する。
 更新部は、検出された変化が所定の移動条件を満たす場合、複数のオブジェクトのそれぞれについて、オブジェクトに対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、オブジェクトの位置を更新する。
 選択部は、検出された変化が所定の選択条件を満たす場合、複数のオブジェクトのうち、移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する。
A selection device according to a first aspect of the present invention is a selection device that selects any one of a plurality of objects that move within a predetermined movable region in a virtual space, and includes a display unit and a detection unit , An updating unit and a selection unit.
The display unit displays a plurality of objects on the display.
The detection unit detects a change in the attitude of the selection device.
When the detected change satisfies a predetermined movement condition, the update unit updates the position of the object so that the movement amount increases as the amount represented by the parameter associated with the object increases. .
When the detected change satisfies a predetermined selection condition, the selection unit selects one of a plurality of objects from among objects in a selection target area set in advance in a movable area. .
 本発明の選択装置は、仮想空間内において、現実世界におけるグッズが中に入ったカプセルトイのように、複数のオブジェクトの中からいずれかを抽選して選択するゲームを実行する。オブジェクトとは、選択装置によって選択される対象であり、現実世界のカプセルトイにおけるカプセルに相当し、本発明においては、カプセルに対応付けられたキャラクター等のデータである。選択装置は、ユーザが簡単に手に持って操作できるポータブル型であることが望ましい。 The selection device according to the present invention executes a game in which a user selects one of a plurality of objects in a virtual space, such as a capsule toy that contains goods in the real world. An object is a target to be selected by a selection device, corresponds to a capsule in a real world capsule toy, and in the present invention is data such as a character associated with a capsule. The selection device is preferably portable so that the user can easily hold it and operate it.
 選択装置には、選択装置自体の姿勢の変化を検出できるセンサーが付いている。例えば、ユーザが選択装置を傾けたり揺すったりすると、選択装置にかかる加速度の向きや大きさが検出される。この姿勢の変化に応じて、仮想空間内におけるオブジェクトの位置が変化してシャッフルされたり、いずれかのオブジェクトが選択されたりする。なお、オブジェクトは、現実世界のカプセルトイにおける箱に相当する、仮想空間内における移動可能領域内で動くものとする。 The selection device is equipped with a sensor that can detect changes in the posture of the selection device itself. For example, when the user tilts or shakes the selection device, the direction and magnitude of acceleration applied to the selection device are detected. In accordance with this change in posture, the position of the object in the virtual space changes and is shuffled, or any object is selected. It is assumed that the object moves in a movable area in the virtual space, which corresponds to a box in a real world capsule toy.
 つまり、センサーによって検出された姿勢の変化が移動条件を満たす場合、移動可能領域中でオブジェクトの位置が変化する。移動条件は、加速度の絶対値と方向のうちの一方または両方に基づいて定められる。例えば、移動条件を“加速度の絶対値がしきい値以上”とする場合、ユーザがこのしきい値以上の加速度がかかるように選択装置を動かすと、表示されているオブジェクトの位置が変化する(つまりオブジェクトが箱の中で動く)。選択装置は移動条件を任意に設定することができる。 That is, when the change in posture detected by the sensor satisfies the movement condition, the position of the object changes in the movable area. The movement condition is determined based on one or both of an absolute value of acceleration and a direction. For example, when the movement condition is “the absolute value of acceleration is equal to or greater than a threshold value”, the position of the displayed object changes when the user moves the selection device so that the acceleration is equal to or greater than the threshold value ( That is, the object moves in the box). The selection device can arbitrarily set the movement condition.
 また、センサーによって検出された姿勢の変化が選択条件を満たす場合、すべてのオブジェクトのうち選択対象領域内のいずれかのオブジェクトが選択される。選択対象領域は移動可能領域の中に設定されるもので、現実世界のカプセルトイの箱における、カプセルの出口付近に相当する。選択条件は、加速度の絶対値と方向のうちの一方または両方に基づいて定められる。例えば、選択条件を“加速度の絶対値がしきい値以上”とする場合、ユーザがこのしきい値以上の加速度がかかるように選択装置を動かすと、表示されているオブジェクトのいずれかが選択される(つまりオブジェクトが箱の中から出てくる)。選択装置は選択条件を任意に設定することができる。選択装置は、移動条件におけるしきい値と選択条件におけるしきい値を調整すれば、同じ操作であっても、ユーザによる操作の強弱に応じて、オブジェクトを動かしたり選択したりできる。 In addition, when the change in posture detected by the sensor satisfies the selection condition, any object in the selection target area is selected from all the objects. The selection target area is set in the movable area, and corresponds to the vicinity of the capsule exit in the capsule toy box in the real world. The selection condition is determined based on one or both of the absolute value of acceleration and the direction. For example, if the selection condition is “the absolute value of acceleration is equal to or greater than a threshold value”, when the user moves the selection device so that the acceleration is equal to or greater than the threshold value, one of the displayed objects is selected. (That is, the object comes out of the box). The selection device can arbitrarily set the selection conditions. The selection device can move or select an object according to the strength of the operation by the user even if the operation is the same, by adjusting the threshold value in the movement condition and the threshold value in the selection condition.
 現実世界におけるカプセルトイやくじびき、おみくじ等では、ユーザ自身が触ったり動かしたりすることで抽選が行われるので、どんな結果でも納得感が得やすい。一方、仮想世界における抽選では、すべてがデジタル処理によって行われるため、どうしても抽選過程がブラックボックス化しやすい。しかし、本発明によれば、ユーザによる操作に応じてオブジェクトが目に見えて動いたり選択されたりする。例えば、欲しいオブジェクトがあれば、出口付近(選択対象領域)にそのオブジェクトが来るように動かせばよいし、欲しいオブジェクトが出口付近に来れば、選択条件を満たす操作をすればよい。本発明によれば、複数のオブジェクトの中からいずれかのオブジェクトを選択する際、ユーザの選択処理への介入感を高めることができる。 In real-world capsule toys, lottery tickets, fortune tickets, etc., users will be able to draw lots by touching or moving them, so it is easy to get a sense of satisfaction with any result. On the other hand, in the lottery in the virtual world, everything is performed by digital processing, so the lottery process is inevitably made into a black box. However, according to the present invention, an object is visibly moved or selected in accordance with an operation by a user. For example, if there is a desired object, the object may be moved near the exit (selection target area), and if the desired object is near the exit, an operation satisfying the selection condition may be performed. ADVANTAGE OF THE INVENTION According to this invention, when selecting any object from several objects, a user's feeling of intervention to the selection process can be heightened.
 検出部は、姿勢の変化として、選択装置にかかる加速度の大きさの変化を検出してもよい。
 また、更新部は、検出された加速度の大きさが所定の第1のしきい値以上であって所定の第2のしきい値未満であることを移動条件としてもよい。
 さらに、選択部は、検出された加速度の大きさが第2のしきい値以上であることを選択条件としてもよい。
The detection unit may detect a change in the magnitude of acceleration applied to the selection device as a change in posture.
The update unit may set the detected acceleration magnitude to be a moving condition that is greater than or equal to a predetermined first threshold value and less than a predetermined second threshold value.
Furthermore, the selection unit may set the detected acceleration magnitude to be a second threshold value or more as a selection condition.
 すなわち、上述の選択条件における加速度のしきい値を移動条件における加速度のしきい値より大きく設定することで、ユーザによる操作の強弱に応じて、オブジェクトが動いたり選択されたりする。例えばユーザが選択装置を弱く振ればオブジェクトがシャッフルされ、強く振ればオブジェクトが選ばれる。本発明によれば、ユーザは、より直感的な操作によって、オブジェクトを動かしたり選択したりすることができる。 That is, by setting the acceleration threshold value in the above selection condition to be larger than the acceleration threshold value in the movement condition, the object moves or is selected according to the strength of the operation by the user. For example, if the user shakes the selection device weakly, the object is shuffled, and if the user shakes it strongly, the object is selected. According to the present invention, the user can move or select an object by a more intuitive operation.
 検出部は、姿勢の変化として、選択装置にかかる加速度の向きの変化を検出してもよい。
 また、更新部は、検出された加速度の大きさの変化に基づいて、移動条件を設定してもよい。
 さらに、選択部は、検出された加速度の向きの変化に基づいて、移動条件を設定してもよい。
The detection unit may detect a change in the direction of acceleration applied to the selection device as a change in posture.
The update unit may set the movement condition based on the detected change in the magnitude of acceleration.
Furthermore, the selection unit may set the movement condition based on the detected change in the direction of acceleration.
 本発明によれば、選択装置にかかる加速度の大きさと向きを組み合わせて移動条件と選択条件を設定することによって、ユーザの選択処理への介入感を高めることができるだけでなく、ユーザがより直感的な操作によってオブジェクトを動かしたり選択したりすることができるようになる。 According to the present invention, by setting the movement condition and the selection condition by combining the magnitude and direction of the acceleration applied to the selection device, it is possible not only to increase the user's sense of intervention in the selection process, but also to make the user more intuitive. You can move and select objects by simple operations.
 更新部は、検出された加速度が大きいほど、オブジェクトの移動量を大きくしてもよい。 The update unit may increase the amount of movement of the object as the detected acceleration increases.
 つまり、ユーザが選択装置を弱く動かせばオブジェクトが少しだけ移動し、強く動かせばオブジェクトが大きく動くようになる。本発明によれば、ユーザの選択処理への介入感を高めることができるだけでなく、ユーザがより直感的な操作によってオブジェクトを動かしたり選択したりすることができるようになる効果が増す。 That is, if the user moves the selection device weakly, the object moves a little, and if the user moves it strongly, the object moves greatly. According to the present invention, not only the user's sense of intervention in the selection process can be enhanced, but also the effect that the user can move and select an object by a more intuitive operation is increased.
 パラメーターは、オブジェクトが仮想空間内に出現する頻度を表してもよい。
 そして、更新部は、パラメーターが表す頻度が小さいほど、オブジェクトの移動量を大きくしてもよい。
The parameter may represent how often the object appears in the virtual space.
The updating unit may increase the amount of movement of the object as the frequency represented by the parameter is smaller.
 つまり、オブジェクトが出現する頻度やユーザが選択できる確率などを表すパラメーターが大きいほど、つまり希少なオブジェクトほど、オブジェクトが一度に移動する量が大きくてもよい。本発明によれば、ユーザの選択処理への介入感を高めることができるだけでなく、ユーザがより直感的な操作によってオブジェクトを動かしたり選択したりすることができるようになる効果が増す。 That is, the larger the parameter representing the frequency of appearance of an object, the probability that the user can select it, and the like, that is, the rarer the object, the larger the amount of movement of the object at a time. According to the present invention, not only the user's sense of intervention in the selection process can be enhanced, but also the effect that the user can move and select an object by a more intuitive operation is increased.
 選択装置は、複数のオブジェクトのうちいずれか1つ以上のオブジェクトが選択部によって選択された場合に、選択されたオブジェクトを用いたゲームを進行するゲーム進行部を更に備えてもよい。 The selection device may further include a game progress unit that progresses a game using the selected object when any one or more objects of the plurality of objects are selected by the selection unit.
 本発明によれば、選択後に行われるゲームが、オブジェクトの選択結果に影響を及ぼすので、ユーザがより真剣にプレイするようになり、ゲームの興趣性が増す。 According to the present invention, since the game performed after selection affects the selection result of the object, the user can play more seriously and the interest of the game is increased.
 本発明のその他の観点に係る選択システムは、携帯端末とサーバとを有する選択システムであって、
 サーバは、仮想空間内の所定の移動可能領域内に配置される複数のオブジェクトのそれぞれについて、オブジェクトの位置と、オブジェクトに対応付けられるパラメーターとが記憶される記憶部を備える。
 また、携帯端末は、取得部、検出部、更新部、表示部、送信部を備える。
 取得部は、複数のオブジェクトに対応付けられるパラメーターを記憶部から取得する。
 検出部は、携帯端末の姿勢の変化を検出する。
 更新部は、検出された変化が所定の移動条件を満たす場合、複数のオブジェクトのそれぞれについて、パラメーターが表す量が大きいほど移動量が大きくなるように、仮想空間内におけるオブジェクトの位置を更新する。
 表示部は、更新された位置に基づいて複数のオブジェクトをディスプレイに表示する。
 送信部は、検出された携帯端末の姿勢の変化をサーバに送信する。
 サーバは、更に、受信部、選択部、送信部を備える。
 受信部は、検出された変化を携帯端末から受信する。
 選択部は、検出された変化が所定の選択条件を満たす場合、複数のオブジェクトのうち、移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する。
 送信部は、選択部による選択結果を携帯端末に送信する。
 更に、携帯端末は、選択部による選択結果をサーバから受信する受信部を備える。
 そして、表示部は、携帯端末の受信部が受信した選択結果をディスプレイに表示する。
A selection system according to another aspect of the present invention is a selection system having a mobile terminal and a server,
The server includes a storage unit that stores a position of an object and a parameter associated with the object for each of a plurality of objects arranged in a predetermined movable area in the virtual space.
The portable terminal includes an acquisition unit, a detection unit, an update unit, a display unit, and a transmission unit.
The acquisition unit acquires parameters associated with a plurality of objects from the storage unit.
The detection unit detects a change in the attitude of the mobile terminal.
When the detected change satisfies a predetermined movement condition, the update unit updates the position of the object in the virtual space so that the movement amount increases as the amount represented by the parameter increases for each of the plurality of objects.
The display unit displays a plurality of objects on the display based on the updated position.
A transmission part transmits the change of the attitude | position of the detected portable terminal to a server.
The server further includes a reception unit, a selection unit, and a transmission unit.
The receiving unit receives the detected change from the mobile terminal.
When the detected change satisfies a predetermined selection condition, the selection unit selects one of a plurality of objects from among objects in a selection target area set in advance in a movable area. .
A transmission part transmits the selection result by a selection part to a portable terminal.
Furthermore, the mobile terminal includes a receiving unit that receives a selection result by the selecting unit from the server.
And a display part displays the selection result which the receiving part of the portable terminal received on a display.
 本発明によれば、複数のオブジェクトの中からいずれかのオブジェクトを選択する際、ユーザの選択処理への介入感を高めることができる。 According to the present invention, when selecting any object from among a plurality of objects, the user's sense of intervention in the selection process can be enhanced.
 本発明のその他の観点に係る選択装置の制御方法は、仮想空間内の所定の移動可能領域内を移動する複数のオブジェクトの中からいずれかのオブジェクトを選択する選択装置にて実行される制御方法であって、表示ステップ、検出ステップ、更新ステップ、選択ステップを備える。
 表示ステップでは、複数のオブジェクトをディスプレイに表示する。
 検出ステップでは、選択装置の姿勢の変化を検出する。
 更新ステップでは、検出された変化が所定の移動条件を満たす場合、複数のオブジェクトのそれぞれについて、オブジェクトに対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、オブジェクトの位置を更新する。
 選択ステップでは、検出された変化が所定の選択条件を満たす場合、複数のオブジェクトのうち、移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する。
A control method of a selection device according to another aspect of the present invention is a control method executed by a selection device that selects any object from a plurality of objects that move within a predetermined movable area in a virtual space. In addition, a display step, a detection step, an update step, and a selection step are provided.
In the display step, a plurality of objects are displayed on the display.
In the detection step, a change in the attitude of the selection device is detected.
In the update step, when the detected change satisfies a predetermined movement condition, the position of the object is updated so that the movement amount increases as the amount represented by the parameter associated with the object increases. .
In the selection step, when the detected change satisfies a predetermined selection condition, one of a plurality of objects is selected from objects in a selection target area set in advance in the movable area. .
 本発明によれば、複数のオブジェクトの中からいずれかのオブジェクトを選ぶ際、選択処理へのユーザの介入感を高めることができる。 According to the present invention, when selecting any object from among a plurality of objects, it is possible to enhance the user's sense of intervention in the selection process.
