WO2014181892A1 - Information processing apparatus, control method and program - Google Patents
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- WO2014181892A1 WO2014181892A1 PCT/JP2014/062761 JP2014062761W WO2014181892A1 WO 2014181892 A1 WO2014181892 A1 WO 2014181892A1 JP 2014062761 W JP2014062761 W JP 2014062761W WO 2014181892 A1 WO2014181892 A1 WO 2014181892A1
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
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- G—PHYSICS
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- G—PHYSICS
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- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/60—Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client
- H04N21/61—Network physical structure; Signal processing
- H04N21/6106—Network physical structure; Signal processing specially adapted to the downstream path of the transmission network
- H04N21/6125—Network physical structure; Signal processing specially adapted to the downstream path of the transmission network involving transmission via Internet
Definitions
- the present invention relates to an
- a game screen rendered in a server is provided to a client device via a network, like so-called cloud gaming.
- a game content that generates fine graphics requires sufficient rendering performance of a client device.
- cloud gaming allows even a user who does not have a client device with
- an application program and the like are preferably
- the present invention was made in view of such problems in the conventional technique.
- An aspect of the present invention provides a user experience with extended functions when providing an existing content without altering, the program of the content.
- the present invention in its first aspect provides an information processing apparatus
- receiving means for receiving operation input for a content comprising: receiving means for receiving operation input for a content; first generation means for
- second generation means for generating a second image to be added to the first image by executing a second program different from the first program
- output means for outputting a composite image obtained by compositing the first image and the second image
- control means for, in a case where the receiving means receives the operation input to a region according to the second image in the composite image, controlling not to cause the first generation means to execute the first program in accordance with the operation input.
- the present invention in its second aspect provides an information processing apparatus
- first generation means for generating a first image corresponding to the content by executing a first program for the content in accordance with the operation input received by the receiving means; monitor means for monitoring a predetermined parameter that changes during execution of the first program; second generation means for generating a second image to be added to the first image by executing a second program different from the first program in a case where the predetermined
- output means for outputting a composite image obtained by compositing the first image and the second image.
- the present invention in its third aspect provides an information processing apparatus
- receiving means for receiving operation input for a content comprising: receiving means for receiving operation input for a content; first generation means for
- analysis means for analyzing the first image and detecting whether an execution state of the content meets a predetermined condition
- generation means for generating a second image to be added to the first image by executing a second program different from the first program in a case where the execution state meets the predetermined condition; and output means for outputting a composite image obtained by compositing the first image and the second image.
- the present invention in its fourth aspect provides an information processing apparatus
- receiving means for receiving operation input for a content comprising: receiving means for receiving operation input for a content; first generation means for
- analysis means for analyzing the first image and deciding a position where a display item is to be arranged; second generation means for generating a second image to be added to the first image, in which the display item is arranged at the position decided by the analysis means, by executing a second program different from the first program; and output means for outputting a composite image obtained by compositing the first image and the second image.
- Fig. 1 is a block diagram of a cloud-based video game system architecture, according to a non- limiting embodiment of the present invention.
- Fig. 2A is a block diagram showing various physical components of the architecture of Fig. 1, according to a non-limiting embodiment of the present invention .
- Fig. 2B is a variant of Fig. 2A.
- Fig. 2C is a block diagram showing various functional modules of the architecture of Fig. 1, which can be implemented by the physical components of Figs. 2A or 2B.
- FIGs. 3A to 3C are flowcharts showing
- FIGs. 4A and 4B are flowcharts showing
- FIGs. 5A and 5B are block diagram showing a functional arrangement on a server side according to an embodiment or a modification of the present invention.
- Fig. 6 is a flowchart exemplary showing menu extension processing performed on the server side according to the embodiment of the present invention.
- Figs. 7A, 7B and 7C are views exemplary showing the structures of images before and after composite processing in the menu extension processing according to the embodiment of the present invention.
- Figs. 8A and 8B are flowcharts exemplary showing display update processing performed on the server side according to the embodiment of the present invention .
- Figs. 9A and 9B are views exemplary showing the structures of superimposed images generated by the display update processing.
- Figs. 10A, 10B and IOC are views exemplary showing the structures of images before and after composite processing according to a modification of the present invention.
- FIGs. 11A and 11B are views showing the structures of composite images according to the third modification of the present invention.
- Fig. 1 schematically shows a cloud-based video game system architecture according to a non-limiting embodiment of the present invention.
- the architecture includes client devices 120, 120A connected to a cloud gaming server system 100 over a data network such as the Internet 130.
- Each of the client devices 120, 120A may connect to the Internet 130 in any suitable manner, including over a respective local access network (not shown) .
- the cloud gaming server system 100 may also connect to the Internet 130 over a local access network (not shown) , although the server system 100 may connect directly to the Internet 130 without the intermediary of a local access network. Connections between the cloud gaming server system 100 and one or more of the client devices 120, 120A may comprise one or more channels.
- channels can be made up of physical and/or logical links, and may travel over a variety of physical media, including radio frequency, fiber optic, free-space optical, coaxial and twisted pair.
- the channels may abide by a protocol such as UDP or TCP/IP.
- one or more of the channels may be supported a virtual private network (VPN) .
- VPN virtual private network
- one or more of the connections may be session-based.
- the cloud gaming server system 100 enables users of the client devices 120, 120A to play video games, either individually (i.e., a single-player video game) or in groups (i.e., a multiplayer video game) .
- video games may include games that are played for leisure, education and/or sport.
- a video game may but need not offer participants the possibility of monetary gain.
- client devices 120, 120A are shown, it should be appreciated that the number of client devices in the cloud-based video game system architecture is not particularly limited .
