WO2014199424A1 - Image processing system, server, and image processing terminal - Google Patents

Image processing system, server, and image processing terminal Download PDF

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Publication number
WO2014199424A1
WO2014199424A1 PCT/JP2013/065917 JP2013065917W WO2014199424A1 WO 2014199424 A1 WO2014199424 A1 WO 2014199424A1 JP 2013065917 W JP2013065917 W JP 2013065917W WO 2014199424 A1 WO2014199424 A1 WO 2014199424A1
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WO
WIPO (PCT)
Prior art keywords
card
server
terminal
image data
image
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Application number
PCT/JP2013/065917
Other languages
French (fr)
Japanese (ja)
Inventor
佐々木 昭
溝添 博樹
佐々本 学
恭一 中熊
Original Assignee
日立マクセル株式会社
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Application filed by 日立マクセル株式会社 filed Critical 日立マクセル株式会社
Priority to PCT/JP2013/065917 priority Critical patent/WO2014199424A1/en
Publication of WO2014199424A1 publication Critical patent/WO2014199424A1/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
    • A63F1/00Card games
    • A63F1/06Card games appurtenances
    • A63F1/18Score computers; Miscellaneous indicators
    • 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
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

Definitions

  • the technical field relates to an image processing system, a server, and an image processing terminal using a network.
  • Patent Document 1 states that “in a battle game using a predetermined number of desired character cards from among possessed character cards, the battle game can be played more equally, regardless of the number of character cards possessed. And providing a game system and a game execution management method that encourage motivation to play this game ”(see Patent Document 1 [0005]).
  • an image of a game character appearing in a battle game is provided.
  • a display for displaying, and an operation member for receiving an instruction for a virtual battle action to be performed by the game character in the battle game, and an ability value that defines the ability of the game character and the battle action is associated with each other.
  • Each character card is associated with each character card using a predetermined number of individual character cards.
  • a game device that causes a battle game to be executed between a plurality of game devices using the respective ability values by transmitting and receiving force values and instructions from the operation member via a network, and a game on the plurality of game devices
  • a game system comprising: a server device that collects information about the situation and reflects the result data obtained from the collected information in the battle game, wherein the server device is a type of character card being used in the battle game Acquisition means for acquiring the usage information for each game, and conversion for narrowing the difference in ability value corresponding to the type of the character card between the types of the character card according to the number of acquisitions of the usage information Conversion value calculation means for calculating a value corresponding to the type of character card as the result data, and conversion according to the type of character card Is transmitted to each game device in association with each character card, and the game device reads at least a type of each character card used in a battle game, and reads each character card.
  • the ability value calculation means for converting the associated ability value into a new ability value using the converted value corresponding to the character card in use, and the battle action according to the instruction from the operation member are converted. And a control means for causing the game character to execute using the ability value ”.
  • Patent Document 1 does not consider efficient processing when a new card is added and reduction of the recording area provided by the game device.
  • the present application includes a plurality of means for solving the above-described problems.
  • the first terminal The image data is transmitted to the server, the server performs calculation based on the image data received from the first terminal and a predetermined rule, the server transmits the calculation result to the second terminal, and the second terminal Display data created based on the transmitted calculation result is output.
  • FIG. 1 is a system configuration diagram illustrating an embodiment of an image processing system. It is a block block diagram which shows one specific example of the game device in FIG. It is a figure which shows one specific example of the program read from the memory
  • FIG. 10 It is a flowchart which shows a specific example of the process of a game device and a server in the case of extracting a card
  • 10 is a flowchart showing a specific example of processing for transmitting a still image to a server only when there is a change in the arrangement of cards on a play mat in a game device. It is a figure which shows an example of the game device connection information hold
  • the recording area for storing the database necessary for identifying the card in the game apparatus becomes unnecessary, so that the manufacturing cost of the game apparatus can be reduced. Further, since it is not necessary to perform the data update operation when a new card is released on the game device, it is possible to reduce the labor required for data update.
  • each game device photographs a card with a camera and transmits the image data to another game device (for example, a game device of an opponent).
  • the image data of the card photographed by the game device is transmitted to the server.
  • the image data may be either still image data or moving image data.
  • the image data transmitted to the opponent game device may be moving image data
  • the image data transmitted to the server may be still image data.
  • the server identifies the card image included in the received image data, and reads the card information stored in the server database based on the identified card image.
  • the server calculates and updates the game situation according to the read card information and game rules.
  • the update result of the card information and the game situation is transmitted to each game device.
  • the game device displays the received card information and game status on the screen.
  • the game user can play the card game over the network and solve the above-mentioned problems.
  • FIG. 1 is a system configuration diagram showing an embodiment of an image processing system.
  • the image processing system includes a plurality of game devices and servers.