 本発明のその他の観点に係る情報記録媒体は、仮想空間内の所定の移動可能領域内を移動する複数のオブジェクトの中からいずれかのオブジェクトを選択するコンピュータを、表示部、検出部、更新部、選択部として機能させるプログラムを記憶する。
 表示部は、複数のオブジェクトをディスプレイに表示する。
 検出部は、コンピュータの姿勢の変化を検出する。
 更新部は、検出された変化が所定の移動条件を満たす場合、複数のオブジェクトのそれぞれについて、オブジェクトに対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、オブジェクトの位置を更新する。
 選択部は、検出された変化が所定の選択条件を満たす場合、複数のオブジェクトのうち、移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する。
An information recording medium according to another aspect of the present invention provides a computer that selects any one of a plurality of objects that move within a predetermined movable area in a virtual space, a display unit, a detection unit, and an update unit A program that functions as a selection unit is stored.
The display unit displays a plurality of objects on the display.
The detection unit detects a change in the posture of the computer.
When the detected change satisfies a predetermined movement condition, the update unit updates the position of the object so that the movement amount increases as the amount represented by the parameter associated with the object increases. .
When the detected change satisfies a predetermined selection condition, the selection unit selects one of a plurality of objects from among objects in a selection target area set in advance in a movable area. .
 本発明によれば、コンピュータを上述のように動作する選択装置として機能させることができる。 According to the present invention, the computer can function as a selection device that operates as described above.
 本発明のその他の観点に係るプログラムは、仮想空間内の所定の移動可能領域内を移動する複数のオブジェクトの中からいずれかのオブジェクトを選択するコンピュータを、表示部、検出部、更新部、選択部として機能させる。
 表示部は、複数のオブジェクトをディスプレイに表示する。
 検出部は、コンピュータの姿勢の変化を検出する。
 更新部は、検出された変化が所定の移動条件を満たす場合、複数のオブジェクトのそれぞれについて、オブジェクトに対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、オブジェクトの位置を更新する。
 選択部は、検出された変化が所定の選択条件を満たす場合、複数のオブジェクトのうち、移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する。
A program according to another aspect of the present invention includes a display unit, a detection unit, an update unit, and a selection unit that selects a computer from among a plurality of objects that move within a predetermined movable region in a virtual space. Function as a part.
The display unit displays a plurality of objects on the display.
The detection unit detects a change in the posture of the computer.
When the detected change satisfies a predetermined movement condition, the update unit updates the position of the object so that the movement amount increases as the amount represented by the parameter associated with the object increases. .
When the detected change satisfies a predetermined selection condition, the selection unit selects one of a plurality of objects from among objects in a selection target area set in advance in a movable area. .
 本発明によれば、コンピュータを上述のように動作する選択装置として機能させることができる。
 また、本発明のプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリー等のコンピュータ読取可能な情報記憶媒体に記録することができる。
 上記プログラムは、プログラムが実行されるコンピュータとは独立して、コンピュータ通信網を介して配布・販売することができる。また、上記情報記憶媒体は、コンピュータとは独立して配布・販売することができる。
According to the present invention, it is possible to cause a computer to function as a selection device that operates as described above.
The program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information storage medium can be distributed and sold independently from the computer.
 本発明によれば、複数のオブジェクトの中からいずれかのオブジェクトを選ぶ際、選択処理へのユーザの介入感を高めることができる選択装置、選択システム、選択装置の制御方法、情報記録媒体、ならびに、プログラムを提供することができる。 According to the present invention, a selection device, a selection system, a control method for the selection device, an information recording medium, and an information recording medium capable of enhancing the user's sense of intervention in the selection process when selecting any object from a plurality of objects, Can provide a program.
本発明の選択装置が実現される典型的な情報処理装置のハードウェア構成を表す図である。It is a figure showing the hardware constitutions of the typical information processing apparatus with which the selection apparatus of this invention is implement | achieved. 情報処理装置の外観を表す図である。It is a figure showing the external appearance of information processing apparatus. 選択装置の機能的な構成を表す図である。It is a figure showing the functional structure of a selection apparatus. ディスプレイに表示される画面の構成例を表す図である。It is a figure showing the example of a structure of the screen displayed on a display. 選択処理を説明するためのフローチャートである。It is a flowchart for demonstrating a selection process. 選択装置の姿勢の変化を説明するための図である。It is a figure for demonstrating the change of the attitude | position of a selection apparatus. 選択装置の姿勢の変化を説明するための図である。It is a figure for demonstrating the change of the attitude | position of a selection apparatus. 選択装置の姿勢の変化を説明するための図である。It is a figure for demonstrating the change of the attitude | position of a selection apparatus. オブジェクトと箱あるいはオブジェクト同士の衝突を説明するための図である。It is a figure for demonstrating the collision of an object and a box or objects. オブジェクトと箱あるいはオブジェクト同士の衝突を説明するための図である。It is a figure for demonstrating the collision of an object and a box or objects. オブジェクトと箱あるいはオブジェクト同士の衝突を説明するための図である。It is a figure for demonstrating the collision of an object and a box or objects. オブジェクトと箱あるいはオブジェクト同士の衝突を説明するための図である。It is a figure for demonstrating the collision of an object and a box or objects. 選択システムの概要を表す図である。It is a figure showing the outline | summary of a selection system. 選択システムが備える携帯端末とサーバの機能的な構成を表す図である。It is a figure showing the functional structure of the portable terminal and server with which a selection system is provided. 選択システムによって実行される選択処理を説明するための図である。It is a figure for demonstrating the selection process performed by the selection system. ディスプレイに表示される画面の構成例を表す図である。It is a figure showing the example of a structure of the screen displayed on a display. ディスプレイに表示される画面の構成例を表す図である。It is a figure showing the example of a structure of the screen displayed on a display.
 以下に本発明の実施形態を説明する。以下では、理解を容易にするため、ゲーム用の情報処理装置を利用して本発明が実現される実施形態を説明するが、以下に説明する実施形態は説明のためのものであり、本願発明の範囲を制限するものではない。したがって、当業者であればこれらの各要素もしくは全要素をこれと均等なものに置換した実施形態を採用することが可能であるが、これらの実施形態も本発明の範囲に含まれる。 Embodiments of the present invention will be described below. In the following, for ease of understanding, an embodiment in which the present invention is realized using a game information processing device will be described. However, the embodiment described below is for explanation, and the present invention is described. It does not limit the range. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
(実施形態1)
 図1は、プログラムを実行することにより本実施形態に係る選択装置の機能を果たす典型的な情報処理装置100のハードウェア構成を示す模式図である。
(Embodiment 1)
FIG. 1 is a schematic diagram illustrating a hardware configuration of a typical information processing apparatus 100 that performs the function of the selection apparatus according to the present embodiment by executing a program.
 情報処理装置100は、CPU(Central Processing Unit)101、ROM 102、RAM(Random Access Memory)103、インターフェース104、第1タッチパネル105、第2タッチパネル106、外部メモリー107、DVD-ROM(Digital Versatile Disc ROM)ドライブ108、画像処理部109、ディスプレイ110、音声処理部111、NIC(Network Interface Card)112、カメラ113、センサー部114を備える。 The information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM 102, a RAM (Random Access Memory) 103, an interface 104, a first touch panel 105, a second touch panel 106, an external memory 107, a DVD-ROM (Digital Versatile Disc Disc ROM). ) Drive 108, image processing unit 109, display 110, audio processing unit 111, NIC (Network Interface Card) 112, camera 113, and sensor unit 114.
 ゲーム用のプログラムおよびデータを記憶したDVD-ROMをDVD-ROMドライブ108に装着して、情報処理装置100の電源を投入することにより、当該プログラムが実行され、本実施形態に係る選択装置が実現される。 A DVD-ROM storing game programs and data is loaded into the DVD-ROM drive 108 and the information processing apparatus 100 is turned on to execute the program, thereby realizing the selection apparatus according to the present embodiment. Is done.
 CPU 101は、情報処理装置100全体の動作を制御し、各構成要素と接続され、制御信号やデータをやりとりする。また、CPU 101は、レジスター(図示せず)という高速アクセスが可能な記憶域に対してALU(Arithmetic Logic Unit)(図示せず)を用いて加減乗除等の算術演算や、論理和、論理積、論理否定等の論理演算、ビット和、ビット積、ビット反転、ビットシフト、ビット回転等のビット演算などを行うことができる。さらに、マルチメディア処理対応のための加減乗除等の飽和演算や、三角関数等、ベクトル演算などを高速に行えるように、CPU 101自身が構成されているものや、コプロセッサーを備えて実現するものがある。 The CPU 101 controls the overall operation of the information processing apparatus 100, is connected to each component, and exchanges control signals and data. In addition, the CPU 101 uses arithmetic operations such as addition / subtraction / division / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed. , Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed. In addition, the CPU 101 itself is configured so that saturation operations such as addition / subtraction / multiplication / division for multimedia processing, vector functions such as trigonometric functions, etc. can be performed at a high speed, or a coprocessor is implemented. There is.
 ROM 102には、電源投入直後に実行されるIPL(Initial Program Loader)が記録され、これが実行されることにより、DVD-ROMに記録されたプログラムをRAM 103に読み出してCPU 101による実行が開始される。また、ROM 102には、情報処理装置100全体の動作制御に必要なオペレーティングシステムのプログラムや各種のデータが記録される。 The ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started. The The ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
 RAM 103は、データやプログラムを一時的に記憶するためのもので、DVD-ROMから読み出したプログラムやデータ、その他ゲームの進行やチャット通信に必要なデータが保持される。また、CPU 101は、RAM 103に変数領域を設け、当該変数に格納された値に対して直接ALUを作用させて演算を行ったり、RAM 103に格納された値を一旦レジスターに格納してからレジスターに対して演算を行ったりして、演算結果をメモリーに書き戻す、などの処理を行う。 The RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication. In addition, the CPU 101 provides a variable area in the RAM 103 and performs an operation by directly operating an ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in a register. Perform operations such as performing operations on registers and writing back the results of operations to memory.
 インターフェース104を介して接続された2つのタッチパネル(第1タッチパネル105と第2タッチパネル106)は、ユーザがゲームをプレイする際に行う操作入力を受け付ける。図2に示すように、第1タッチパネル105はディスプレイ110に重畳して設置されている。第1タッチパネル105とディスプレイ110を合わせてタッチスクリーンとも呼ぶ。第1タッチパネル105上の各点は、ディスプレイ110上の各点に1対1に対応している。第2タッチパネル106はディスプレイ110とは反対の面に設置されている。第1タッチパネル105を前面タッチパネル、第2タッチパネル106を背面タッチパネルともいう。なお、情報処理装置100は、ユーザからの入力を受け付ける入力デバイスとして、第1タッチパネル105と第2タッチパネル106のほかに、ボタン等を備えたいわゆる“コントローラー”と呼ばれる入力装置を備えていてもよい。 The two touch panels (the first touch panel 105 and the second touch panel 106) connected via the interface 104 receive an operation input performed when the user plays the game. As shown in FIG. 2, the first touch panel 105 is installed so as to overlap the display 110. The first touch panel 105 and the display 110 are collectively referred to as a touch screen. Each point on the first touch panel 105 corresponds to each point on the display 110 on a one-to-one basis. The second touch panel 106 is installed on the surface opposite to the display 110. The first touch panel 105 is also referred to as a front touch panel, and the second touch panel 106 is also referred to as a rear touch panel. In addition to the first touch panel 105 and the second touch panel 106, the information processing apparatus 100 may include an input device called a “controller” including buttons and the like as an input device that receives input from the user. .
 インターフェース104を介して着脱自在に接続された外部メモリー107には、ゲーム等のプレイ状況(過去の成績等)を示すデータ、ゲームの進行状態を示すデータ、ネットワーク対戦の場合の通信のログ(記録)のデータなどが書き換え可能に記憶される。ユーザは、第1タッチパネル105や第2タッチパネル106を介して指示入力を行うことにより、これらのデータを適宜外部メモリー107に記録することができる。 In an external memory 107 detachably connected via the interface 104, data indicating the play status (past results, etc.) of the game, data indicating the progress of the game, and communication logs (records) in the case of a network match ) Is stored in a rewritable manner. The user can record these data in the external memory 107 as appropriate by inputting an instruction via the first touch panel 105 or the second touch panel 106.
 DVD-ROMドライブ108に装着されるDVD-ROMには、ゲームを行うためのプログラムとゲームに付随する画像データや音声データなどが記録される。CPU 101の制御によって、DVD-ROMドライブ108は、これに装着されたDVD-ROMに対する読み出し処理を行って、必要なプログラムやデータを読み出す。読み出されたプログラムやデータはRAM 103等に一時的に記憶される。 The DVD-ROM mounted on the DVD-ROM drive 108 stores a program for playing a game and image data and audio data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 108 performs a reading process on the DVD-ROM mounted on the DVD-ROM drive 108 to read out necessary programs and data. The read program and data are temporarily stored in the RAM 103 or the like.
 画像処理部109は、DVD-ROMから読み出されたデータをCPU 101や画像処理部109が備える画像演算プロセッサー(図示せず)によって加工処理した後、画像処理部109が備えるフレームメモリー(図示せず)に記録する。フレームメモリーに記録された画像情報は、所定の同期タイミングでビデオ信号に変換され画像処理部109に接続されるディスプレイ110へ出力される。これにより、各種の画像表示が可能となる。 The image processing unit 109 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) provided in the image processing unit 109, and then performs a frame memory (not shown) provided in the image processing unit 109. Record). The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to the display 110 connected to the image processing unit 109. Thereby, various image displays are possible.
 画像演算プロセッサーは、2次元の画像の重ね合わせ演算やαブレンディング等の透過演算、各種の飽和演算を高速に実行できる。 The image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as α blending, and various saturation calculations at high speed.
 また、仮想空間が3次元にて構成される場合には、当該3次元空間内に配置され、各種のテクスチャー情報が付加されたポリゴン情報を、Zバッファー法によりレンダリングして、所定の視点位置から仮想空間に配置されたポリゴンを所定の視線の方向へ見たレンダリング画像を得る演算の高速実行も可能である。 In addition, when the virtual space is configured in three dimensions, the polygon information arranged in the three-dimensional space and added with various texture information is rendered by the Z buffer method, and a predetermined viewpoint position is used. It is also possible to execute a calculation at high speed to obtain a rendering image in which a polygon arranged in the virtual space is viewed in the direction of a predetermined line of sight.
 さらに、CPU 101と画像演算プロセッサーが協調動作することにより、文字の形状を定義するフォント情報にしたがって、文字列を2次元画像としてフレームメモリーへ描画したり、各ポリゴン表面へ描画したりすることが可能である。 Furthermore, the CPU 101 and the image arithmetic processor cooperate to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible.
 音声処理部111は、DVD-ROMから読み出した音声データをアナログ音声信号に変換し、これに接続されたスピーカーから出力させる。また、CPU 101の制御の下、ゲームの進行の中で発生させるべき効果音や楽曲データを生成し、これに対応した音声をスピーカーから出力させる。 The audio processing unit 111 converts audio data read from the DVD-ROM into an analog audio signal and outputs it from a speaker connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
 音声処理部111では、DVD-ROMに記録された音声データがMIDIデータである場合には、これが有する音源データを参照して、MIDIデータをPCMデータに変換する。また、ADPCM形式やOgg Vorbis形式等の圧縮済音声データである場合には、これを展開してPCMデータに変換する。PCMデータは、そのサンプリング周波数に応じたタイミングでD/A(Digital/Analog)変換を行って、スピーカーに出力することにより、音声出力が可能となる。 When the audio data recorded on the DVD-ROM is MIDI data, the audio processing unit 111 converts the MIDI data into PCM data with reference to the sound source data included in the audio data. If the compressed audio data is in ADPCM format or Ogg Vorbis format, it is expanded and converted to PCM data. The PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
 さらに、情報処理装置100にはマイクを接続することができる。マイクからのアナログ信号に対しては、音声処理部111が適当なサンプリング周波数でA/D(Analog/Digital)変換を行い、PCM形式のデジタル信号としてミキシング等の処理ができる。 Furthermore, a microphone can be connected to the information processing apparatus 100. For the analog signal from the microphone, the audio processing unit 111 performs A / D (Analog / Digital) conversion at an appropriate sampling frequency, and can perform processing such as mixing as a PCM format digital signal.