- a user of one of the client devices 120, 120A may register with the cloud gaming server system 100 as a participant in a video game.
- the user may register as a "player", and will have the opportunity to control a character, avatar, race car, cockpit, etc. within a virtual world maintained by the video game.
- the virtual world is shared by two or more players, and one player's
- gameplay may affect that of another.
- a user of one of the client devices 120, 120A may register as a non-player "spectator", whereby such users will observe players' gameplay but otherwise do not control active characters in the game. Unless otherwise indicated, where the term “participant” is used, it is meant to apply equally to players and spectators.
- the server system 100 may include one or more computing resources, including one or more game servers and one or more account servers.
- the game servers and the account servers may be embodied in the same
- a game server interacts with players in the course of a game, while an account server interacts with players outside the game environment.
- the account server may be configured for logging a prospective player into a game portal,
- the account server may host or have access to a participant
- the participant database 10 that stores account information about various participants and client devices 120, 120A, such as identification data, financial data, location data, demographic data, connection data and the like.
- the participant database 10 which can be part of the cloud gaming server system 100 or situated remotely therefrom.
- the game server 110 may also have access to the
- participant database 10 that stores the above mentioned account information, as this information may be used, for influencing the way in which the video game
- any given one of the client devices 120, 120A is not particularly limited.
- one or more of the client devices 120, 120A may be, for example, a personal computer (PC), a home game machine (console such as XBOXTM, PS3TM, iiTM, etc.), a portable game machine, a smart television, a set-top box (STB) , etc.
- one or more of the client devices 120, 120A may be a PC or more personal computer (PC), a home game machine (console such as XBOXTM, PS3TM, iiTM, etc.), a portable game machine, a smart television, a set-top box (STB) , etc.
- one or more of the client devices 120, 120A may be a personal computer (PC), a home game machine (console such as XBOXTM, PS3TM, iiTM, etc.), a portable game machine, a smart television, a set-top box (STB) , etc.
- Any given one of the client devices 120, 120A may be equipped with one or more input devices (such as a touch screen, a keyboard, a game controller, a
- the user may produce body motion or may wave an external object; these movements are detected by a camera or other sensor (e.g., KinectTM) , while software operating within the given client device attempts to correctly guess whether the user intended to provide input to the given client device and, if so, the nature of such input.
- the given client device translates the received user inputs and detected user movements into "client device input", which is sent to the cloud gaming server system 100 over the Internet 130.
- client device 120 produces client device input 140
- client device 120A produces client device input 140A.
- the cloud gaming server system 100 processes the client device input 140, 140A received from the various client devices 120, 120A and generates "media output" for the various client devices 120, 120A.
- the media output may include a stream of encoded video data (representing images when displayed on a screen) and audio data (representing sound when played via a
- the media output is sent over the
- Each of the client devices 120, 120A may include circuitry for buffering and processing the media output in the packets received from the cloud gaming server system 100, as well as a display for displaying images and a transducer (e.g., a loudspeaker) for outputting audio. Additional output devices may also be provided, such as an electromechanical system to induce motion.
- a stream of video data can be divided into “frames".
- the term "frame” as used herein does not require the existence of a one-to-one correspondence between frames of video data and images represented by the video data. That is to say, while it is possible for a frame of video data to contain data representing a respective displayed image in its entirety, it is also possible for a frame of video data to contain data representing only part of an image, and for the image to in fact require two or more frames in order to be properly reconstructed and displayed.
- a frame of video data may contain data representing more than one complete image, such that N images may be represented using M frames of video data, where M ⁇ N.
- FIG. 2A shows one possible non-limiting physical arrangement of components for the cloud gaming server system 100.
- individual servers within the cloud gaming server system 100 are
- a compute server 200C may be primarily
- a rendering server 200R may be primarily responsible for rendering graphics (video data) .
- both client device 120 and client device 120A are assumed to be participating in the video game, either as players or spectators. However, it should be understood that in some cases there may be a single player and no spectator, while in other cases there may be multiple players and a single spectator, in still other cases there may be a single player and multiple spectators and in yet other cases there may be multiple players and multiple spectators.
- the following description refers to a single compute server 200C connected to a single rendering server 200R. However, it should be appreciated that there may be more than one rendering server 200R connected to the same compute server 200C, or more than one compute server 200C connected to the same rendering server 200R. In the case where there are multiple rendering servers 200R, these may be distributed over any suitable geographic area .
- the compute server 200C comprises one or more central processing units (CPUs) 220C, 222C and a random access memory (RAM) 230C.
- the CPUs 220C, 222C can have access to the RAM 230C over a communication bus architecture, for example. While only two CPUs 220C, 222C are shown, it should be appreciated that a greater number of CPUs, or only a single CPU, may be provided in some example implementations of the compute server 200C.
- the compute server 200C also comprises a network interface component (NIC) 210C2, where client device input is received over the Internet 130 from each of the client devices participating in the video game.
- NIC network interface component
- the compute server 200C further comprises another network interface component (NIC) 210C1, which outputs a sets of rendering commands 204.
- the sets of rendering commands 204 output from the compute server 200C via the NIC 210C1 can be sent to the rendering server 200R.
- the compute server 200C can be connected directly to the rendering server 200R.
- the compute server 200C can be connected to the rendering server 200R over a network 260, which can be the Internet 130 or another network.
- a virtual private network (VPN) may be
- the sets of rendering commands 204 sent by the compute server 200C are received at a network interface component (NIC) 210R1 and are directed to one or more CPUs 220R, 222R.