  • 1 and 2 are game devices
  • 3 is the Internet
  • a network such as Local Area Network (LAN)
  • 4 is a camera
  • 5 is a monitor
  • 6 is a microphone
  • 7 is a speaker
  • 8 is a remote control
  • 10 is a server
  • 11 and 12 are cards It is a play mat for placing game cards.
  • a game apparatus 1 is connected to a camera 4, a monitor 5, a microphone 6, and a speaker 7, and can input and output video and audio.
  • the game apparatus 2 has the same apparatus and configuration as the game apparatus 1.
  • the game device 1 can play a card game via the network 3 and the game device 2 via the network.
  • the camera 4 is connected to the game apparatus 1 and outputs the captured video signal to the game apparatus 1.
  • the monitor 5 is connected to the game apparatus 1 and receives and displays the video signal output from the game apparatus 1.
  • the microphone 6 is connected to the game apparatus 1 and outputs the collected sound to the game apparatus 1 as an audio signal.
  • the speaker 7 is connected to the game apparatus 1 and receives an audio signal output from the game apparatus 1 and outputs sound.
  • the remote controller 8 transmits a remote control signal to the game apparatus 1 and gives an operation instruction to the game apparatus 1 from the user.
  • the server 10 is connected to the game apparatus 1 and the game apparatus 2, receives video signals from the game apparatuses 1 and 2, performs card analysis, and outputs the analysis result to the game apparatuses 1 and 2.
  • the play mat 11 is a tool used for a card game and is made of a material such as paper or cloth, on which a card used for the game is arranged. In FIG. 1, there are only two game devices, but two or more game devices may be connected.
  • 102 is a memory
  • 103-1 is a video encoder
  • 103-2 is an audio encoder
  • 104-1 is a video decoder
  • 104-2 is an audio decoder
  • 118 is a multiplexing unit
  • 119 is a demultiplexing unit
  • 105 is
  • a stream processing unit 106 is a storage unit
  • 107-1 is a video processing unit that outputs video to the monitor 5
  • 107-2 is a video processing unit that receives video from the camera 4, and 108-1 outputs audio to the speaker 7.
  • An audio processing unit 108-2 is an audio processing unit to which audio is input from the microphone 6, 109 is a remote control processing unit, 110 is a network connection unit, 112 is a video input terminal, 113 is a video output terminal, and 114 is an audio input terminal 115 is an audio output terminal, 116 is a remote control input terminal, and 117 is a network connection terminal.
  • control unit 101 develops a program stored in the storage unit 106 in the memory 102 and executes the developed program to realize functions corresponding to various programs. Further, the program is controlled in accordance with operation information input from the remote control processing unit 109.
  • the video signal from the video processing unit 107 is input to the encoder 103-1, and the audio signal from the audio processing unit 108 is input to the encoder 103-2.
  • the data is output to a multiplexing unit 118 and a stream processing unit 105, which will be described later.
  • the decoder 104-1 and the decoder 104-2 are respectively input with compressed and encoded video data and audio data output from a separation unit 119 or a stream processing unit 105, which will be described later. And decompression and expansion into audio signals, respectively.
  • the multiplexing unit 118 multiplexes the compression-encoded video data and the compression-encoded audio data, which are defined as Elementary Stream (ES) in the MPEG-2 system, input from the encoder 103, and transports Stream Packetized video / audio data called (TS) is output.
  • the separation unit 119 separates the video / audio data output from the stream processing unit 105 and outputs video data and audio data.
  • the stream processing unit 105 generates a network packet that is a packet of a network protocol to be transmitted to another game device 2 from the input video / audio data, and outputs a video / audio stream that is a continuous network packet. Also, the video / audio stream received from the other game apparatus 2 is changed to video / audio data of TS in a format that can be processed by the separation unit 119. The video / audio stream is obtained by adding header data such as time information generated by the stream processing unit 105 and video / audio format information to the video / audio data.
  • the storage unit 106 stores a program executed by the control unit 101.
  • the video processing units 107-1 and 107-2 control the video input terminal 112 and the video output terminal 113, respectively, and output the video signal input from the video input terminal 112 to the encoder 103-1, or the decoder 104-1.
  • the video signal input from is output to the video output terminal 113.
  • the video processing unit 107-2 can also process a plurality of video signals from the video input terminal 112.
  • the audio processing units 108-1 and 108-2 control the audio input terminal 114 and the audio output terminal 115, respectively, and output the audio signal input from the audio input terminal 114 to the encoder 103-2 or the decoder 104-2.
  • the audio signal input from is output to the audio output terminal 115.
  • the remote control processing unit 109 outputs a remote control signal input from the remote control input terminal 116 to the control unit 101 as operation information.
  • the network connection unit 110 transmits / receives video / audio streams, still image data, and game information used for the game to / from other game devices and servers connected via the network connection terminal 117 and the network 3.
  • the video input terminal 112 is connected to the camera 4 and outputs the video signal input from the camera 4 to the video processing unit 107-2.