 NIC 112は、情報処理装置100をインターネットやLAN(Local Area Network)等のコンピュータ通信網(図示せず)に接続する。例えば、NIC 112は、LANを構成する際に用いられる10BASE-T/100BASE-T規格にしたがう仕様で構成される。あるいは、NIC 112は、電話回線を用いてインターネットに接続するためのアナログモデム、ISDN(Integrated Services Digital Network)モデム、ADSL(Asymmetric Digital Subscriber Line)モデム、ケーブルテレビジョン回線を用いてインターネットに接続するためのケーブルモデムなどから構成されてもよい。 The NIC 112 connects the information processing apparatus 100 to a computer communication network (not shown) such as the Internet or a LAN (Local Area Network). For example, the NIC 112 is configured according to a specification according to the 10BASE-T / 100BASE-T standard used when configuring a LAN. Alternatively, the NIC 112 is connected to the Internet using an analog modem, ISDN (Integrated Services Digital Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem, or cable television line for connecting to the Internet using a telephone line. Or a cable modem.
 カメラ113は、CPU 101もしくはユーザからの指示に従い、撮影する。撮影されて得られる画像は、CPU 101もしくは画像処理部109によって画像処理され、ディスプレイ110に表示されたり外部メモリー107に保存されたりする。本実施形態の情報処理装置100においては、図2に示すようにカメラ113のレンズはディスプレイ110と反対側の面に取り付けられており、ユーザは被写体に情報処理装置100の背面を向け且つディスプレイ110に表示された映像を見ながら撮影することができる。 The camera 113 shoots according to instructions from the CPU 101 or the user. An image obtained by photographing is subjected to image processing by the CPU 101 or the image processing unit 109 and displayed on the display 110 or stored in the external memory 107. In the information processing apparatus 100 of the present embodiment, as shown in FIG. 2, the lens of the camera 113 is attached to the surface opposite to the display 110, and the user points the back of the information processing apparatus 100 toward the subject and the display 110. You can shoot while watching the video displayed on the screen.
 センサー部114は、選択装置300に内蔵されており、選択装置300にかかる加速度を検出する加速度センサーを備える。センサー部114は、ユーザが選択装置300を動かすと、その動きにより発生する加速度を検出し、検出結果をCPU 101へ出力する。なお、選択装置300は、加速度センサーの代わりに、もしくは加速度センサーに加えて、ジャイロセンサー、角速度センサー等、選択装置300の動きや姿勢を検出できる各種センサーを備えていてもよい。 The sensor unit 114 is built in the selection device 300 and includes an acceleration sensor that detects acceleration applied to the selection device 300. When the user moves the selection device 300, the sensor unit 114 detects acceleration generated by the movement and outputs the detection result to the CPU 101. Note that the selection device 300 may include various sensors that can detect the movement and posture of the selection device 300, such as a gyro sensor and an angular velocity sensor, instead of or in addition to the acceleration sensor.
 このほか、情報処理装置100は、ハードディスク等の大容量外部記憶装置を備えてもよく、ROM 102、RAM 103、外部メモリー107、DVD-ROMドライブ108に装着されるDVD-ROM等と同じ機能を果たすように構成してもよい。 In addition, the information processing apparatus 100 may include a large-capacity external storage device such as a hard disk, and has the same function as a DVD-ROM or the like mounted on the ROM 102, RAM 103, external memory 107, and DVD-ROM drive 108. You may comprise so that it may fulfill.
 以上で説明した情報処理装置100は、いわゆる「コンシューマー向けテレビゲーム装置」に相当するものであるが、仮想空間を表示するような画像処理を行うものであれば本発明を実現することができる。したがって、携帯電話機、スマートフォン、携帯ゲーム機器、一般的なビジネス用コンピュータやパーソナルコンピュータなど、種々の計算機上で本発明を実現することが可能である。 The information processing apparatus 100 described above corresponds to a so-called “consumer video game apparatus”, but the present invention can be realized as long as it performs image processing that displays a virtual space. Therefore, the present invention can be realized on various computers such as a mobile phone, a smartphone, a portable game device, a general business computer, and a personal computer.
 次に、上記各構成を有する情報処理装置100により実現される、本実施形態の選択装置300の機能的な構成について説明する。 Next, a functional configuration of the selection apparatus 300 according to the present embodiment, which is realized by the information processing apparatus 100 having the above-described configurations, will be described.
 図3は、選択装置300の機能的な構成を示す図である。選択装置300は、記憶部301、表示部302、検出部303、更新部304、選択部305を備える。 FIG. 3 is a diagram illustrating a functional configuration of the selection device 300. The selection device 300 includes a storage unit 301, a display unit 302, a detection unit 303, an update unit 304, and a selection unit 305.
 図4は、ディスプレイ110に表示される画面の構成例を表す図である。画面には、複数のオブジェクト410を表す画像と、それらのオブジェクト410が入っている箱420を表す画像が含まれる。 FIG. 4 is a diagram illustrating a configuration example of a screen displayed on the display 110. The screen includes an image representing a plurality of objects 410 and an image representing a box 420 in which those objects 410 are contained.
 選択装置300は、ユーザによる操作に基づいて、2次元もしくは3次元の仮想空間内の所定の領域(以下、「移動可能領域」という。)430の中を移動可能な複数のオブジェクト410の中から、いずれかのオブジェクトを選択する。本実施形態では、仮想空間に配置される箱の中に複数のカプセル(オブジェクト)が入っており、ユーザがこの箱を揺する指示に対応する操作を現実空間において行うと、カプセルが箱の中で移動したり、カプセルが箱の中から出てきたりする。例えば、カプセルにはゲームに登場するキャラクターが対応付けられており、ユーザは、出てきたカプセルに対応するキャラクターを用いたゲームをプレイすることができる。選択装置300は、いわば、くじ引きのような仕組みをユーザに提供する。 The selection device 300 is selected from a plurality of objects 410 that can move in a predetermined area (hereinafter referred to as “movable area”) 430 in a two-dimensional or three-dimensional virtual space based on an operation by a user. , Select one of the objects. In this embodiment, a plurality of capsules (objects) are contained in a box arranged in the virtual space. When the user performs an operation corresponding to an instruction to shake the box in the real space, the capsules are placed in the box. Move or the capsule comes out of the box. For example, characters appearing in the game are associated with the capsule, and the user can play a game using the character corresponding to the capsule that has come out. The selection device 300 provides the user with a mechanism like a lottery.
 まず、記憶部301には、複数のオブジェクトのそれぞれについて、仮想空間内におけるオブジェクト410の位置と、オブジェクト410に対応付けられるパラメーターとが記憶される。CPU 101とRAM 103が協働して、記憶部301として機能する。 First, the storage unit 301 stores the position of the object 410 in the virtual space and the parameters associated with the object 410 for each of the plurality of objects. The CPU 101 and the RAM 103 cooperate to function as the storage unit 301.
 仮想空間内には、直交座標系又は極座標系などの座標系が予め定義されており、オブジェクト410の位置はこの座標系を用いた座標値として表される。オブジェクト410の位置は可変であり、後述するようにCPU 101は、オブジェクト410の位置を適宜更新する。 In the virtual space, a coordinate system such as an orthogonal coordinate system or a polar coordinate system is defined in advance, and the position of the object 410 is expressed as a coordinate value using this coordinate system. The position of the object 410 is variable, and the CPU 101 appropriately updates the position of the object 410 as will be described later.
 オブジェクト410に対応付けられるパラメーターとは、例えば、オブジェクト410の種類、レアリティ(レア度)、その他の属性などである。典型的には、パラメーターには数値がセットされる。例えば、オブジェクト410が出現する頻度、もしくはオブジェクト410が選ばれる頻度を表すレアリティが、1:ノーマル、2:レア、3:スーパーレア、などのように定義される。数字が大きいほど、より希少である。 The parameters associated with the object 410 are, for example, the type of the object 410, rarity (rare degree), and other attributes. Typically, the parameter is set to a numerical value. For example, the rareness indicating the frequency of appearance of the object 410 or the frequency of selection of the object 410 is defined as 1: normal, 2: rare, 3: super rare, and the like. The higher the number, the more rare.
 表示部302は、複数のオブジェクト410を含む画像をディスプレイ110に表示する。CPU 101と画像処理部109が協働して、表示部302として機能する。 The display unit 302 displays an image including a plurality of objects 410 on the display 110. The CPU 101 and the image processing unit 109 cooperate to function as the display unit 302.
 例えば図4に示すように、ディスプレイ110には、複数のオブジェクト410(図4では“カプセル”)が入った箱420と、その箱420の中で移動可能なオブジェクト410とが描かれたゲーム画面が表示される。箱420の中が上述の移動可能領域430である。オブジェクト410は、移動可能領域430の中を移動することができる。移動可能領域430の中には、更に選択対象領域440(図4の網がけになっている部分)が定義される。典型的には、選択対象領域440は、取り出し口450付近に設定される。 For example, as shown in FIG. 4, the display 110 has a game screen on which a box 420 containing a plurality of objects 410 (“capsule” in FIG. 4) and an object 410 movable in the box 420 are drawn. Is displayed. The inside of the box 420 is the movable area 430 described above. The object 410 can move in the movable area 430. In the movable area 430, a selection target area 440 (a part shaded in FIG. 4) is further defined. Typically, the selection target area 440 is set in the vicinity of the extraction port 450.
 ある時刻に選択対象領域440の中にあるオブジェクト410が、その時刻において選択される候補となる。別のある時刻においては、オブジェクト410が移動することによって、選択対象領域440の中にあるオブジェクト410が変化していることがあるため、選択される候補となるオブジェクト410は、時間の経過と共に変化する可能性がある。 The object 410 in the selection target area 440 at a certain time becomes a candidate to be selected at that time. At some other time, the object 410 in the selection target area 440 may change due to the movement of the object 410, so that the candidate object 410 to be selected changes over time. there's a possibility that.
 なお、オブジェクト410の形状、数、大きさ、色、あるいはオブジェクト410の初期位置や、オブジェクト410に対応付けられるレアリティ等のパラメーターの具体的な内容は、それぞれ任意である。 It should be noted that the specific contents of the parameters such as the shape, number, size, color of the object 410, the initial position of the object 410, and the rarity associated with the object 410 are arbitrary.
 検出部303は、選択装置300の姿勢の変化を検出する。例えば、ユーザが選択装置300を手に持って、ある方向に傾けると、加速度センサーによってその傾きの方向と傾きの大きさ(角度)が検出され、検出結果がCPU 101に入力される。CPU 101とセンサー部114が協働して、検出部303として機能する。 The detection unit 303 detects a change in the attitude of the selection device 300. For example, when the user holds the selection device 300 and tilts it in a certain direction, the direction of the tilt and the magnitude (angle) of the tilt are detected by the acceleration sensor, and the detection result is input to the CPU 101. The CPU 101 and the sensor unit 114 cooperate to function as the detection unit 303.
 更新部304は、検出部303によって検出された変化が所定の移動条件を満たす場合、パラメーターが表す量が大きいほど移動量が大きくなるようにオブジェクト410の位置を変化させ、記憶部301に記憶されているオブジェクト410の位置を更新する。CPU 101とRAM 103が協働して、更新部304として機能する。 When the change detected by the detection unit 303 satisfies a predetermined movement condition, the update unit 304 changes the position of the object 410 so that the movement amount increases as the amount represented by the parameter increases, and is stored in the storage unit 301. The position of the current object 410 is updated. The CPU 101 and the RAM 103 work together to function as the update unit 304.
 本実施形態では、移動条件は、「加速度センサーによって検出された加速度の大きさが、第1のしきい値以上、且つ、第2のしきい値未満であること」である。例えば、検出された加速度の大きさの絶対値が、第1のしきい値以上、且つ、第2のしきい値未満である場合、CPU 101は、上記パラメーターの一つであるレアリティが高いほど、オブジェクト410を大きく移動する。つまり、希少なキャラクターが対応付けられているカプセルほど、箱420の中をよく動く。なお、移動条件はこれに限られず自由に変更することができるが、詳しくは他の実施形態において説明する。 In this embodiment, the movement condition is “the magnitude of the acceleration detected by the acceleration sensor is equal to or larger than the first threshold value and smaller than the second threshold value”. For example, when the absolute value of the magnitude of the detected acceleration is equal to or higher than the first threshold value and lower than the second threshold value, the CPU 101 has a higher rarity as one of the above parameters. The object 410 is moved greatly. In other words, the capsule associated with the rare character moves better in the box 420. The movement condition is not limited to this, and can be freely changed. However, details will be described in another embodiment.
 一般に、オブジェクトは、レアリティが高く希少なほど、ユーザの注目度が高く目立つものである。本実施形態では、レアリティが高いほど移動量を大きくすることにより、レアリティが高いオブジェクトが相対的に目立って注目されるようにする。また、レアリティが高いオブジェクトの移動量を大きくすることにより、少しの姿勢の変化が起こってもオブジェクトが大きく動きやすくなるため、入手が難しくなり、レアリティの高さと選択の難しさとの間の相関も成り立つ。 Generally, an object is more conspicuous as the degree of attention of the user is higher as the rarity is higher. In this embodiment, the amount of movement is increased as the rarity is higher, so that objects with higher rarity are relatively noticeable. In addition, by increasing the amount of movement of objects with high rarity, the object will move easily even if a slight change in posture occurs, making it difficult to obtain, and there is also a correlation between the height of rarity and the difficulty of selection. It holds.
 オブジェクト410が移動できる範囲は移動可能領域430の中であり、後述するようにオブジェクト410が選択されるときを除き、オブジェクト410が移動可能領域430の外へ出ることはない。すなわち、CPU 101は、オブジェクト410と移動可能領域430の境界(箱420の内壁)との衝突を判定し、これらが衝突したと判定すると、衝突後のオブジェクト410の速度を計算し、計算した速度に基づいて移動可能領域430の中でオブジェクト410を移動させる。オブジェクト410は、移動可能領域430の中から出ない軌道で移動する。例えば、オブジェクト410は、箱420の内壁に衝突して跳ね返ったり、衝突面の反対側からスクロールして出てきたりする。 The range in which the object 410 can move is in the movable area 430, and the object 410 does not go out of the movable area 430 except when the object 410 is selected as will be described later. That is, the CPU 101 determines the collision between the object 410 and the boundary of the movable area 430 (the inner wall of the box 420), and determines that these have collided, calculates the speed of the object 410 after the collision, and calculates the calculated speed. Based on the above, the object 410 is moved in the movable region 430. The object 410 moves in a trajectory that does not exit from the movable area 430. For example, the object 410 collides with the inner wall of the box 420 and rebounds, or scrolls out from the opposite side of the collision surface.