- the CPUs 220R, 222R are connected to graphics
- GPUs processing units
- GPU 240R may include a set of GPU cores 242R and a video random access memory (VRAM) 246R.
- GPU 250R may include a set of GPU cores 252R and a video random access memory (VRAM) 256R.
- Each of the CPUs 220R, 222R may be connected to each of the GPUs 240R, 250R or to a subset of the GPUs 240R, 250R. Communication between the CPUs 220R, 222R and the GPUs 240R, 250R can be established using, for example, a communications bus architecture.
- the CPUs 220R, 222R cooperate with the GPUs 240R, 250R to convert the sets of rendering commands 204 into a graphics output streams, one for each of the participating client devices.
- the CPUs 220R, 222R cooperate with the GPUs 240R, 250R to convert the sets of rendering commands 204 into a graphics output streams, one for each of the participating client devices.
- the rendering server 200R comprises a further network interface component (NIC) 210R2, through which the graphics output streams 206, 206A are sent to the client devices 120, 120A, respectively.
- NIC network interface component
- Fig. 2B shows a second possible non-limiting physical arrangement of components for the cloud gaming server system 100.
- a hybrid server 200H is responsible both for tracking state changes in a video game based on user input, and for rendering graphics (video data) .
- the hybrid server 200H comprises one or more central processing units
- CPUs central processing unit
- RAM random access memory
- the CPUs 220H, 222H can have access to the RAM 230H over a communication bus architecture, for example.
- CPUs 220H, 222H While only two CPUs 220H, 222H are shown, it should be appreciated that a greater number of CPUs, or only a single CPU, may be provided in some example
- the hybrid server 200H also comprises a network interface
- NIC component 210H
- client device input is received over the Internet 130 from each of the client devices participating in the video game.
- client device 120 and client device 120A are assumed to be participating in the video game, and therefore the received client device input may include client device input 140 and client device input 140A.
- GPUs 220H, 222H are connected to a graphics processing units (GPUs) 240H, 250H.
- GPU 240H may include a set of GPU cores 242H and a video random access memory
- VRAM video random access memory
- GPU 250H may include a set of GPU cores 252H and a video random access memory (VRAM) 256H.
- Each of the CPUs 220H, 222H may be connected to each of the GPUs 240H, 250H or to a subset of the GPUs 240H, 250H.
- Communication between the CPUs 220H, 222H and the GPUs 240H, 250H can be established using, for example, a communications bus architecture. Although only two CPUs and two GPUs are shown, there may be more than two CPUs and GPUs,, or even just a single CPU or GPU, in a specific example of implementation of the hybrid server 200H.
- the CPUs 220H, 222H cooperate with the GPUs 240H, 250H to convert the sets of rendering commands 204 into graphics output streams, one for each of the participating client devices.
- the graphics output streams 206, 206A are sent to the client devices 120, 120A, respectively, via the NIC 210H.
- the above-described physical components of the compute server 200C and the rendering server 200R (in Fig. 2A) and/or of the hybrid server 200H (in Fig. 2B) implement a set of functional modules, including a video game functional module 270, a rendering functional module 280 and a video encoder 285.
- the video game functional module 270 the above-described physical components of the compute server 200C and the rendering server 200R (in Fig. 2A) and/or of the hybrid server 200H (in Fig. 2B) implement a set of functional modules, including a video game functional module 270, a rendering functional module 280 and a video encoder 285.
- the video game functional module 270 implements a set of functional modules, including a video game functional module 270, a rendering functional module 280 and a video encoder 285.
- the functional module 270 is implemented by the compute server 200C, while the rendering functional module 280 and the video encoder 285 are implemented by the rendering server 200R.
- the hybrid server 200H is implemented by the compute server 200C
- the present example embodiment discusses a single video game functional module 270 for simplicity of illustration. However, it should be noted that in an actual implementation of the cloud gaming server system 100, many video game functional modules similar to the video game functional module 270 would be executed in parallel. Thus, the cloud gaming server system 100 could support multiple independent
- video games can be single-player video games or multi-player games of any type.
- the video game functional module 270 may be implemented by certain physical components of the compute server 200C (in Fig. 2A) or of the hybrid server 200H (in Fig. 2B) .
- the video game functional module 270 can be encoded as computer- readable instructions that are executable by a CPU (such as the CPUs 220C, 222C in the compute server 200C or the CPUs 220H, 222H in the hybrid server 200H) .
- the instructions can be tangibly stored in the RAM 230C (in the compute server 200C) of the RAM 230H (in the hybrid server 200H) or in another memory area, together with constants, variables and/or other data used by the video game functional module 270.
- the video game functional module 270 may be executed within the environment of a virtual machine that may be supported by an operating system that is also being executed by a CPU (such as the CPUs 220C, 222C in the compute server 200C or the CPUs 220H, 222H in the hybrid server 200H) .
- a CPU such as the CPUs 220C, 222C in the compute server 200C or the CPUs 220H, 222H in the hybrid server 200H.
- the rendering functional module 280 may be implemented by certain physical components of the rendering server 200R (in Fig. 2A) or of the hybrid server 200H (in Fig. 2B) .
- the rendering functional module 280 may take up one or more GPUs (240R, 250R in Fig. 2A, 240H, 250H in Fig. 2B) and may or may not utilize CPU resources.
- the video encoder 285 may be implemented by certain physical components of the rendering server 200R (in Fig. 2A) or of the hybrid server 200H (in Fig. 2B) .
- the video encoder 285 may be implemented by the CPUs 220R, 222R and/or by the GPUs 240R, 250R.
- the video encoder 285 may be implemented by the CPUs 220H, 222H and/or by the GPUs 240H, 250H.
- the video encoder 285 may be implemented by a separate encoder chip (not shown) .
- the video game functional module 270 produces the sets of rendering commands 2 ⁇ 4, based on received client device input.
- the received client device input may carry data (e.g., an address)
- participant participants in the video game i.e., players or
- the received client device input includes the client device input 140, 140A received from the client devices 120, 120A.
- Rendering commands refer to commands which can be used to instruct a specialized graphics processing unit (GPU) to produce a frame of video data or a
- the images represented by these frames change as a function of responses to the client device input 140, 140A that are programmed into the video game functional module 270.
- the video game functional module 270 may be programmed in such a way as to respond to certain specific stimuli to provide the user with an experience of progression
- the instructions for the video game functional module 270 may be fixed in the form of a binary
- the client device input 140, 140A is unknown until the moment of interaction with a player who uses the corresponding client device 120, 120A.
- the client device input 140, 140A is unknown until the moment of interaction with a player who uses the corresponding client device 120, 120A.
- players/spectators and the video game functional module 270 via the client devices 120, 120A can be referred to as “gameplay” or “playing a video game”.
- the rendering functional module 280 processes the sets of rendering commands 204 to create multiple video data streams 205. Generally, there will be one video data stream per participant (or, equivalently, per client device) .
- data for one or more objects represented in three- dimensional space (e.g., physical objects) or two- dimensional space (e.g., text) may be loaded into a cache memory (not shown) of a particular GPU 240R, 250R, 240H, 250H.
- This data may be transformed by the GPU 240R, 250R, 240H, 250H into data representative of a two-dimensional image, which may be stored in the appropriate VRAM 246R, 256R, 246H, 256H.
- the VRAM 246R, 256R, 246H, 256H may provide temporary storage of picture element (pixel) values for a game screen .
- the video encoder 285 compresses and encodes the video data in each of the video data streams 205 into a corresponding stream of compressed/encoded video data.
- the resultant streams of compressed/encoded video data referred to as graphics output streams, are produced on a per-client-device basis.
- the video encoder 285 produces graphics output stream 206 for client device 120 and graphics output stream 206A for client device 120A. Additional functional modules may be provided for formatting the video data into packets so that they can be transmitted over the Internet 130.
- compressed/encoded video data within a given graphics output stream may be divided into frames.
- execution of the video game functional module 270 involves several processes, including a main game process 300A and one or more graphics control processes 300B, which are described herein below in greater detail.
- a first process referred to as the main game process, is described with reference to Fig. 3A.
- the main game process 300A executes continually.
- an action 310A during which client device input may be received.
- client device input e.g., client device input 140
- client device 120 e.g., client device 120
- the client device input e.g., the client device input 140 and 140A
- client devices e.g., the client devices 120 and 120A
- the input from a given client device may convey that the user of the given client device wishes to cause a character under his or her control to move, jump, kick, turn, swing, pull, grab, etc.
- the input from the given client device may convey a menu selection made by the user of the given client device in order to change one or more audio, video or gameplay settings, to load/save a game or to create or join a network session.
- the input from the given client device may convey that the user of the given client device wishes to select a particular camera view (e.g., first-person or third- person) or reposition his or her viewpoint within the virtual world.
- the game state may be updated based at least in part on the client device input received at action 310A and other parameters. Updating the game state may involve the following actions:
- updating the game state may involve updating certain properties of the participants (player or spectator) associated with the client devices from which the client device input may have been received. These properties may be stored in the participant database 10. Examples of participant properties that may be maintained in the participant database 10 and updated at action 320A can include a camera view selection (e.g., 1st person, 3rd person), a mode of play, a selected audio or video setting, a skill level, a customer grade (e.g., guest, premium, etc.).
- a camera view selection e.g., 1st person, 3rd person
- a mode of play e.g., a selected audio or video setting
- a skill level e.g., guest, premium, etc.
- updating the game state may involve updating the attributes of certain objects in the virtual world based on an interpretation of the client device input.
- the objects whose attributes are to be updated may in some cases be represented by two- or three-dimensional models and may include playing characters, non-playing characters and other objects.
- attributes that can be updated may include the object's position, strength, weapons/armor, lifetime left, special powers,
- attributes that can be updated may include the object's position, velocity, animation, damage/health, visual effects, textual content, etc.
- timers such as elapsed time, time since a particular event, virtual time of day, total number of players, a participant's geographic location, etc.
- the main game process 300A returns to action 310A, whereupon new client device input received since the last pass through the main game process is gathered and processed.
- the graphics control process 300B may execute continually, and there may be multiple separate
- graphics control processes 300B each of which results in a respective one of the sets of rendering commands 204.
- the graphics control process 300B may execute as an extension of the main game process 300A described above.
- multiple distinct sets of rendering commands need to be generated for the multiple players, and therefore multiple graphics control processes 300B may execute in parallel.
- there may again be only a single set of rendering commands 204 and therefore a single graphics control process 300B may execute in the video game functional module 270, but the resulting video data stream may be
- the video game functional module 270 determines the objects to be rendered for the given participant. This action can include identifying the following types of objects:
- this action can include identifying those objects from the virtual world that are in the "game screen rendering range" (also known as a "scene") for the given participant.
- the game screen rendering range includes the portion of the virtual world that would be “visible” from the perspective of the given participant's camera. This depends on the position and orientation of that camera relative to the objects in the virtual world.
- a frustum can be applied to the virtual world, and the objects within that frustum are retained or marked.
- the frustum has an apex which is situated at the location of the given participant's camera and has a directionality also defined by the directionality of that camera.