 また、オブジェクト410同士が衝突することもある。CPU 101は、第1のオブジェクトと第2のオブジェクトとの衝突を判定し、これらが衝突したと判定すると、衝突度の第1のオブジェクトの速度と第2のオブジェクトの速度を計算し、計算した速度に基づいて移動可能領域430の中で第1のオブジェクトと第2のオブジェクトを移動させる。ただし、CPU 101は、オブジェクト410同士の衝突を省略し、衝突判定処理にかかる負荷を軽減させてもよい。例えば、オブジェクト410の軌道を厳密に計算しなくてもよい場合や、オブジェクト410の数が多い場合には、オブジェクト410同士の衝突を考慮しないことも可能である。なお、オブジェクト410と箱420との衝突、及び、オブジェクト410同士の衝突を判定する処理については、他の実施形態において説明する。 Also, the objects 410 may collide with each other. When the CPU 101 determines the collision between the first object and the second object and determines that they have collided, the CPU 101 calculates the speed of the first object and the speed of the second object in the degree of collision. The first object and the second object are moved in the movable region 430 based on the speed. However, the CPU 101 may omit the collision between the objects 410 and reduce the load on the collision determination process. For example, when it is not necessary to calculate the trajectory of the object 410 strictly or when the number of the objects 410 is large, it is possible not to consider the collision between the objects 410. The process for determining the collision between the object 410 and the box 420 and the collision between the objects 410 will be described in another embodiment.
 選択部305は、検出部303によって検出された変化が所定の選択条件を満たす場合、複数のオブジェクト410のうち、移動可能領域430内に予め設定されている選択対象領域440の中にあるオブジェクトの中から、いずれかのオブジェクトを選択する。CPU 101が選択部305として機能する。 When the change detected by the detection unit 303 satisfies a predetermined selection condition, the selection unit 305 selects an object in the selection target area 440 set in advance in the movable area 430 among the plurality of objects 410. Select one of the objects. The CPU 101 functions as the selection unit 305.
 本実施形態では、選択条件は、「加速度センサーによって検出された加速度の大きさが、上述の第2のしきい値以上であること」である。例えば、検出された加速度の大きさの絶対値が第2のしきい値以上である場合、上述の移動条件の代わりに選択条件が満たされ、選択対象領域440内にあるオブジェクト410の中からいずれかが選択される。つまり、選択装置300の姿勢の変化がとても大きいと、オブジェクト410の位置がシャッフルされる代わりに、いずれか1つのオブジェクト410が選択される。 In the present embodiment, the selection condition is “the magnitude of acceleration detected by the acceleration sensor is equal to or greater than the second threshold value”. For example, if the absolute value of the detected acceleration magnitude is equal to or greater than the second threshold value, the selection condition is satisfied instead of the above movement condition, and any of the objects 410 in the selection target area 440 is selected. Is selected. That is, when the change in the posture of the selection device 300 is very large, any one object 410 is selected instead of the position of the object 410 being shuffled.
 そして、CPU 101は、選択したオブジェクト410を用いたゲームを開始し、ゲームを進行する。ユーザは、選択されたオブジェクト410に対応付けられているキャラクターが登場するゲームをプレイできる。例えば、仮想空間内のサッカーゲームにおいて、それぞれのオブジェクト410には選手キャラクターが対応付けられており、ユーザは、選択されたオブジェクトに対応付けられる選手キャラクターを、ユーザが指示する対象となるキャラクター(ユーザキャラクター)に指定することができる。 Then, the CPU 101 starts a game using the selected object 410 and proceeds with the game. The user can play a game in which a character associated with the selected object 410 appears. For example, in a soccer game in a virtual space, a player character is associated with each object 410, and the user is a character (user) that is a target for the user to designate a player character associated with the selected object. Character).
 本実施形態では、CPU 101は、複数のオブジェクト410の中から、選択対象領域440内にあるオブジェクト410のうちのいずれか1つだけを選択するものとする。ただし、CPU 101は、1つだけでなく2個以上のオブジェクト410を選択するように構成してもよい。 In this embodiment, the CPU 101 selects only one of the objects 410 in the selection target area 440 from the plurality of objects 410. However, the CPU 101 may be configured to select not only one but also two or more objects 410.
 いずれかのオブジェクト410が選択されるのに際し、すべてのオブジェクト410が選択されうる候補に同時になるわけではなく、すべてのオブジェクト410のうち、取り出し口450付近に設定される選択対象領域440の中に含まれるオブジェクト410が、選択されうる候補となる。ユーザは、すべてのオブジェクト410の中に入手したいオブジェクトがある場合には、入手したいオブジェクトをなるべく取り出し口450付近へ寄せてから、選択条件が満たされるように操作することが望ましい。 When any object 410 is selected, not all the objects 410 become candidates that can be selected at the same time. Among all the objects 410, the selection target area 440 set near the extraction port 450 is included. The included object 410 is a candidate that can be selected. When there is an object to be obtained among all the objects 410, it is desirable that the user moves the object to be obtained as close to the take-out port 450 as possible, and then performs an operation so that the selection condition is satisfied.
 なお、図4には選択対象領域440が明示的に記載されているが、これは発明の趣旨を理解しやすくするために記載したものである。CPU 101は、選択対象領域440や、選択対象領域440とそうでない領域との境界を、明示的にディスプレイに表示しなくてもよい。 In FIG. 4, the selection target area 440 is explicitly described, but this is described for easy understanding of the gist of the invention. The CPU 101 may not explicitly display the selection target area 440 or the boundary between the selection target area 440 and the non-selection area on the display.
 一般に、ユーザが複数の対象物の中からいずれかを選ぶ現実世界におけるくじ引きや抽選では、対象物が入った器を揺すると中の対象物が転がってよく混ざり、その様子を実際に目で見ることができる。また、ユーザが欲しい対象物を見つけると、その対象物が取りやすくなるように、器を様々な方向へ振ったり傾けたりして、何とか手に入れようと努力する。その結果、仮に欲しい対象物が手に入らなかったとしても、抽選する間に自らの行為が絡んでいることから、ある程度の納得感が得られるものである。しかし、選択装置300の中というユーザからは直接見えない所で行われる従来の抽選(選択)においては、選ぶものが有形物とは言い難い場合が多く、また器を振ったり対象物を手で触ったりできないため、自らの行為が抽選に関与したという意識をユーザに持たせることが難しい。そこで、本実施形態のように、選択装置300を振ったり傾けたりするとオブジェクト410が動き、同じく選択装置300を振ったり傾けたりするとオブジェクト410が選ばれるようにすることにより、ユーザ自らが選択に関与した、あるいは選択結果はユーザが努力した末のものだと思わせることができるようになる。また、ユーザは欲しいオブジェクト410を選択対象領域440に移動させる必要があるので、ユーザ自らの行為が選択に関与していることを強く意識させ、選択への介入感を与えることができる。 In general, in the real world lottery or lottery in which a user selects one of multiple objects, the object inside rolls and mixes well when the vessel containing the object is shaken, and the state is actually seen visually. be able to. Also, when the user finds an object he wants, he tries to get it by swinging or tilting the vessel in various directions so that the object can be easily picked up. As a result, even if the desired object is not available, a certain degree of convincing feeling can be obtained because his / her actions are involved during the lottery. However, in the conventional lottery (selection) performed in the selection device 300 that is not directly visible to the user, it is often difficult to say that what is selected is a tangible object. Since it cannot be touched, it is difficult for the user to have a consciousness that his / her actions were involved in the lottery. Therefore, as in this embodiment, the object 410 moves when the selection device 300 is shaken or tilted, and the object 410 is selected when the selection device 300 is similarly shaken or tilted. Or the selection result can be thought of as the end result of the user's efforts. In addition, since the user needs to move the desired object 410 to the selection target region 440, the user can be strongly aware that the user's own action is involved in the selection, and can give a sense of intervention to the selection.
 本実施形態では、移動可能領域430の中の一部分を選択対象領域440に設定しているが、移動可能領域430と選択対象領域440が同一であってもよい。また、移動可能領域430の中のどの部分を選択対象領域440とするかは自由である。 In this embodiment, a part of the movable area 430 is set as the selection target area 440, but the movable area 430 and the selection target area 440 may be the same. In addition, which part of the movable area 430 is the selection target area 440 is arbitrary.
 次に、本実施形態の選択装置300が行う選択処理の流れについて、図5のフローチャートを用いて説明する。 Next, the flow of the selection process performed by the selection device 300 of this embodiment will be described using the flowchart of FIG.
 まず、CPU 101は、仮想空間内に配置する複数のオブジェクト410の位置と、配置するオブジェクト410のそれぞれに対応付けられるパラメーターとを取得する(ステップS501)。例えば、CPU 101は、はじめに箱420の中に配置する複数のカプセル(オブジェクト410)を決定し、それぞれのカプセルに対応付けられるレアリティ(パラメーター)を外部メモリー107等から読み出し、RAM 103に記憶する。 First, the CPU 101 acquires the positions of a plurality of objects 410 to be arranged in the virtual space and the parameters associated with each of the arranged objects 410 (step S501). For example, the CPU 101 first determines a plurality of capsules (objects 410) to be arranged in the box 420, reads the rarity (parameter) associated with each capsule from the external memory 107 or the like, and stores it in the RAM 103.
 CPU 101は、ステップS501で取得した位置に基づいて仮想空間内にオブジェクト410を配置した画像を生成し、生成した画像をディスプレイ110に表示する(ステップS502)。CPU 101は、配置されるオブジェクト410同士のレアリティの違いがユーザから分かるように、オブジェクト410の形状、色、デザイン等を変えることが望ましい。 The CPU 101 generates an image in which the object 410 is arranged in the virtual space based on the position acquired in step S501, and displays the generated image on the display 110 (step S502). It is desirable for the CPU 101 to change the shape, color, design, etc. of the object 410 so that the user can understand the difference in the rarity between the arranged objects 410.
 CPU 101は、加速度センサーを用いて、選択装置300の姿勢の変化を検出する(ステップS503)。CPU 101は、検出した姿勢の変化を示すデータを履歴としてRAM 103に記憶する。なお、CPU 101は、選択処理と並行して、バックグラウンドで常に加速度センサーを用いて選択装置300の姿勢の変化を検出するようにしてもよい。 The CPU 101 detects a change in the attitude of the selection device 300 using an acceleration sensor (step S503). The CPU 101 stores data indicating the detected posture change in the RAM 103 as a history. Note that the CPU 101 may always detect a change in the posture of the selection device 300 using an acceleration sensor in the background in parallel with the selection process.
 CPU 101は、ステップS503で検出した姿勢の変化が所定の選択条件を満たすか否かを判別する(ステップS504)。例えば、選択条件は、「加速度の大きさが上述の第2のしきい値以上」であり、CPU 101は、検出した加速度の大きさが第2のしきい値以上か否かを判別する。 The CPU 101 determines whether or not the change in posture detected in step S503 satisfies a predetermined selection condition (step S504). For example, the selection condition is “the acceleration magnitude is equal to or greater than the second threshold value”, and the CPU 101 determines whether or not the detected acceleration magnitude is equal to or greater than the second threshold value.
 姿勢の変化が所定の選択条件を満たさないと判別した場合(ステップS504;NO)、CPU 101は、ステップS503で検出した姿勢の変化が所定の移動条件を満たすか否かを判別する(ステップS505)。例えば、移動条件は、「加速度の大きさが、第1のしきい値以上、且つ、第2のしきい値未満」であり、CPU 101は、検出した加速度の大きさが第1のしきい値以上第2のしきい値未満であるか否かを判別する。 When determining that the change in posture does not satisfy the predetermined selection condition (step S504; NO), the CPU 101 determines whether or not the change in posture detected in step S503 satisfies a predetermined movement condition (step S505). ). For example, the movement condition is “the acceleration magnitude is greater than or equal to the first threshold value and less than the second threshold value”, and the CPU 101 detects that the detected acceleration magnitude is the first threshold value. It is determined whether the value is greater than or equal to the value and less than the second threshold value.
 姿勢の変化が所定の移動条件を満たさないと判別した場合(ステップS505;NO)、CPU 101は、ステップS502の処理へ戻る。すなわち、オブジェクト410の位置は変化しない。 When it is determined that the change in posture does not satisfy the predetermined movement condition (step S505; NO), the CPU 101 returns to the process of step S502. That is, the position of the object 410 does not change.
 姿勢の変化が所定の移動条件を満たすと判別した場合(ステップS505;YES)、CPU 101は、複数のオブジェクト410のそれぞれの位置の移動量を計算する(ステップS506)。 When it is determined that the posture change satisfies the predetermined movement condition (step S505; YES), the CPU 101 calculates the movement amount of each position of the plurality of objects 410 (step S506).
 ここで、CPU 101は、オブジェクト410に対応付けられたパラメーターのうち上述のレアリティを示す値に応じて、オブジェクト410ごとに異なった移動量を設定する。すなわち、CPU 101は、レアリティを示す値が大きいほど(より希少なほど)、移動量の絶対値を大きくする。一般に、ユーザは、よりレアリティが高く入手しづらいオブジェクト410を好む傾向がある。CPU 101は、レアなオブジェクトの移動量を大きくすることで、レアなオブジェクトがより目立つように演出し、ゲームの興趣性を高める。また、ユーザがレアなオブジェクトを取り出し口付近に移動させようとすることが期待でき、ユーザに選択への介入感を強く抱かせる効果がある。 Here, the CPU 101 sets a different movement amount for each object 410 according to the above-described value indicating the rarity among the parameters associated with the object 410. That is, the CPU 101 increases the absolute value of the movement amount as the value indicating the rarity is larger (the rarer the value is). In general, users tend to prefer objects 410 that are more rare and difficult to obtain. The CPU 101 increases the amount of movement of the rare object, so that the rare object becomes more noticeable and enhances the fun of the game. In addition, it can be expected that the user tries to move a rare object to the vicinity of the take-out port, and there is an effect that the user has a strong sense of intervention in the selection.
 また、CPU 101は、検出した加速度の向きに基づいて、各オブジェクト410の移動方向を設定してもよい。例えば、CPU 101は、現実世界において検出した加速度の向きに対応付けられる、仮想空間内における向きを取得する。具体的には、検出された加速度の向きが水平方向であれば、仮想空間内における水平方向をおおよその移動の向きとする。さらに、CPU 101は、取得した向きを含む所定範囲内を、設定されうる移動範囲とする。そして、CPU 101は、複数のオブジェクト410のそれぞれについて、取得した所定範囲内のうちランダムな向きを、オブジェクト410の移動方向とする。このようにすれば、現実世界における選択装置300の移動と、仮想空間内におけるオブジェクト410の移動とがおおよそ連動するため、現実感が増す。また、すべてのオブジェクト410が同じ向きに移動するといった不自然なことを避けることができる。 Further, the CPU 101 may set the moving direction of each object 410 based on the detected direction of acceleration. For example, the CPU 101 acquires the direction in the virtual space that is associated with the direction of acceleration detected in the real world. Specifically, if the detected direction of acceleration is the horizontal direction, the horizontal direction in the virtual space is set as the approximate direction of movement. Further, the CPU 101 sets a predetermined range including the acquired direction as a movable range that can be set. Then, for each of the plurality of objects 410, the CPU 101 sets a random direction within the acquired predetermined range as the moving direction of the object 410. In this way, since the movement of the selection device 300 in the real world and the movement of the object 410 in the virtual space are roughly linked, the sense of reality increases. Further, it is possible to avoid an unnatural phenomenon that all the objects 410 move in the same direction.
 そして、CPU 101は、ステップS506で計算した移動量に従って、移動可能領域430の中でオブジェクト410をそれぞれ移動する(ステップS507)。CPU 101は、オブジェクト410と箱420との衝突及びオブジェクト410同士の衝突を考慮して、移動可能領域430の中でオブジェクト410を移動する。オブジェクト410は、選択条件が満たされるまで、箱420の中を移動するが、箱420の中からは出てこない(選択されない)。 Then, the CPU 101 moves each of the objects 410 in the movable area 430 according to the movement amount calculated in step S506 (step S507). The CPU 101 moves the object 410 in the movable area 430 in consideration of the collision between the object 410 and the box 420 and the collision between the objects 410. The object 410 moves in the box 420 until the selection condition is satisfied, but does not come out of the box 420 (not selected).
 一方、ステップS504において、姿勢の変化が所定の選択条件を満たすと判別した場合(ステップS504;YES)、CPU 101は、選択対象領域440内にあるオブジェクトのうちのいずれか1つを選択する(ステップS508)。 On the other hand, when it is determined in step S504 that the change in posture satisfies the predetermined selection condition (step S504; YES), the CPU 101 selects any one of the objects in the selection target area 440 ( Step S508).
 例えば、CPU 101は、選択対象領域440内にあるオブジェクト410の中からランダムに1つを選択する。あるいは、CPU 101は、選択対象領域440の中にあるオブジェクト410に対応付けられたパラメーターに基づいて、各オブジェクト410が選択される確率を計算し、計算した確率に基づいて、オブジェクト410を選択してもよい。 For example, the CPU 101 randomly selects one from the objects 410 in the selection target area 440. Alternatively, the CPU 101 calculates the probability that each object 410 is selected based on the parameter associated with the object 410 in the selection target area 440, and selects the object 410 based on the calculated probability. May be.
 そして、CPU 101は、選択したオブジェクト410を表す画像やメッセージなどの選択結果をディスプレイ110に表示する(ステップS509)。CPU 101は、選択したオブジェクト410に対応付けられた音声データや楽曲データなどを再生し、スピーカーから音声出力してもよい。そして、CPU 101は、選択したオブジェクト410を用いたゲームを進行する。 Then, the CPU 101 displays a selection result such as an image or a message representing the selected object 410 on the display 110 (step S509). The CPU 101 may reproduce audio data and music data associated with the selected object 410 and output the audio from a speaker. Then, the CPU 101 proceeds with a game using the selected object 410.
 本実施形態によれば、ユーザが選択装置300を少し動かせばオブジェクト410の配置がシャッフルされ、大きく動かせばいずれかのオブジェクト410が選択される。選択装置300は、複数のオブジェクト410の中からいずれかを選択するのに際し、ユーザの操作によってオブジェクト410の移動の仕方を変えるため、オブジェクトの選択へのユーザの介入感を高めることができ、選択結果に対するユーザの納得感をもたらすことができる。また、現実世界における抽選、くじ引き、おみくじのように、自分が箱を振ることによって、オブジェクト410の位置がシャッフルされるので、ゲームの現実性が増し、興趣性が増す効果がある。 According to the present embodiment, the arrangement of the objects 410 is shuffled when the user moves the selection device 300 a little, and any object 410 is selected when the user moves the selection apparatus 300 a little. The selection device 300 changes the way of movement of the object 410 by the user's operation when selecting any of the plurality of objects 410, so that the user's sense of intervention in selecting the object can be enhanced. The user can be satisfied with the result. Further, since the position of the object 410 is shuffled by swinging the box like a lottery, a lottery, or a fortune in the real world, the realism of the game is increased, and there is an effect of increasing interest.
 本実施形態では、検出された加速度に応じてオブジェクト410の移動量と移動方向を決定することとしたが、検出された加速度の向きだけでなく、予め仮想空間内に設定された重力場に基づいて、移動量や移動方向を決定してもよい。例えば、ユーザが選択装置300を振ることによって各オブジェクト410が移動した後、振るのを止めたとすると、振るのを止めた直後から加速度が検出されないことになる。ここで、仮に、検出された加速度のみに基づいてオブジェクト410の移動量と移動方向を決定することとすると、振るのを止めたとたんにオブジェクト410が静止することになり、不自然さが増す恐れがある。そこで、予め設定した重力場に基づいてオブジェクト410の移動量や移動方向を設定するように構成すれば、慣性や余韻といった要素を取り込むことができ、現実性や興趣性が増す。 In the present embodiment, the movement amount and movement direction of the object 410 are determined according to the detected acceleration. However, based on not only the detected acceleration direction but also a gravitational field set in advance in the virtual space. Thus, the movement amount and the movement direction may be determined. For example, if the user stops shaking after the object 410 is moved by shaking the selection device 300, the acceleration is not detected immediately after the shaking is stopped. Here, if the movement amount and the movement direction of the object 410 are determined based only on the detected acceleration, the object 410 will be stopped as soon as the shaking is stopped, which may increase unnaturalness. There is. Therefore, if the moving amount and moving direction of the object 410 are set based on a preset gravitational field, elements such as inertia and reverberation can be taken in, and realism and interest will increase.
(実施形態2)
 次に、本発明のその他の実施形態について説明する。上述したように、移動条件と選択条件は任意であり、本実施形態は、移動条件と選択条件をアレンジした変形例である。
(Embodiment 2)
Next, other embodiments of the present invention will be described. As described above, the movement condition and the selection condition are arbitrary, and this embodiment is a modification in which the movement condition and the selection condition are arranged.
 CPU 101は、加速度センサーを用いて、選択装置300にかかる加速度の絶対値だけでなく、加速度の向きも検出する。CPU 101は、加速度の絶対値の代わりに、もしくは加速度の絶対値に加えて、加速度の向きを上述の移動条件に加えることができる。 CPU 101 detects not only the absolute value of acceleration applied to selection device 300 but also the direction of acceleration using an acceleration sensor. The CPU 101 can add the direction of acceleration to the above moving condition instead of or in addition to the absolute value of acceleration.
 具体的には、CPU 101は、「検出された加速度の向きが、水平方向以外の他の方向であること」を移動条件に加えることができる。例えば、図6Aに示すようにユーザが普段選択装置300の両端付近を両手で水平に持って使用しゲームをプレイする場合において、移動条件を「検出された加速度の向きが水平方向ではないこと」とする場合、図6Bに示すようにユーザが選択装置300を水平方向に対して傾けると、CPU 101は、検出された加速度の向きが水平方向ではないことから、移動条件が満たされていると判別し、オブジェクト410を移動する。ユーザは、箱420の中でカプセルの配置をシャッフルしたい場合、選択装置300を傾ければよい。 Specifically, the CPU 101 can add “the direction of the detected acceleration is a direction other than the horizontal direction” to the movement condition. For example, as shown in FIG. 6A, when a user plays a game using both hands in the vicinity of both ends horizontally with both hands horizontally, the movement condition is “the direction of detected acceleration is not horizontal” 6B, when the user tilts the selection device 300 with respect to the horizontal direction as shown in FIG. 6B, the CPU 101 determines that the movement condition is satisfied because the detected acceleration is not in the horizontal direction. Determine and move the object 410. When the user wants to shuffle the capsules in the box 420, the user may tilt the selection device 300.
 このとき、CPU 101は、オブジェクト410のそれぞれを、ちょうど水が入ったコップを傾けたときと同じように、なるべく水平方向に安定するように再配置する。CPU 101は、水平方向に置かれているときの姿勢(標準姿勢)における選択装置300の向きを表すベクトルVAと、姿勢が変わったときの選択装置300の向きを表すベクトルVBとのなす角度αが大きいほど、オブジェクト410の移動量を大きくしてもよい。つまり、選択装置300が大きく傾けばオブジェクト410が大きく移動し、選択装置300が小さく傾けばオブジェクト410が少し移動する。 At this time, the CPU 101 rearranges each of the objects 410 so that the objects 410 are stabilized in the horizontal direction as much as possible when the cup containing water is tilted. The CPU 101 determines the angle α between the vector VA representing the orientation of the selection device 300 in the orientation (standard orientation) when placed in the horizontal direction and the vector VB representing the orientation of the selection device 300 when the orientation is changed. The amount of movement of the object 410 may be increased as is larger. That is, if the selection device 300 is tilted largely, the object 410 moves greatly, and if the selection device 300 is tilted small, the object 410 moves slightly.
 あるいは、CPU 101は、「検出された加速度の向きが、水平方向であること」を移動条件に加えてもよい。図6Aに示すようにユーザが選択装置300の両端付近を両手で水平に持って使用しゲームをプレイする場合において、選択装置300に水平方向の加速度が加わると、CPU 101は、移動条件が満たされていると判別し、オブジェクト410を移動する。ユーザは、箱420の中でカプセルをシャッフルしたい場合、選択装置300を左右に揺すればよい。 Alternatively, the CPU 101 may add “the direction of the detected acceleration is the horizontal direction” to the movement condition. As shown in FIG. 6A, when a user plays a game using both ends of the selection device 300 horizontally with both hands, when the acceleration in the horizontal direction is applied to the selection device 300, the CPU 101 satisfies the movement condition. It is determined that the object 410 has been moved, and the object 410 is moved. When the user wants to shuffle the capsules in the box 420, the user only has to swing the selection device 300 left and right.
 選択条件についても同様に、CPU 101は、加速度の絶対値の代わりに、もしくは加速度の絶対値に加えて、加速度の向きを選択条件に加えることができる。 Similarly for the selection condition, the CPU 101 can add the direction of acceleration to the selection condition instead of the absolute value of acceleration or in addition to the absolute value of acceleration.
 CPU 101は、加速度の絶対値と加速度の向きの両方を移動条件と選択条件に用いることもできる。例えば、CPU 101は、移動条件を「検出された加速度の大きさが第1のしきい値以上、第2のしきい値未満であり、且つ、検出された加速度の向きが選択装置300を裏返すときにかかる方向以外であること」に設定するとともに、選択条件を「検出された加速度の大きさが第2のしきい値以上であること」又は「検出された加速度の向きが選択装置300を裏返すときにかかる方向であること」を選択条件にすることができる。 The CPU 101 can also use both the absolute value of acceleration and the direction of acceleration as the movement condition and the selection condition. For example, the CPU 101 sets the movement condition “the detected acceleration is greater than or equal to the first threshold value and less than the second threshold value, and the direction of the detected acceleration is turned over to the selection device 300. And the selection condition is “the detected acceleration magnitude is greater than or equal to the second threshold value” or “the detected acceleration direction is the selection device 300. A selection condition can be “the direction to turn when turning over”.
 この場合、ユーザが選択装置300を弱く上下左右に揺すると、オブジェクト410が箱420の中でシャッフルされる。一方、ユーザが選択装置300を強く揺すると、例えばオブジェクト410が飛び出し、いずれかのオブジェクトが選択される。もしくは図6Cに示すように選択装置300を裏返すと、例えばオブジェクト410が取り出し口450付近から転がって出てきて、オブジェクト410が選択される。 In this case, the object 410 is shuffled in the box 420 when the user swings the selection device 300 weakly up, down, left and right. On the other hand, when the user shakes the selection device 300 strongly, for example, the object 410 pops out and any object is selected. Alternatively, when the selection device 300 is turned over as shown in FIG. 6C, for example, the object 410 rolls out from the vicinity of the take-out port 450 and the object 410 is selected.
 CPU 101は、水平方向に置かれているときの姿勢(標準姿勢)における選択装置300の向きを表すベクトルVAと、姿勢が変わったときの選択装置300の向きを表すベクトルVCとのなす角度βが所定値より大きい場合にのみ、オブジェクト410を選択するようにしてもよい。ユーザは、角度βが所定値以下であるように選択装置300を動かせば、オブジェクト410をシャッフルでき、角度βが所定値を超えるように選択装置300を傾ければ、オブジェクト410を選択できる。 The CPU 101 determines the angle β between the vector VA representing the orientation of the selection device 300 in the orientation (standard orientation) when placed in the horizontal direction and the vector VC representing the orientation of the selection device 300 when the orientation is changed. The object 410 may be selected only when is larger than a predetermined value. The user can shuffle the object 410 by moving the selection device 300 so that the angle β is equal to or less than the predetermined value, and can select the object 410 by tilting the selection device 300 so that the angle β exceeds the predetermined value.
 加速度の向きの代わりに、上述の角度α又は角度βの大きさを移動条件と選択条件に用いてもよい。例えば、CPU 101は、移動条件を「検出された加速度の大きさがゼロではないこと」とし、選択条件を「角度βの大きさが所定値以上であること」とすることができる。この場合、ユーザが選択装置300を少しでも動かせばオブジェクト410が箱420の中で移動し、ユーザが選択装置300を角度β以上傾ければ(ひっくり返すように動かせば)いずれかのオブジェクト410が選択される。 Instead of the direction of acceleration, the size of the angle α or angle β described above may be used as the movement condition and the selection condition. For example, the CPU 101 can set the movement condition “the detected acceleration is not zero” and the selection condition “the angle β is greater than or equal to a predetermined value”. In this case, if the user moves the selection device 300 even a little, the object 410 moves in the box 420, and if the user tilts the selection device 300 by an angle β or more (if it moves so as to be turned over), one of the objects 410 is selected. Is done.
 なお、CPU 101は、第1の時刻に検出された加速度の向きと、第1の時刻より後の第2の時刻に検出された加速度の向きとの差を求めることにより、第1の時刻と第2の時刻との間における選択装置300の傾き具合、すなわち上述の角度α及び角度βを計算することができる。 The CPU 101 obtains the difference between the first time and the direction of the acceleration detected at the first time by obtaining the difference between the direction of the acceleration detected at the second time after the first time. The inclination degree of the selection apparatus 300 between the second time, that is, the above-described angle α and angle β can be calculated.
 本実施形態のように移動条件と選択条件の一方又は両方に加速度の向きを考慮することにより、ユーザのオブジェクト410を移動させたり選択したりする過程への介入感が高まる効果が増す。また、ユーザは、より直感的な操作により、オブジェクト410を移動させたり選択したりすることができる。 As in this embodiment, by considering the direction of acceleration in one or both of the movement condition and the selection condition, the effect of increasing the sense of intervention in the process of moving or selecting the user object 410 is increased. Further, the user can move or select the object 410 by a more intuitive operation.
(実施形態3)
 次に、本発明のその他の実施形態について説明する。本実施形態では、オブジェクト410を移動する処理について詳しく説明する。
(Embodiment 3)
Next, other embodiments of the present invention will be described. In the present embodiment, a process for moving the object 410 will be described in detail.
 仮想空間内に配置されるオブジェクト410と箱420は所定の形状と所定の大きさを有し、オブジェクト410と箱420には所定の質量が対応付けられている。また、オブジェクト410が移動することにより、オブジェクト410と箱420が衝突することがある。CPU 101は、衝突判定処理を行い、衝突する場合には、計算された衝突後の速度等に基づいて、オブジェクト410(及び箱420)を移動する。 The object 410 and the box 420 arranged in the virtual space have a predetermined shape and a predetermined size, and the object 410 and the box 420 are associated with a predetermined mass. Further, when the object 410 moves, the object 410 and the box 420 may collide. The CPU 101 performs a collision determination process, and in the case of a collision, moves the object 410 (and the box 420) based on the calculated speed after the collision and the like.
 図7A,図7Bに、衝突判定モデルを示す。CPU 101は、オブジェクト410を取り囲むようにバウンディングエリア710(三次元仮想空間の場合には、一般に、バウンディングボックスとも呼ばれる)を設定する。バウンディングエリア710は、オブジェクト410と箱420や他のオブジェクトとの衝突の有無を判定するためのエリアである。本実施形態では、CPU 101は、オブジェクト410の形状を球形に近似したバウンディングエリア710を設定する。ただし、CPU 101は、オブジェクト410の表面部分をそのままバウンディングエリア710としてもよい。また、バウンディングエリア710は球形でなくてもよい。 7A and 7B show the collision determination model. The CPU 101 sets a bounding area 710 (generally called a bounding box in the case of a three-dimensional virtual space) so as to surround the object 410. The bounding area 710 is an area for determining whether or not there is a collision between the object 410 and the box 420 or another object. In the present embodiment, the CPU 101 sets a bounding area 710 that approximates the shape of the object 410 to a sphere. However, the CPU 101 may use the surface portion of the object 410 as the bounding area 710 as it is. Further, the bounding area 710 may not be spherical.