- this action can include identifying additional objects that do not appear in the virtual world, but which nevertheless are to be rendered for the given participant.
- these additional objects may include textual messages, graphical images, etc.
- warnings and dashboard indicators to name a few non- limiting possibilities.
- the video game functional module 270 generates a set of commands for transforming rendering into graphics (video data) the objects that were identified at action 310B.
- Rendering may refer to the transformation of 3-D or 2-D coordinates of an object or group of objects into data representative of a displayable image, in accordance with the viewing perspective and prevailing lighting conditions. This can be achieved using any number of different
- the generated at action 320B are output to the rendering functional module 280. This may involve packetizing the generated rendering commands into a set of
- rendering commands 204 that is sent to the rendering functional module 280.
- the rendering functional module 280 interprets the sets of rendering commands 204 and produces
- multiple video data streams 205 one for each
- Rendering may be achieved by the GPUs 240R, 250R, 240H, 250H under control of the CPUs 220R, 222R (in Fig. 2A) or 220H, 222H (in Fig. 2B) .
- the rate at which frames of video data are produced for a participating client device may be referred to as the frame rate.
- N there may be N sets of rendering commands 204 (one for each participant) and also N video data streams 205 (one for each participant). In that case, rendering functionality is not shared among the
- the N video data streams 205 may also be created from sets of rendering commands 204 (where M ⁇ N) , such that fewer sets of rendering commands need to be processed by the rendering
- the rendering functional unit 280 may perform sharing or duplication in order to generate a larger number of video data streams 205 from a smaller number of sets of rendering commands 204. Such sharing or duplication may be prevalent when multiple participants (e.g., spectators) desire to view the same camera perspective. Thus, the rendering functional module 280 may perform functions such as duplicating a created video data stream for one or more spectators.
- the video data in each of the video data streams 205 are encoded by the video encoder 285, resulting in a sequence of encoded video data
- graphics output stream 206 the sequence of encoded video data destined for client device 120 is referred to as graphics output stream 206, while the sequence of encoded video data destined for client device 120A is referred to as graphics output stream 206A.
- the video encoder 285 can be a device (or set of computer-readable instructions) that enables or - 3.1 - carries out or defines a video compression or
- Video compression transforms an original stream of digital image data (expressed in terms of pixel locations, color values, etc.) into an output stream of digital image data that conveys substantially the same
- the encoding process used to encode a particular frame of video data may or may not involve cryptographic encryption.
- the graphics output streams 206, 206A created in the above manner are sent over the Internet 130 to the respective client devices.
- the graphics output streams may be segmented and formatted into packets, each having a header and a payload.
- the header of a packet containing video data for a given participant may include a network address of the client device associated with the given
- the payload may include the video data, in whole or in part.
- compression algorithm used to encode certain video data may be encoded in the content of one or more packets that convey that video data.
- Fig. 4A shows operation of the client device associated with a given participant, which may be client device 120 or client device 120A, by way of non-limiting example.
- a graphics output stream (e.g., 206, 206A) is received over the Internet 130 from the rendering server 200R (Fig. 2A) or from the hybrid server 200H (Fig. 2B) , depending on the embodiment.
- the received graphics output stream comprises
- the compressed/encoded frames of video data are decoded/decompressed in accordance with the decompression algorithm that is complementary to the encoding/compression algorithm used in the encoding/compression process.
- encoding/compression algorithm used to encode/compress the video data may be known in advance. In other embodiments, the identity or version of the
- encoding/compression algorithm used to encode the video data may accompany the video data itself.
- the (decoded/decompressed) frames of video data are processed. This can include placing the decoded/decompressed frames of video data in a buffer, performing error correction, reordering and/or combining the data in multiple successive frames, alpha blending, interpolating portions of missing data, and so on.
- the result can be video data representative of a final image to be presented to the user on a per- frame basis.
- the final image is output via the output mechanism of the client device.
- a composite video frame can be displayed on the display of the client device.
- a third process referred to as the audio
- the audio generation process may execute independently of the graphics control process 300B. In another embodiment, execution of the audio generation process and the graphics
- control process may be coordinated.
- the video game functional module 270 determines the sounds to be produced.
- this action can include identifying those sounds associated with objects in the virtual world that dominate the acoustic landscape, due to their volume (loudness) and/or proximity to the participant within the virtual world.
- the video game functional module 270 generates an audio segment.
- the duration of the audio segment may span the duration of a video frame, although in some embodiments, audio segments may be generated less frequently than video frames, while in other embodiments, audio segments may be generated more frequently than video frames.
- the audio segment is encoded, e.g., by an audio encoder, resulting in an encoded audio segment.
- the audio encoder can be a device (or set of instructions) that enables or carries out or defines an audio compression or decompression algorithm. Audio compression transforms an original stream of digital audio (expressed as a sound wave changing in amplitude and phase over time) into an output stream of digital audio data that conveys substantially the same information but using fewer bits. Any suitable
- the encoding process used to encode a particular audio segment may or may not apply
- the audio segments may be generated by specialized hardware (e.g., a sound card) in either the compute server 200C (Fig. 2A) or the hybrid server 200H (Fig. 2B) .
- the audio segment may be parametrized into speech parameters (e.g., LPC parameters) by the video game functional module 270, and the speech parameters can be redistributed to the destination client device (e.g., client device 120 or client device 120A) by the
- the encoded audio created in the above manner is sent over the Internet 130.
- the encoded audio input may be broken down and " formatted into packets, each having a header and a payload.
- the header may carry an address of a client device associated with the participant for whom the audio generation process is being executed, while the payload may include the encoded audio.