 CPU 101は、オブジェクト410と箱420が衝突するか否かを、バウンディングエリア710と箱420が衝突するか否かによって判別する。CPU 101は、バウンディングエリア710上のいずれかの座標値が箱420上のいずれかの座標値と一致する場合、バウンディングエリア710と箱420が衝突したと判別する。 The CPU 101 determines whether or not the object 410 and the box 420 collide with each other depending on whether or not the bounding area 710 and the box 420 collide. When any coordinate value on the bounding area 710 matches any coordinate value on the box 420, the CPU 101 determines that the bounding area 710 and the box 420 have collided.
 例えば、CPU 101は、オブジェクト410と箱420を剛体として扱い、剛体衝突モデルを適用した古典力学によって、オブジェクト410の衝突前の速度VAから衝突後の速度VBを計算する。そして、図7Bに示すように、CPU 101は、箱420との衝突後、計算した速度VBに従ってオブジェクト410を移動する。なお、本実施形態では、計算の簡略化のため、箱420の質量を無限大、衝突係数を1とし、オブジェクト410との衝突によっては箱420が動かないものとするが、質量や衝突係数は任意である。 For example, the CPU 101 treats the object 410 and the box 420 as rigid bodies, and calculates the post-collision speed VB from the pre-collision speed VA of the object 410 by classical mechanics to which a rigid collision model is applied. 7B, the CPU 101 moves the object 410 according to the calculated speed VB after the collision with the box 420. In this embodiment, for simplicity of calculation, the mass of the box 420 is infinite, the collision coefficient is 1, and the box 420 does not move due to the collision with the object 410, but the mass and the collision coefficient are Is optional.
 同様に、CPU 101は、オブジェクト411,412同士が衝突するか否かを、図7Cに示すように、2つのバウンディングエリア711,712同士が衝突するか否かによって判別する。 Similarly, the CPU 101 determines whether or not the objects 411 and 412 collide with each other based on whether or not the two bounding areas 711 and 712 collide as shown in FIG. 7C.
 例えば、CPU 101は、すべてのオブジェクト410を剛体として扱い、剛体衝突モデルを適用した古典力学によって、第1のオブジェクト411の衝突前の速度VCと第2のオブジェクト412の衝突前の速度VDから、第1のオブジェクト411の衝突後の速度VEと第2のオブジェクト412の衝突後の速度VFを計算する。そして、図7Dに示すように、CPU 101は、第1のオブジェクト411と第2のオブジェクト412との衝突後、計算した速度VE,VFに従って第1のオブジェクト411と第2のオブジェクト412を移動する。 For example, the CPU 101 treats all the objects 410 as rigid bodies, and from the velocity VC before the collision of the first object 411 and the velocity VD before the collision of the second object 412 by classical mechanics applying a rigid collision model, The speed VE after the collision of the first object 411 and the speed VF after the collision of the second object 412 are calculated. 7D, after the collision between the first object 411 and the second object 412, the CPU 101 moves the first object 411 and the second object 412 according to the calculated velocities VE and VF. .
 なお、CPU 101は、衝突判定処理の簡略化のため、オブジェクト410と箱420との間でのみ衝突を判定し、オブジェクト410同士の衝突を省略してもよい。 Note that the CPU 101 may determine the collision only between the object 410 and the box 420 and omit the collision between the objects 410 in order to simplify the collision determination process.
(実施形態4)
 次に、本発明のその他の実施形態について説明する。上記各実施形態では、選択装置300が記憶部301と表示部302と検出部303と更新部304と選択部305のすべての構成を有しており、上記の選択処理は選択装置300のみによって実行される。一方、本実施形態では、選択処理は、図8に示すユーザが操作する携帯端末810(本図中には810A,810Bと記載)と、携帯端末810と通信ネットワークで繋がれたサーバ820と、から構成される選択システム800によって、実行される。通信ネットワークは、典型的にはインターネットである。選択システム800には、少なくとも1つの携帯端末810が含まれる。
(Embodiment 4)
Next, other embodiments of the present invention will be described. In each of the above embodiments, the selection device 300 has all the configurations of the storage unit 301, the display unit 302, the detection unit 303, the update unit 304, and the selection unit 305, and the above selection process is executed only by the selection device 300. Is done. On the other hand, in the present embodiment, the selection process includes a mobile terminal 810 (described as 810A and 810B in the figure) operated by the user shown in FIG. 8, a server 820 connected to the mobile terminal 810 via a communication network, It is executed by a selection system 800 comprising: The communication network is typically the Internet. The selection system 800 includes at least one mobile terminal 810.
 本実施形態における携帯端末810のハードウェア構成は、上述の選択装置300と同じである。ただし、携帯端末810は、第2タッチパネル106とDVD-ROMドライブ108とカメラ113を備えていなくてもよい。携帯端末810は、例えば、携帯電話機、スマートフォン、タブレット型端末、パーソナルコンピュータなどである。 The hardware configuration of the mobile terminal 810 in this embodiment is the same as that of the selection device 300 described above. However, the portable terminal 810 may not include the second touch panel 106, the DVD-ROM drive 108, and the camera 113. The mobile terminal 810 is, for example, a mobile phone, a smartphone, a tablet terminal, or a personal computer.
 サーバ820は、CPU、RAM等から構成される制御部と、通信ネットワークを介して携帯端末820と通信する通信部と、ハードディスク等から構成される記憶装置とを備える。サーバ820は、典型的には、メインフレームやホストコンピュータなどと呼ばれる大型コンピュータである。 The server 820 includes a control unit configured by a CPU, a RAM, and the like, a communication unit that communicates with the mobile terminal 820 via a communication network, and a storage device configured by a hard disk and the like. The server 820 is typically a large computer called a mainframe or a host computer.
 次に、選択システム800の機能的な構成について説明する。図9に、携帯端末810とサーバ820を備える選択システム800の機能的な構成を示す。携帯端末810は、取得部911、検出部912、更新部913、表示部914、送信部915、受信部916を備える。サーバ820は、記憶部921、受信部922、選択部923、送信部924を備える。 Next, the functional configuration of the selection system 800 will be described. FIG. 9 shows a functional configuration of a selection system 800 including a mobile terminal 810 and a server 820. The portable terminal 810 includes an acquisition unit 911, a detection unit 912, an update unit 913, a display unit 914, a transmission unit 915, and a reception unit 916. The server 820 includes a storage unit 921, a reception unit 922, a selection unit 923, and a transmission unit 924.
 まず、携帯端末810の機能的な構成について説明する。取得部911は、表示されるオブジェクト410のそれぞれに対応付けられるパラメーターの値をサーバ820の記憶部921から取得する。パラメーターは、例えば、オブジェクト410の種類、オブジェクト410のレアリティ、オブジェクト410に対応付けられるその他の属性などである。また、取得部911は、表示部914によって表示されるオブジェクト410の数、オブジェクト410の移動可能領域内の初期位置を示す情報を記憶部921から取得する。CPU 101とNIC112が協働して、取得部911として機能する。 First, the functional configuration of the mobile terminal 810 will be described. The acquisition unit 911 acquires the parameter value associated with each displayed object 410 from the storage unit 921 of the server 820. The parameters are, for example, the type of the object 410, the rarity of the object 410, and other attributes associated with the object 410. Further, the acquisition unit 911 acquires information indicating the number of objects 410 displayed by the display unit 914 and the initial position of the object 410 in the movable area from the storage unit 921. The CPU 101 and the NIC 112 cooperate to function as the acquisition unit 911.
 検出部912は、上記実施形態における検出部303と同様、携帯端末810の姿勢の変化を検出する。CPU 101とセンサー部114が協働して、検出部912として機能する。 The detection unit 912 detects a change in the attitude of the mobile terminal 810, like the detection unit 303 in the above embodiment. The CPU 101 and the sensor unit 114 cooperate to function as the detection unit 912.
 更新部913は、移動可能領域内のオブジェクト410の位置を更新する。また、更新部913は、検出部912により検出された姿勢の変化が所定の移動条件を満たす場合、オブジェクト410のそれぞれについて、オブジェクト410に対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、オブジェクト410の位置を更新する。各オブジェクト410の位置はRAM 103に記憶され、CPU 101はRAM 103に記憶される各オブジェクト410の位置を随時更新する。CPU 101とRAM 103が協働して、更新部913として機能する。 The update unit 913 updates the position of the object 410 in the movable area. In addition, when the posture change detected by the detection unit 912 satisfies a predetermined movement condition, the update unit 913 increases the movement amount as the amount represented by the parameter associated with the object 410 increases for each object 410. Thus, the position of the object 410 is updated. The position of each object 410 is stored in the RAM 103, and the CPU 101 updates the position of each object 410 stored in the RAM 103 as needed. The CPU 101 and the RAM 103 work together to function as the update unit 913.
 移動条件は、例えば、「加速度センサーによって検出された加速度の大きさが、第1のしきい値以上、且つ、第2のしきい値未満であること」である。検出された加速度の大きさの絶対値が、第1のしきい値以上、且つ、第2のしきい値未満である場合、CPU 101は、上記パラメーターの一つであるレアリティが高いほど、オブジェクト410を大きく移動する。つまり、希少なカプセルほど、箱420の中をよく動く。なお、移動条件はこれに限られず、CPU 101は移動条件を自由に変更することができる。 The movement condition is, for example, “the magnitude of the acceleration detected by the acceleration sensor is not less than the first threshold and less than the second threshold”. When the detected absolute value of the magnitude of the acceleration is equal to or greater than the first threshold value and less than the second threshold value, the CPU 101 increases the object as the rarity that is one of the above parameters is higher. 410 is moved greatly. That is, a rare capsule moves better in the box 420. The movement condition is not limited to this, and the CPU 101 can freely change the movement condition.
 表示部914は、更新部913により更新された位置に基づいて、各オブジェクト410をディスプレイに表示する。CPU 101と画像処理部109が協働して、表示部914として機能する。 The display unit 914 displays each object 410 on the display based on the position updated by the update unit 913. The CPU 101 and the image processing unit 109 cooperate to function as the display unit 914.
 送信部915は、検出部912により検出された携帯端末810の姿勢の変化をサーバ820に送信する。CPU 101とNIC 112が協働して、送信部915として機能する。 The transmission unit 915 transmits the change in the attitude of the mobile terminal 810 detected by the detection unit 912 to the server 820. The CPU 101 and the NIC 112 cooperate to function as the transmission unit 915.
 なお、送信部915は、検出部912により検出された姿勢の変化を示す姿勢データを所定の時間間隔で常にサーバ820に送信してもよいし、姿勢の変化が所定の選択条件を満たす場合にサーバ820に送信してもよい。 Note that the transmission unit 915 may always transmit posture data indicating the change in posture detected by the detection unit 912 to the server 820 at a predetermined time interval, or when the change in posture satisfies a predetermined selection condition. You may transmit to the server 820.
 受信部916は、後述するサーバ820の選択部923による選択結果をサーバ820から受信する。CPU 101とNIC 112が協働して、受信部916として機能する。 The receiving unit 916 receives from the server 820 the selection result by the selecting unit 923 of the server 820 described later. The CPU 101 and the NIC 112 cooperate to function as the receiving unit 916.
 次に、サーバ820の機能的な構成について説明する。記憶部921には、上記実施形態における記憶部301と同様、複数のオブジェクトのそれぞれについて、仮想空間内におけるオブジェクト410の位置と、オブジェクト410に対応付けられるパラメーターとが記憶される。サーバ820が備えるハードディスク等の記憶装置が記憶部921として機能する。 Next, the functional configuration of the server 820 will be described. Similar to the storage unit 301 in the above embodiment, the storage unit 921 stores the position of the object 410 in the virtual space and the parameters associated with the object 410 for each of the plurality of objects. A storage device such as a hard disk included in the server 820 functions as the storage unit 921.
 受信部922は、携帯端末810の検出部912により検出された姿勢の変化を携帯端末810から受信する。サーバ820が備える制御部と通信部が協働して、受信部922として機能する。 The reception unit 922 receives the change in posture detected by the detection unit 912 of the mobile terminal 810 from the mobile terminal 810. The control unit and the communication unit included in the server 820 work together to function as the reception unit 922.
 なお、受信部922は、検出部912により検出された姿勢の変化を示す姿勢データを所定の時間間隔で常に携帯端末810から受信してもよいし、姿勢の変化が所定の選択条件を満たす場合に携帯端末810から受信してもよい。 Note that the receiving unit 922 may always receive posture data indicating the change in posture detected by the detection unit 912 from the portable terminal 810 at a predetermined time interval, or when the change in posture satisfies a predetermined selection condition. May be received from the portable terminal 810.
 選択部923は、検出部912により検出され受信部922が受信した姿勢の変化が所定の選択条件を満たす場合、複数のオブジェクト410のうち、移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する。 When the change in posture detected by the detection unit 912 and received by the reception unit 922 satisfies a predetermined selection condition, the selection unit 923 is within a selection target area set in advance in a movable area among the plurality of objects 410. Select one of the objects in.
 選択条件は、例えば、「加速度センサーによって検出された加速度の大きさが、上述の第2のしきい値以上であること」である。検出された加速度の大きさの絶対値が第2のしきい値以上である場合、移動条件の代わりに選択条件が満たされ、選択対象領域440内にあるオブジェクト410の中からいずれかが選択される。つまり、選択装置300の姿勢の変化がとても大きいと、オブジェクト410の位置がシャッフルされる代わりに、いずれか1つのオブジェクト410が選択される。なお、選択条件はこれに限られず、CPU 101は選択条件を自由に変更することができる。 The selection condition is, for example, “the magnitude of the acceleration detected by the acceleration sensor is equal to or greater than the second threshold value”. When the absolute value of the detected acceleration magnitude is equal to or larger than the second threshold value, the selection condition is satisfied instead of the movement condition, and one of the objects 410 in the selection target area 440 is selected. The That is, when the change in the posture of the selection device 300 is very large, any one object 410 is selected instead of the position of the object 410 being shuffled. The selection condition is not limited to this, and the CPU 101 can freely change the selection condition.
 送信部924は、選択部923による選択結果を携帯端末810に送信する。サーバ820が備える制御部と通信部が協働して、送信部924として機能する。 The transmission unit 924 transmits the selection result by the selection unit 923 to the mobile terminal 810. The control unit and the communication unit included in the server 820 work together to function as the transmission unit 924.
 次に、携帯端末810とサーバ820が行う選択処理について、図10を用いて説明する。選択システム800は2つ以上の携帯端末810と並行して選択処理を行うことができるが、ここでは、説明を簡単にするために、携帯端末810が1つのみであるとする。 Next, selection processing performed by the mobile terminal 810 and the server 820 will be described with reference to FIG. The selection system 800 can perform a selection process in parallel with two or more portable terminals 810, but here, in order to simplify the description, it is assumed that there is only one portable terminal 810.
 まず、携帯端末810は、ユーザからの開始指示があると、選択処理の開始をサーバ820に通知する(ステップS1001)。サーバ820の制御部は、選択処理の開始が通知されると、各オブジェクトに対応付けられるパラメーターを記憶装置から読み出して携帯端末810に送信する(ステップS1002)。携帯端末810のCPU 101は、各オブジェクトに対応付けられるパラメーターを取得する(ステップS1003)。 First, when there is a start instruction from the user, the mobile terminal 810 notifies the server 820 of the start of the selection process (step S1001). When notified of the start of the selection process, the control unit of the server 820 reads parameters associated with each object from the storage device and transmits them to the portable terminal 810 (step S1002). The CPU 101 of the portable terminal 810 acquires parameters associated with each object (step S1003).
 携帯端末810のCPU 101は、仮想空間内の移動可能領域内にオブジェクト410を配置した画像を生成し、生成した画像をディスプレイ110に表示する(ステップS1004)。CPU 101は、配置されるオブジェクト410同士のレアリティの違いがユーザから分かるように、オブジェクト410の形状、色、デザイン等を変えることができる。 The CPU 101 of the mobile terminal 810 generates an image in which the object 410 is arranged in the movable area in the virtual space, and displays the generated image on the display 110 (step S1004). The CPU 101 can change the shape, color, design, and the like of the object 410 so that the user can recognize the difference in the rarity between the arranged objects 410.