- the identity and/or version of the compression algorithm used to encode a given audio segment may be encoded in the content of one or more packets that convey the given segment. Other methods of transmitting the encoded audio will occur to those of skill in the art. .
- Fig. 4B shows operation of the client device associated with a given participant, which may be client device 120 or client device 120A, by way of non-limiting example.
- an encoded audio segment is received from the compute server 200C, the rendering server 200R or the hybrid server 200H (depending on the embodiment) .
- the encoded audio is decoded in accordance with the decompression algorithm that is complementary to the compression algorithm used in the encoding process.
- the identity or version of the compression algorithm used to encode the audio segment may be specified in the content of one or more packets that convey the audio segment.
- the (decoded) audio segments are processed. This can include placing the decoded audio segments in a buffer, performing error correction, combining multiple successive waveforms, and so on.
- the result can be a final sound to be presented to the user on a per-frame basis.
- the final generated sound is output via the output mechanism of the client device.
- the sound is played through a sound card or loudspeaker of the client device.
- Menu extension processing is processing of adding a menu item of a new function (extended
- the provided content is a game content, as described above.
- the main process is a process of performing a series of processes for the game content by changing the game status in accordance with input of the client device input 140 received from the client device 120 and rendering and outputting a game screen
- the main process is a process executed by the video game functional module 270 and the rendering functional module 280 described above.
- Fig. 5A is a block diagram showing a module arrangement for execution of menu extension processing on the server side according to the embodiment of the present invention in accordance with the flow of processing and data.
- the client device input 140 received via the Internet 130 is first checked by an input monitoring module 500.
- the input monitoring module 500 first checks whether the input done is input for menu display, and determines whether the situation requires to execute processing of displaying a menu item for an extended function.
- the input monitoring module 500 for example, always monitors the received client device input 140, and directly outputs the received client device input 140 to the video game functional module 270 until input for menu display is done.
- the input monitoring module 500 monitors whether input for selecting the added menu item is done during the time display concerning the menu is included in the screen.
- an extension processing module 510 Upon receiving an instruction to execute processing of displaying a menu item for an extended function from the input monitoring module 500, an extension processing module 510 executes various processes for adding the menu item for the extended function to the game screen generated by the main process. More specifically, the extension processing module 510 performs processing of causing a superimposed image generation module 520 to render the display item of the menu item or the like that is to be superimposed on the game screen.
- extension processing module 510 executes the corresponding processing (extension processing) .
- the superimposed image generation module 520 renders the display item of the menu item for the extended function and other display items, and
- the superimposed image generation module 520 may
- the mask data may represents the transparency level of each pixel of the superimposed image when superimposing the superimposed image on the game screen.
- the data of the display item of the menu item and information such as a display position may be recorded in a recording device (not shown) in advance.
- a composite module 530 performs composite processing of superimposing the superimposed image generated by the superimposed image generation module 520 on the game screen generated by processing in the main process, thereby generating a new game screen (composite screen) .
- the composite module 530 outputs the generated composite screen to the video encoder 285. Even when no superimposed image needs to be generated, the composite module 530 receives input of the game screen generated by the main process. In this case, the game screen is directly output to the video encoder 285.
- Processing corresponding to this flowchart can be implemented when the CPU 222 reads out a corresponding processing program stored in, for example, a recording device (not shown), loads the program to the RAM 230, and executes it independently of the main process.
- step S601 the input monitoring module 500 determines whether the client device input 140 received from the client device 120 is input for menu display (normal menu display) . Upon determining that the client device input 140 received from the client device 120 is input for menu display (normal menu display) . Upon determining that the client device input 140 received from the client device 120 is input for menu display (normal menu display) . Upon determining that the client device input 140 received from the client device 120 is input for menu display (normal menu display) . Upon determining that the
- client device input 140 is input for normal menu
- the input monitoring module 500 transmits, to the extension processing module 510, an instruction to execute processing of displaying a menu item for an extended function, transfers the operation input of the client device input 140 to the main process, and
- step S603. Upon determining that the client device input 140 is not input for normal menu display, the input monitoring module 500 transfers the operation input of the client device input 140 directly to the main process in step S602, and returns the process to step S601.
- step S603 the extension processing module 510 causes the superimposed image generation module 520 to render a superimposed image including the menu item for the extended function and used to add the selected item to the normal menu display arranged on the game screen by processing of the main process.
- the superimposed image can be as in Fig. 7B.
- the image data of the menu item for the extended function data that combines the design and menu items arranged on the game screen in normal menu display is prepared in advance and recorded in a
- the superimposed image generation module 520 upon receiving a superimposed image generation instruction, acquires the image data of the menu item and information of its arrangement position, and generates a superimposed image. Note that in this embodiment, a description will be made assuming that the superimposed image generation module 520 generates a superimposed image upon receiving an instruction from the extension processing module 510. However, the practice of the present invention is not limited to this. It should be appreciated that since the menu item for the extended function to be arranged in the superimposed image does not dynamically change, for example, the superimposed image itself may be recorded in the recording device in advance.
- step S604 the extension processing module 510 causes the composite module 530 to composite the superimposed image generated by the superimposed image generation module 520 with the game screen generated by the rendering functional module 280 in correspondence with operation input received in the same frame and generate a composite image.
- the composite module 530 superimposes, for example, pixels having colors other than those defined not to be superimposed out of the superimposed image at the same pixel positions of the game screen, thereby generating the composite image.
- hatched pixels in Fig. 7B are handled as pixels to be made transparent at the time of
- a new game screen including menu display with the additional menu item for the extended function as shown in Fig. 7C is generated.
- step S605 the composite module 530 outputs the generated composite image to the video encoder 285 as the game screen, and terminates the menu extension processing .