 なお、サーバ820の制御部は、各オブジェクトの初期位置を記憶装置に予め記憶し、この初期位置をパラメーターと共に携帯端末810に送信し、また、携帯端末810のCPU 101は、受信した初期位置に基づいて移動可能領域内にオブジェクト410を配置した画像を生成し、生成した画像をディスプレイ110に表示してもよい。 Note that the control unit of the server 820 stores the initial position of each object in the storage device in advance, and transmits the initial position together with the parameter to the mobile terminal 810, and the CPU 101 of the mobile terminal 810 has the received initial position at the received initial position. Based on this, an image in which the object 410 is arranged in the movable area may be generated, and the generated image may be displayed on the display 110.
 次に、CPU 101は、加速度センサーを用いて、携帯端末810の姿勢の変化を検出する(ステップS1005)。なお、CPU 101は、選択処理と並行して、バックグラウンドで常に加速度センサーを用いて携帯端末810の姿勢の変化を検出するようにしてもよい。 Next, the CPU 101 detects a change in the attitude of the mobile terminal 810 using an acceleration sensor (step S1005). Note that the CPU 101 may always detect a change in the attitude of the mobile terminal 810 using an acceleration sensor in the background in parallel with the selection process.
 CPU 101は、検出した姿勢の変化を表す姿勢データをサーバ820に送信する(ステップS1006)。サーバ820の制御部は、姿勢データを携帯端末810から受信する(ステップS1007)。 The CPU 101 transmits posture data representing the detected posture change to the server 820 (step S1006). The control unit of the server 820 receives posture data from the portable terminal 810 (step S1007).
 また、CPU 101は、検出した姿勢の変化に基づいて、所定の移動条件が満たされるか否かを判別する(ステップ1008)。例えば、移動条件は、「加速度の大きさが、第1のしきい値以上、且つ、第2のしきい値未満」であり、CPU 101は、検出した加速度の大きさが第1のしきい値以上第2のしきい値未満であるか否かを判別する。 Further, the CPU 101 determines whether or not a predetermined movement condition is satisfied based on the detected change in posture (step 1008). For example, the movement condition is “the acceleration magnitude is greater than or equal to the first threshold value and less than the second threshold value”, and the CPU 101 detects that the detected acceleration magnitude is the first threshold value. It is determined whether the value is greater than or equal to the value and less than the second threshold value.
 移動条件が満たされないと判別した場合(ステップS1008;NO)、CPU 101はステップS1004の処理に戻り、移動条件が満たされると判別した場合(ステップS1008;YES)、CPU 101は、検出した姿勢の変化に基づいて、各オブジェクト410の位置を更新し(ステップS1009)、RAM 103に記憶する。 When it is determined that the movement condition is not satisfied (step S1008; NO), the CPU 101 returns to the process of step S1004, and when it is determined that the movement condition is satisfied (step S1008; YES), the CPU 101 has the detected posture. Based on the change, the position of each object 410 is updated (step S1009) and stored in the RAM 103.
 一方、サーバの制御部は、受信した姿勢データが表す姿勢の変化が所定の選択条件が満たされるか否かを判別する(ステップS1010)。例えば、選択条件は、「加速度の大きさが上述の第2のしきい値以上」であり、サーバ820の制御部は、検出した加速度の大きさが第2のしきい値以上か否かを判別する。 On the other hand, the control unit of the server determines whether or not a change in posture represented by the received posture data satisfies a predetermined selection condition (step S1010). For example, the selection condition is “the acceleration magnitude is equal to or greater than the above-described second threshold value”, and the control unit of the server 820 determines whether the detected acceleration magnitude is equal to or greater than the second threshold value. Determine.
 選択条件が満たされないと判別した場合(ステップS1010;NO)、サーバ820の制御部は新たな姿勢データの受信まで待機し、ステップS1007~S1009の処理を繰り返す。選択条件が満たされると判別した場合(ステップS1010;YES)、サーバ820の制御部は、選択対象領域440内にあるオブジェクト410の中から1つのオブジェクト410を選択する(ステップS1011)。CPU 101は、選択対象領域440の中にあるオブジェクト410の中からランダムに1つを選択してもよいし、各オブジェクト410に対応付けられたパラメーターに基づいて、各オブジェクト410が選択される確率を計算し、計算した確率に基づいて、オブジェクト410を選択してもよい。 When it is determined that the selection condition is not satisfied (step S1010; NO), the control unit of the server 820 waits for reception of new posture data, and repeats the processing of steps S1007 to S1009. When it is determined that the selection condition is satisfied (step S1010; YES), the control unit of the server 820 selects one object 410 from the objects 410 in the selection target area 440 (step S1011). The CPU 101 may select one of the objects 410 in the selection target area 440 at random, and the probability that each object 410 is selected based on the parameters associated with each object 410 And the object 410 may be selected based on the calculated probability.
 サーバ820の制御部は、ステップS1011における選択結果を示すデータを携帯端末810に送信する(ステップS1012)。携帯端末810のCPU 101は、選択結果を表すデータをサーバ820から受信する(ステップS1013)。 The control unit of the server 820 transmits data indicating the selection result in step S1011 to the portable terminal 810 (step S1012). The CPU 101 of the portable terminal 810 receives data representing the selection result from the server 820 (step S1013).
 そして、携帯端末810のCPU 101は、受信した選択結果を示すデータに基づいて、選択結果をディスプレイ110に表示する(ステップS1014)。ユーザは、ディスプレイ110に表示されている画像を閲覧することにより、選択結果を認識できる。 Then, the CPU 101 of the mobile terminal 810 displays the selection result on the display 110 based on the received data indicating the selection result (step S1014). The user can recognize the selection result by browsing the image displayed on the display 110.
 このように、本実施形態によれば、オブジェクトの選択へのユーザの介入感を高めることができ、選択結果に対するユーザの納得感をもたらすことができる。また、現実世界における抽選、くじ引き、おみくじのように、自分が箱を振ることによって、オブジェクト410の位置がシャッフルされるので、ゲームの現実性が増し、興趣性が増す効果がある。更に、選択処理の一部をサーバ820に実行させることにより、携帯端末810が行うべき処理の負荷が軽減される。 As described above, according to the present embodiment, the user's sense of intervention in the selection of the object can be enhanced, and the user can be satisfied with the selection result. Further, since the position of the object 410 is shuffled by swinging the box like a lottery, a lottery, or a fortune in the real world, the realism of the game is increased, and there is an effect of increasing interest. Furthermore, by causing the server 820 to execute a part of the selection process, the load of the process to be performed by the mobile terminal 810 is reduced.
(実施形態5)
 次に、本発明のその他の実施形態について説明する。上記各実施形態では、オブジェクト410にはゲームで使用されるキャラクターが対応付けられており、選択処理によってユーザキャラクターが選択される。しかし、上述した選択処理は、ユーザキャラクターの選択に限られない。本実施形態では、オブジェクト410には音楽が対応付けられており、選択装置300は、選択処理により、再生する音楽を選択する。
(Embodiment 5)
Next, other embodiments of the present invention will be described. In each of the above embodiments, the character used in the game is associated with the object 410, and the user character is selected by the selection process. However, the selection process described above is not limited to selection of a user character. In the present embodiment, music is associated with the object 410, and the selection device 300 selects music to be played back through selection processing.
 本実施形態の選択装置300は、CPU 101は、ユーザからの指示に基づいて、あるいは所定のアルゴリズムに基づいて、音楽データのリスト(プレイリスト)を作成して外部メモリー107等に保存する。そして、CPU 101は、プレイリストに基づいて音楽データを再生する。 In the selection device 300 of the present embodiment, the CPU 101 creates a music data list (playlist) based on an instruction from the user or based on a predetermined algorithm, and stores it in the external memory 107 or the like. Then, the CPU 101 reproduces music data based on the playlist.
 CPU 101は、一般にはプレイリストへの登録順に順次音楽データを再生するが、プレイリストに登録された音楽データをランダムな順で再生(シャッフル再生)することができる。このシャッフル再生における曲順の決定手法として、上述の選択処理が用いられる。 The CPU 101 generally reproduces music data sequentially in the order of registration in the playlist, but can reproduce music data registered in the playlist in a random order (shuffle reproduction). The selection process described above is used as a method for determining the order of music in this shuffle playback.
 図11に、本実施形態におけるオブジェクト410が配置された仮想空間を示す。この仮想空間はディスプレイ110に表示される。オブジェクト410は、音楽データに対応付けられるアイコン画像である。図11に示す例では、合計で16個のオブジェクト410が配置されている。 FIG. 11 shows a virtual space in which the object 410 in this embodiment is arranged. This virtual space is displayed on the display 110. An object 410 is an icon image associated with music data. In the example shown in FIG. 11, a total of 16 objects 410 are arranged.
 ディスプレイ110に表示される領域全体が、移動可能領域430である。各オブジェクト410が配置される位置は、選択装置300の姿勢の変化に応じて変化する。ユーザが選択装置300を上下左右に振ったり傾けたりすると、各オブジェクト410の位置がシャッフルされる。 The entire area displayed on the display 110 is a movable area 430. The position where each object 410 is arranged changes according to the change in the posture of the selection device 300. When the user swings or tilts the selection device 300 up, down, left, or right, the position of each object 410 is shuffled.
 選択装置300が静止した状態において、各オブジェクト410は、所定の静止位置のいずれかに配置される。例えば、図11に示すように、縦横4マスずつの格子状に所定の16個の静止位置が予め設定され、選択装置300の姿勢の変化が止まると(ユーザが選択装置300を振るのをやめると)、各オブジェクト410は16個のいずれかの静止位置に配置される。ただし、1つの静止位置には1つのオブジェクト410が配置されるものとし、同じ静止位置に複数のオブジェクト410が重複して配置されることはない。 In a state where the selection device 300 is stationary, each object 410 is arranged at one of predetermined stationary positions. For example, as shown in FIG. 11, when predetermined 16 stationary positions are set in advance in a grid of vertical and horizontal squares and the change in the posture of the selection device 300 stops (the user stops shaking the selection device 300). And) each object 410 is arranged in one of 16 stationary positions. However, it is assumed that one object 410 is disposed at one stationary position, and a plurality of objects 410 are not disposed at the same stationary position.
 静止位置が設定される座標と静止位置の数はいずれも任意である。また、オブジェクト410の数、形状、大きさ、デザインは任意である。 The coordinates where the stationary position is set and the number of stationary positions are both arbitrary. Further, the number, shape, size, and design of the object 410 are arbitrary.
 CPU 101は、姿勢の変化に基づいて所定の移動条件が満たされるか否かを判別し、移動条件が満たされると判別すると、各オブジェクト410を移動可能領域内で移動する。CPU 101は、オブジェクト410に対応付けられるパラメーターの値に基づいて、オブジェクト410の移動量を決定する。 The CPU 101 determines whether or not a predetermined movement condition is satisfied based on a change in posture, and when determining that the movement condition is satisfied, moves each object 410 within the movable area. The CPU 101 determines the amount of movement of the object 410 based on the parameter value associated with the object 410.
 例えば、パラメーターには音楽の再生回数を表す値がセットされ、CPU 101は、パラメーターの値が大きいほど、言い換えれば音楽の再生回数が多いほど、その音楽に対応するオブジェクト410の単位時間当たりの移動量を大きくする。反対に、音楽の再生回数が少ないほど、その音楽に対応するオブジェクト410の単位時間当たりの移動量を小さくしてもよい。 For example, a value representing the number of times of music playback is set in the parameter. The CPU 101 moves the object 410 corresponding to the music per unit time as the parameter value increases, in other words, as the number of music playback times increases. Increase the amount. Conversely, the smaller the number of times the music is played, the smaller the movement amount per unit time of the object 410 corresponding to the music.
 パラメーターには、ある期間における音楽の再生頻度を表す値がセットされてもよい。CPU 101は、ある期間、例えば直近の1週間、1ヶ月といった期間における再生頻度を、外部メモリー107等に記録し、この記録した再生頻度に基づいて、各音楽に対応付けられるオブジェクト410の単位時間当たりの移動量を決定してもよい。 The parameter may be set to a value representing the frequency of music playback in a certain period. The CPU 101 records the reproduction frequency in a certain period, for example, the latest one week or one month, in the external memory 107 or the like, and based on the recorded reproduction frequency, the unit time of the object 410 associated with each music You may determine the amount of movement per hit.
 また、CPU 101は、姿勢の変化に基づいて所定の選択条件が満たされるか否かを判別し、選択条件が満たされると判別すると、選択条件が満たされたときのオブジェクト410の配置に基づいて音楽の再生順を決定する。 Further, the CPU 101 determines whether or not a predetermined selection condition is satisfied based on a change in posture. When the CPU 101 determines that the selection condition is satisfied, the CPU 101 determines based on the arrangement of the object 410 when the selection condition is satisfied. Determine the playback order of music.
 例えば、図11に示すオブジェクト410の配置の場合、音楽の再生順は、左上から右下への順、つまり、M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16の順である。 For example, in the arrangement of the object 410 shown in FIG. 11, the music playback order is from the upper left to the lower right, that is, M1, M2, M3, M4, M5, M6, M7, M8, M9, M10, M11. , M12, M13, M14, M15, and M16.
 また、図12に示す各オブジェクト410の移動後の配置の場合、音楽の再生順は、M8,M16,M6,M13,M10,M3,M15,M1,M5,M9,M7,M12,M14,M4,M11,M2の順である。 Further, in the arrangement after movement of each object 410 shown in FIG. 12, the music playback order is M8, M16, M6, M13, M10, M3, M15, M1, M5, M9, M7, M12, M14, M4. , M11 and M2.
 移動可能領域430内には、選択対象領域440が予め設定される。選択条件が満たされたと判別すると、CPU 101は、選択対象領域440に含まれるオブジェクト410に対応付けられる音楽の再生を開始する。本実施形態では、選択対象領域440の中に含まれる静止位置は、1つのみである。すなわち、選択条件が満たされると、1曲のみの再生が開始される。そして、CPU 101は、決定した再生順に、音楽を1曲ずつ再生する。 In the movable area 430, a selection target area 440 is set in advance. If it is determined that the selection condition is satisfied, the CPU 101 starts playing the music associated with the object 410 included in the selection target area 440. In the present embodiment, there is only one stationary position included in the selection target area 440. That is, when the selection condition is satisfied, playback of only one song is started. Then, the CPU 101 reproduces music one by one in the determined reproduction order.
 選択対象領域440が設定される位置は任意である。図11では、選択対象領域440はディスプレイ110の左上に設定されているが、例えば、ディスプレイ110の中央付近などでもよい。また、CPU 101は、選択対象領域440の位置をランダムに決定してもよい。ただし、選択対象領域440に含まれるオブジェクト410の静止位置は1つのみである。 The position where the selection target area 440 is set is arbitrary. In FIG. 11, the selection target area 440 is set at the upper left of the display 110, but may be, for example, near the center of the display 110. Further, the CPU 101 may randomly determine the position of the selection target area 440. However, the object 410 included in the selection target area 440 has only one stationary position.
 なお、オブジェクト410に対応付けられるものは、音楽データに限られない。例えば、オブジェクト410に静止画像データを対応付けると、選択装置300は、複数の画像データを順次再生していくスライドショーの機能を実現できる。そして、スライドショーの再生順は、ユーザが再生装置300をどうやって動かすかに依存するので、ユーザに与える興趣性が増す。 Note that what is associated with the object 410 is not limited to music data. For example, when the still image data is associated with the object 410, the selection device 300 can realize a slide show function that sequentially reproduces a plurality of image data. Since the playback order of the slide show depends on how the user moves the playback device 300, the interest given to the user increases.
 選択装置300は、オブジェクト410に、動画像データや音声データを対応付けてもよい。 The selection device 300 may associate moving image data or audio data with the object 410.
 本実施形態によれば、複数のオブジェクトの中からいずれかのオブジェクトを選ぶ様々なシーンにおいて、選択処理へのユーザの介入感を高めることができる。本発明の選択装置300の用途は、ゲームのユーザキャラクターの選択に限らず、音楽、音声、静止画像、動画像の再生など、多岐にわたる。 According to the present embodiment, the user's sense of intervention in the selection process can be enhanced in various scenes in which any object is selected from a plurality of objects. The use of the selection device 300 of the present invention is not limited to the selection of a user character of a game, but is diverse such as reproduction of music, voice, still images, and moving images.
 本発明は、上述した実施形態に限定されず、種々の変形及び応用が可能である。また、上述した実施形態の各構成要素を自由に組み合わせることも可能である。 The present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the constituent elements of the above-described embodiments.
 上記実施形態では、ユーザが容易に手に持ってプレイでき、且つ持ち運び可能なポータブルの選択装置300を例にとって説明したが、筐体の姿勢の変化を検出可能な、携帯電話機、スマートフォン、パーソナルコンピュータ、タブレット端末などにも本発明を適用することができる。 In the above-described embodiment, the portable selection device 300 that can be easily held and carried by the user and has been described as an example. However, a mobile phone, a smartphone, and a personal computer that can detect a change in the posture of the housing. The present invention can also be applied to tablet terminals and the like.
 上記の選択装置300の全部又は一部としてコンピュータを動作させるためのプログラムを、メモリカード、CD-ROM、DVD、MO(Magneto Optical disk)などのコンピュータが読み取り可能な記録媒体に格納して配布し、これを別のコンピュータにインストールし、上述の手段として動作させ、あるいは、上述の工程を実行させてもよい。 A program for operating a computer as all or part of the selection device 300 is stored and distributed in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk). This may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
 さらに、インターネット上のサーバ装置が有するディスク装置等にプログラムを格納しておき、例えば、搬送波に重畳させて、コンピュータにダウンロード等するものとしてもよい。 Further, the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
 なお、本願については、日本国特許願 特願2011-261474号、及び、日本国特許願 特願2012-221116号を基礎とする優先権を主張し、これら基礎出願の内容をすべて本願にとりこむものとする。 Regarding this application, priority is claimed based on Japanese Patent Application No. 2011-261474 and Japanese Patent Application No. 2012-221116, and the contents of these basic applications are all incorporated herein. .
 以上説明したように、本発明によれば、複数のオブジェクトの中からいずれかのオブジェクトを選ぶ際、選択処理へのユーザの介入感を高めることができる選択装置、選択システム、選択装置の制御方法、情報記録媒体、ならびに、プログラムを提供することができる。 As described above, according to the present invention, a selection device, a selection system, and a control method for the selection device that can enhance the user's intervention in the selection process when selecting any object from a plurality of objects. , An information recording medium, and a program can be provided.
100 情報処理装置
101 CPU
102 ROM
103 RAM
104 インターフェース
105 第1タッチパネル
106 第2タッチパネル
107 外部メモリー
108 DVD-ROMドライブ
109 画像処理部
110 ディスプレイ
111 音声処理部
112 NIC
113 カメラ
114 センサー部
300 選択装置
301 記憶部
302 表示部
303 検出部
304 更新部
305 選択部
410 オブジェクト(カプセル)
420 箱
430 移動可能領域
440 選択対象領域
800 選択システム
810 携帯端末
820 サーバ
911 取得部
912 検出部
913 更新部
914 表示部
915 送信部
916 受信部
921 記憶部
922 受信部
923 選択部
924 送信部
100 Information processing apparatus 101 CPU
102 ROM
103 RAM
104 Interface 105 First touch panel 106 Second touch panel 107 External memory 108 DVD-ROM drive 109 Image processing unit 110 Display 111 Audio processing unit 112 NIC
113 Camera 114 Sensor unit 300 Selection device 301 Storage unit 302 Display unit 303 Detection unit 304 Update unit 305 Selection unit 410 Object (capsule)
420 box 430 movable area 440 selection target area 800 selection system 810 portable terminal 820 server 911 acquisition unit 912 detection unit 913 update unit 914 display unit 915 transmission unit 916 reception unit 921 storage unit 922 reception unit 923 selection unit 924 transmission unit

Claims (10)

  1.  仮想空間内の所定の移動可能領域内を移動する複数のオブジェクトの中からいずれかのオブジェクトを選択する選択装置(300)であって、
     前記複数のオブジェクトをディスプレイに表示する表示部(302)と、
     前記選択装置(300)の姿勢の変化を検出する検出部(303)と、
     前記検出された変化が所定の移動条件を満たす場合、前記複数のオブジェクトのそれぞれについて、前記オブジェクトに対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、前記オブジェクトの位置を更新する更新部(304)と、
     前記検出された変化が所定の選択条件を満たす場合、前記複数のオブジェクトのうち、前記移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する選択部(305)と、
     を備えることを特徴とする選択装置(300)。
    A selection device (300) for selecting any object from a plurality of objects moving within a predetermined movable area in a virtual space,
    A display unit (302) for displaying the plurality of objects on a display;
    A detection unit (303) for detecting a change in posture of the selection device (300);
    When the detected change satisfies a predetermined movement condition, the position of the object is updated so that the movement amount increases as the amount represented by the parameter associated with the object increases. Update section (304),
    When the detected change satisfies a predetermined selection condition, a selection is made to select one of the plurality of objects from among objects in a selection target area set in advance in the movable area. Part (305),
    A selection device (300) comprising:
  2.  請求項1に記載の選択装置(300)であって、
     前記検出部(303)は、前記姿勢の変化として、前記選択装置(300)にかかる加速度の大きさの変化を検出し、
     前記更新部(304)は、前記検出された加速度の大きさが所定の第1のしきい値以上であって所定の第2のしきい値未満であることを前記移動条件とし、
     前記選択部(305)は、前記検出された加速度の大きさが前記第2のしきい値以上であることを前記選択条件とする、
     ことを特徴とする選択装置(300)。
    A selection device (300) according to claim 1, comprising:
    The detection unit (303) detects a change in the magnitude of acceleration applied to the selection device (300) as the change in posture,
    The updating unit (304) sets the detected acceleration magnitude to be a predetermined first threshold value or more and less than a predetermined second threshold value as the movement condition,
    The selection unit (305) sets the detected acceleration magnitude to be the second threshold or more as the selection condition.
    A selection device (300) characterized by that.
  3.  請求項1に記載の選択装置(300)であって、
     前記検出部(303)は、前記姿勢の変化として、前記選択装置(300)にかかる加速度の向きの変化を検出し、
     前記更新部(304)は、前記検出された加速度の大きさの変化に基づいて、前記移動条件を設定し、
     前記選択部(305)は、前記検出された加速度の向きの変化に基づいて、前記移動条件を設定する、
     ことを特徴とする選択装置(300)。
    A selection device (300) according to claim 1, comprising:
    The detection unit (303) detects a change in the direction of acceleration applied to the selection device (300) as the change in posture,
    The update unit (304) sets the movement condition based on a change in the detected acceleration magnitude,
    The selection unit (305) sets the movement condition based on a change in the direction of the detected acceleration.
    A selection device (300) characterized by that.
  4.  請求項1に記載の選択装置(300)であって、
     前記更新部(304)は、前記検出された加速度が大きいほど、前記オブジェクトの前記移動量を大きくする、
     ことを特徴とする選択装置(300)。
    A selection device (300) according to claim 1, comprising:
    The update unit (304) increases the amount of movement of the object as the detected acceleration increases.
    A selection device (300) characterized by that.
  5.  請求項1に記載の選択装置(300)であって、
     前記パラメーターは、前記オブジェクトが前記仮想空間内に出現する頻度を表し、
     前記更新部(304)は、前記パラメーターが表す頻度が小さいほど、前記オブジェクトの前記移動量を大きくする、
     ことを特徴とする選択装置(300)。
    A selection device (300) according to claim 1, comprising:
    The parameter represents the frequency with which the object appears in the virtual space,
    The update unit (304) increases the amount of movement of the object as the frequency represented by the parameter decreases.
    A selection device (300) characterized by that.
  6.  請求項1に記載の選択装置(300)であって、
     前記複数のオブジェクトのうちいずれか1つ以上のオブジェクトが前記選択部(305)によって選択された場合に、前記選択されたオブジェクトを用いたゲームを進行するゲーム進行部(101)を更に備える、
     ことを特徴とする選択装置(300)。
    A selection device (300) according to claim 1, comprising:
    When any one or more objects of the plurality of objects are selected by the selection unit (305), a game progression unit (101) that progresses a game using the selected object is further provided.
    A selection device (300) characterized by that.
  7.  携帯端末(810)とサーバ(820)とを有する選択システム(800)であって、
     前記サーバ(820)は、
     仮想空間内の所定の移動可能領域内に配置される複数のオブジェクトのそれぞれについて、前記オブジェクトの位置と、前記オブジェクトに対応付けられるパラメーターとが記憶される記憶部(921)、
     を備え、
     前記携帯端末(810)は、
     前記複数のオブジェクトに対応付けられるパラメーターを前記記憶部(921)から取得する取得部(911)と、
     前記携帯端末(810)の姿勢の変化を検出する検出部(912)と、
     前記検出された変化が所定の移動条件を満たす場合、前記複数のオブジェクトのそれぞれについて、前記パラメーターが表す量が大きいほど移動量が大きくなるように、前記仮想空間内における前記オブジェクトの位置を更新する更新部(913)と、
     前記更新された位置に基づいて前記複数のオブジェクトをディスプレイに表示する表示部(914)と、
     前記検出された前記携帯端末(810)の姿勢の変化を前記サーバ(820)に送信する送信部(915)と、
     を備え、
     前記サーバ(820)は、更に、
     前記検出された変化を前記携帯端末(810)から受信する受信部(922)と、
     前記検出された変化が所定の選択条件を満たす場合、前記複数のオブジェクトのうち、前記移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する選択部(923)と、
     前記選択部(923)による選択結果を前記携帯端末(810)に送信する送信部(924)と、
     を備え、
     前記携帯端末(810)は、更に、
     前記選択部(923)による選択結果を前記サーバ(820)から受信する受信部(916)、
     を備え、
     前記表示部(914)は、前記携帯端末(810)の受信部(916)が受信した選択結果を前記ディスプレイに表示する、
     ことを特徴とする選択システム(800)。
    A selection system (800) having a portable terminal (810) and a server (820),
    The server (820)
    A storage unit (921) for storing the position of the object and a parameter associated with the object for each of a plurality of objects arranged in a predetermined movable area in the virtual space,
    With
    The portable terminal (810)
    An acquisition unit (911) for acquiring parameters associated with the plurality of objects from the storage unit (921);
    A detection unit (912) for detecting a change in posture of the mobile terminal (810);
    When the detected change satisfies a predetermined movement condition, the position of the object in the virtual space is updated so that the movement amount increases as the amount represented by the parameter increases for each of the plurality of objects. Update section (913),
    A display unit (914) for displaying the plurality of objects on a display based on the updated position;
    A transmission unit (915) for transmitting the detected change in posture of the mobile terminal (810) to the server (820);
    With
    The server (820) further includes
    A receiver (922) for receiving the detected change from the mobile terminal (810);
    When the detected change satisfies a predetermined selection condition, a selection is made to select one of the plurality of objects from among objects in a selection target area set in advance in the movable area. Part (923),
    A transmission unit (924) for transmitting a selection result by the selection unit (923) to the mobile terminal (810);
    With
    The portable terminal (810) further includes:
    A receiving unit (916) for receiving a selection result by the selecting unit (923) from the server (820);
    With
    The display unit (914) displays the selection result received by the receiving unit (916) of the mobile terminal (810) on the display.
    A selection system (800) characterized by that.
  8.  仮想空間内の所定の移動可能領域内を移動する複数のオブジェクトの中からいずれかのオブジェクトを選択する選択装置(300)にて実行される制御方法であって、
     前記複数のオブジェクトをディスプレイに表示する表示ステップと、
     前記選択装置(300)の姿勢の変化を検出する検出ステップと、
     前記検出された変化が所定の移動条件を満たす場合、前記複数のオブジェクトのそれぞれについて、前記オブジェクトに対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、前記オブジェクトの位置を更新する更新ステップと、
     前記検出された変化が所定の選択条件を満たす場合、前記複数のオブジェクトのうち、前記移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する選択ステップと、
     を備えることを特徴とする選択装置(300)の制御方法。
    A control method that is executed by a selection device (300) that selects one of a plurality of objects that move within a predetermined movable area in a virtual space,
    Displaying the plurality of objects on a display;
    A detection step of detecting a change in posture of the selection device (300);
    When the detected change satisfies a predetermined movement condition, for each of the plurality of objects, the position of the object is updated so that the movement amount increases as the amount represented by the parameter associated with the object increases. An update step;
    When the detected change satisfies a predetermined selection condition, a selection is made to select one of the plurality of objects from among objects in a selection target area set in advance in the movable area. Steps,
    A control method for the selection device (300), comprising:
  9.  仮想空間内の所定の移動可能領域内を移動する複数のオブジェクトの中からいずれかのオブジェクトを選択するコンピュータを、
     前記複数のオブジェクトをディスプレイに表示する表示部(302)、
     前記コンピュータの姿勢の変化を検出する検出部(303)、
     前記検出された変化が所定の移動条件を満たす場合、前記複数のオブジェクトのそれぞれについて、前記オブジェクトに対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、前記オブジェクトの位置を更新する更新部(304)、
     前記検出された変化が所定の選択条件を満たす場合、前記複数のオブジェクトのうち、前記移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する選択部(305)、
     として機能させるプログラムを記憶するコンピュータ読み取り可能な情報記録媒体。
    A computer that selects one of a plurality of objects that move within a predetermined movable area in the virtual space;
    A display unit (302) for displaying the plurality of objects on a display;
    A detection unit (303) for detecting a change in the posture of the computer;
    When the detected change satisfies a predetermined movement condition, for each of the plurality of objects, the position of the object is updated so that the movement amount increases as the amount represented by the parameter associated with the object increases. Update section (304),
    When the detected change satisfies a predetermined selection condition, a selection is made to select one of the plurality of objects from among objects in a selection target area set in advance in the movable area. Part (305),
    A computer-readable information recording medium for storing a program that functions as a computer.
  10.  仮想空間内の所定の移動可能領域内を移動する複数のオブジェクトの中からいずれかのオブジェクトを選択するコンピュータを、
     前記複数のオブジェクトをディスプレイに表示する表示部(302)、
     前記コンピュータの姿勢の変化を検出する検出部(303)、
     前記検出された変化が所定の移動条件を満たす場合、前記複数のオブジェクトのそれぞれについて、前記オブジェクトに対応付けられるパラメーターが表す量が大きいほど移動量が大きくなるように、前記オブジェクトの位置を更新する更新部(304)、
     前記検出された変化が所定の選択条件を満たす場合、前記複数のオブジェクトのうち、前記移動可能領域内に予め設定されている選択対象領域内にあるオブジェクトの中からいずれかのオブジェクトを選択する選択部(305)、
     として機能させることを特徴とするプログラム。
    A computer that selects one of a plurality of objects that move within a predetermined movable area in the virtual space;
    A display unit (302) for displaying the plurality of objects on a display;
    A detection unit (303) for detecting a change in the posture of the computer;
    When the detected change satisfies a predetermined movement condition, for each of the plurality of objects, the position of the object is updated so that the movement amount increases as the amount represented by the parameter associated with the object increases. Update section (304),
    When the detected change satisfies a predetermined selection condition, a selection is made to select one of the plurality of objects from among objects in a selection target area set in advance in the movable area. Part (305),
    A program characterized by functioning as
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