- the client device input 140 is received on a per-frame basis.
- step S801 the input monitoring module 500 determines whether a menu item for an extended function or a display item displayed by execution of an extended function is included in a screen to be provided to the client device 120. That is, the input monitoring module 500 determines whether a superimposed image is being superimposed on the game screen currently
- the input monitoring module 500 advances the process to step S802. Upon determining that no
- the input monitoring module 500 advances the process to step S814.
- step S802 the input monitoring module 500 determines whether the pointed position indicated by the received client device input 140 is included in a region where the menu item for the extended function is arranged. Upon determining that the pointed position is included in the region where the menu item for the extended function is arranged, the input monitoring module 500 advances the process to step S803. Upon determining that the pointed position is not included, the input monitoring module 500 advances the process to step S810.
- step S803 the input monitoring module 500 determines whether the client device input 140 includes information of operation input to execute the function of the menu item. That is, the input monitoring module 500 determines whether the pointed position exists in the region where the menu item for the extended
- operation input e.g., mouse click
- the input monitoring module 500 Upon determining that the information of operation input to execute the function is included, the input monitoring module 500 advances the process to step S804. Upon determining that the information is not included, the input monitoring module 500 advances the process to step S807.
- step S804 the input monitoring module 500 transfers the received client device input 140 not to the video game functional module 270 but to the
- extension processing module 510 advances the process to step S805. Operation input to execute the function corresponding to the menu item for the
- the extended function does not correspond to operation input to perform any processing in the main process.
- the operation input may be determined as one to perform processing different from the extended function, and transition to an undesirable situation may occur so that, for example, the screen may transit to another screen, or a game that has paused may restart.
- the input monitoring module 500 transfers the operation input not to the main process but only to the extension processing module 510. That is, a situation is apparently created in which a sub- process other than the main process temporarily seize authority to process operation input to execute the extended function.
- step S805 the extension processing module 510 executes processing of the extended function corresponding to the menu item arranged at the pointed position.
- the processing of the extended function can include above-described screen transition or a change in the display form of the menu item or another item caused by selection of the menu item.
- the extension processing module 510 may control the video game functional module 270 to stop execution of processing in the main process.
- the processing of the extended function may include processing for settings for an additional content element that is not implemented in the game content of the main process or settings of key
- step S806 the superimposed image
- the extension generation module 520 generates a superimposed image for the selected extended function under the control of the extension processing module 510.
- the superimposed image for the selected extended function can be a setting window or a screen for a specific application, as shown in Fig. 9A.
- the image for the extended function is an image to be superimposed on the game screen rendered by the rendering functional module 280 in the main process.
- the image is not limited to this in the practice of the present invention.
- the image for the extended function may be, for example, an image constructing the entire screen, and may be output as a screen to be provided to the client device 120 without being superimposed on the game screen, as will be described later.
- step S803 upon determining in step S803 that information of operation input to execute the function is not included, the input monitoring module 500 transfers the client device input 140 to the video game functional module 270 and the extension processing module 510 in step S807, and advances the process to step S808.
- step S808 a description will be made assuming that simple mouse-over on the menu item of the extended function leads to processing different from the extended function in the main process, and processing in the main process is not executed.
- the input monitoring module 500 may transfer the client device input 140 only to the extension processing module 510 in this step .
- step S808 the superimposed image
- step S809 the composite module 530
- step S802 upon determining in step S802 that the pointed position indicated by the client device input 140 is not included in the region where the menu item for the extended function is arranged, the input monitoring module 500 determines in step S810 whether the client device input 140 includes
- the input monitoring module 500 determines ' whether the pointed position exists in the region where a normal menu item is arranged, and operation input to select the menu item has been performed.
- the information of the position of each normal menu item may be recorded in a recording device in advance, or obtained by, for example, analyzing the image of the game screen before and after the display of the normal menu item and specifying the position where a display item of a predetermined shape is
- the input monitoring module 500 advances the process to step S811. Upon determining that the information is not included, the input
- monitoring module 500 advances the process to step S812.
- step S811 the input monitoring module 500 transfers the received client device input 140 only to the video game functional module 270 and advances the process to step S813.
- the input monitoring module 500 transfers the received client device input 140 only to the video game functional module 270 and advances the process to step S813.
- monitoring module 500 notifies the extension processing module 510 that operation input to execute the function of the normal menu item has been done.
- step S812 the input monitoring module 500 determines whether the client device input 140 includes information of operation input to end normal menu display. Upon determining that the information of operation input to end normal menu display is included, the input monitoring module 500 advances the process to step S813. Upon determining that the information is not included, the input monitoring module 500 advances the process to step S814.
- step S813 the extension processing module 510 causes the superimposed image generation module 520 to stop generating and outputting a superimposed image.
- the extension processing module 510 also causes the composite module 530 to stop executing composite processing. That is, in this step, the extension processing module 510 performs processing of
- step S814 the input monitoring module 500 determines whether the client device input 140 includes operation input to end execution of the function of the normal menu item. That is, the input monitoring module 500 determines whether to superimpose the superimposed image (the menu item for the extended function) , whose superimposition has been stopped by execution of the function of the normal menu item, again in accordance with the end of display of the item displayed by executing the function. Upon determining that
- the extension processing module 510 causes the superimposed image generation module 520 to render a superimposed image in which the menu item for the extended function is arranged, and advances the process to step S809.
- a screen for a medium output 150 finally provided to the client device 120 can present display for function extension of a provided content to the player without a sense of incongruity.
- the method of providing a user experience with extended functions when providing an existing content without altering the program of the content is not limited to this.
- a method will be described in which a change in the main process caused by operation input is detected, and extended display is superimposed, thereby providing a user experience with extended functions, instead of allowing a sub-process to seize authority to process operation input.
- Some game contents performs text display to present information of a result of processing based on done operation input, as shown in Fig. 10A.
- Such text display is configured to display only predetermined information set at the time of development of a content. When different information other than the predetermined information is presented, the user experience can be extended.
- a game screen shown in Fig. 10A is that of a so-called fighting game.
- This screen includes the life gauge of each character. For example, assume a case where the total damage amount (life decrement) within a so-called combo period where a character is
- Pieces of information of, for example, the combo period and a parameter representing life in the life gauge are managed by processing of the video game functional module 270 and stored in a predetermined storage area such as the RAM 230.
- the input monitoring module 500 upon determining that the client device input 140 includes operation input to attack, the input monitoring module 500 notifies the extension processing module 510 of it, and the extension processing module 510 measures the decrement of the life parameter by the attack during the combo period.
- the extension processing module 510 compares the life decrement value with the maximum life decrement value of the day managed for system users. When the life decrement value is larger than the maximum life
- the extension processing module 510 causes the superimposed image generation module 520 to generate a superimposed image in which text display representing that the user has marked the maximum life decrement value of the day is arranged at a
- the text display arranged in the superimposed image preferably uses the font used in the game.
- the composite module 530 composites the superimposed image with the game screen generated by the main process to generate and output a composite image as shown in Fig. 10B under the control of the extension processing module 510. Note that the number of rows and the arrangement position of text display can change in accordance with the progress of the game content and may therefore be decided by monitoring parameters or analyzing the image of the game screen.
- extension processing module 510 monitors intermediate data output by the main process or parameters and the like managed by the main process, extended information obtained by variously evaluating these pieces of information can be included in the screen of the content and provided.
- a method of presenting information using a change in the life parameter as an evaluation target has been described as an example.
- the evaluation target, evaluation method and information to be presented are not limited to these.
- the system further includes an image analysis module 540 configured to analyze a game screen generated by the rendering functional module 280 in the main process, as shown in Fig. 5B.
- a method of causing the image analysis module 540 to analyze a game screen to detect a change in parameters will be described. That is, instead of monitoring internally-managed parameter values, the method detects the state in the game content or the execution state of processing for the game content by analyzing the game screen.
- a game screen as shown in Fig. 10A includes a life gauge or text display of a result of operation input, as described above.
- the image analysis module 540 can detect the state in the game by detecting the change amount of the life gauge or performing text recognition based on the difference or correlation of the game screen between continuous frames. More specifically, when these pieces of information detected by the image analysis module 540 are transmitted to the extension processing module 510, the extension processing module 510 can perform, for example, evaluation of parameter changes as described above. That is, the extension processing module 510 can grasp the combo period or a given damage amount from the text recognition result. The extension processing module 510 can also grasp occurrence of the effect of giving an abrupt decrease in life from a change in the life gauge.
- Information presentation is not limited to text display as described in the first modification, and may be done by, for example, superimposing
- predetermined effect display on a portion where clash of characters takes place as shown in Fig. IOC.
- This can be done by, for example, when the extension processing module 510 has received a detection result representing an abrupt decrease in life from the image analysis module 540, causing the superimposed image generation module 520 to generate a superimposed image in which effect display is arranged at a portion where a motion vector having a scalar of a predetermined value or more is detected between preceding and
- the extension processing module 510 decides whether to do information presentation by image analysis of the game screen.
- the practice of the present invention is not limited to this. It may be decided whether to do information presentation based on, for example, information such as the number of command inputs or a variation in an analog value from the history of the client device input 140 received by the input monitoring module 500. Alternatively, it may be decided whether to do information presentation based on, for example, whether an audio signal output in accordance with the game screen includes a sound of an amplitude of a predetermined value or more. Otherwise, it may be decided whether to do information
- a sub-game may be provided, which arranges display items such as an icon in a region of interest detected in a game screen by a predetermined method, and the user collects the items by selecting them during transition of the game screen.
- the client device input 140 includes operation input to select a display item
- the input monitoring module 500 transfers the operation input not to the video game functional module 270 but to the extension processing module 510, and the extension processing module 510 performs processing such as score calculation for the item collection.
- the extension processing module 510 may cause the superimposed image generation module 520 to generate a superimposed image as shown in Fig.
- a predetermined rendering effect may be provided when generating the superimposed image so as to integrate the display items to be arranged with the atmosphere (illumination, shading, reflection and camera angle) of rendered objects on the game which exist at the arrangement positions in the game screen.
- the region of interest may be specified by causing the image analysis module 540 shown in Fig. 5B to detect, for example, a region of the game screen without a change between continuous frames or a region where the edge components exhibit an intensity equal to or more than a threshold, and the contrast ratio to the peripheral region is high.
- the region of interest may be specified by causing the image analysis module 540 to detect a predetermined image pattern included in the game screen. Various other methods can appropriately be used to detect the region of interest.
- the information processing apparatus and the controlling method according to the present invention are realizable by a program executing the methods on one or more computers.
- the program is
- providable/distributable by being stored on a computer- readable storage medium or through an electronic communication line.
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Abstract
Description
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Also Published As
Publication number | Publication date |
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EP2994830A1 (en) | 2016-03-16 |
CA2910655A1 (en) | 2014-11-13 |
JP2016526929A (en) | 2016-09-08 |
EP2994830A4 (en) | 2017-04-19 |
US20160110903A1 (en) | 2016-04-21 |
JP6576245B2 (en) | 2019-09-18 |
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