  • the video input / output terminal 112 can be connected to a plurality of cameras and can simultaneously output a plurality of video signals to the video processing unit 107-2.
  • the video output terminal 113 is connected to the monitor 5 and outputs the video signal input from the video processing unit 107-1 to the monitor 5.
  • the audio input terminal 114 is connected to the microphone 6 and outputs an audio signal input from the microphone 6 to the audio processing unit 108-2.
  • the audio output terminal 115 is connected to the speaker 7 and outputs the audio signal input from the audio processing unit 108-1 to the speaker 7.
  • FIG. 12 is a block configuration diagram showing a specific example of the internal configuration of the server 10 in the image processing system shown in FIG.
  • Reference numeral 1301 denotes a control unit
  • 1302 denotes a memory
  • 1303 denotes a storage unit
  • 1304 denotes a network connection unit
  • 1305 denotes a network connection terminal.
  • the control unit 1301 realizes functions corresponding to various programs by expanding a program stored in the storage unit 1303 in the memory 1302 and executing the expanded program as will be described later.
  • the storage unit 1303 associates a program executed by the control unit 1301, image data of all cards used in the card game, and card information (for example, card name, attack power, defense power, special ability, etc.) of the card. Stores database and card game rules.
  • the network connection unit 1304 transmits / receives video / audio streams, still image data, and game information used for the game to / from the game apparatus connected via the network connection terminal 1305 and the network 3.
  • FIG. 3 is a diagram showing a specific example of a program read from the storage unit 106 of the game apparatus 1 in FIG. 2 and developed in the memory 102, where 301 is a photographing unit, 302 is a still image generating unit, and 303. Is a moving image generation unit, 304 is a transmission processing unit, 305 is a reception processing unit, 306 is a moving image reproduction unit, 307 is a screen display unit, 308 is a difference detection unit, and 311 is a card area detection unit.
  • 301 is a photographing unit
  • 302 is a still image generating unit
  • 303 Is a moving image generation unit
  • 304 is a transmission processing unit
  • 305 is a reception processing unit
  • 306 is a moving image reproduction unit
  • 307 is a screen display unit
  • 308 is a difference detection unit
  • 311 is a card area detection unit.
  • the photographing unit 301 obtains a video signal of the play mat 11 photographed by the camera 4 and obtains an audio signal such as a user's voice collected by the microphone 6.
  • the still image generation unit 302 generates still image data from the video signal acquired by the imaging unit 301.
  • the moving image generation unit 303 generates a video / audio stream from the video signal and the audio signal acquired by the imaging unit 301.
  • the transmission processing unit 304 transmits the video / audio stream created by the moving image generation unit 303 to another game device 2 or transmits the still image data generated by the still image generation unit 302 to the server 10.
  • the reception processing unit 305 receives a video / audio stream from another device (for example, the game device 2) or receives game information from the server 10.
  • the video playback unit 306 plays back the video / audio stream received by the reception processing unit 305.
  • the screen display unit 307 performs screen display in which the video reproduced by the video reproduction unit 306 and the game information are combined.
  • the difference detection unit 308 detects a difference between video frames of the video signal acquired by the imaging unit 301.
  • the difference is detected by taking the difference between the previous video frame on the time axis and the current video frame. By detecting the difference, it can be determined whether there is a movement of the card in the video.
  • the determination result of the presence / absence of card movement is used to determine whether or not to perform processing in another program (for example, the transmission processing unit 304 or the card area detection unit 311).
  • the card area detection unit 311 detects a card area included in the video.
  • the extracted card area information is used by the still image generation unit 302 and the moving image generation unit 303 to generate a video stream or still image data of only the card area.
  • a configuration may be provided that includes a video output unit that outputs data of a display screen in which the video reproduced by the video reproduction unit 306 and game information are combined to a device having a display device.
  • FIG. 4 is a diagram showing a specific example of a program developed in the memory 1302 of the server 10, where 401 is a reception processing unit, 402 is a card identification unit, 403 is a database unit, 405 is a game situation management unit, and 407. Is a transmission processing unit, 408 is a difference detection unit, and 411 is a card area detection unit.
  • the reception processing unit 401 receives a video / audio stream and still image data transmitted from an external device (for example, the game device 1 or the game device 2).
  • the card identifying unit 402 identifies the type of the card from the video of the card included in the video / audio stream or still image data received by the reception processing unit 401, and from the database stored in the storage unit 1303 of the server 10. Get card information.
  • the card identification unit 402 handles image data only in the card area. When the received image data includes other than the card area, the card area is extracted by a card area detection unit 411 described later, and then the card identification unit 402 performs an identification process.
  • the database unit 403 manages a database stored in the storage unit 1303 of the server 10.
  • the database stores image data of all cards used in the game and card information such as the card name, attack power, and defense power of the card in association with each other.
  • the game situation management unit 405 calculates and manages the progress of the game according to the card information and game rules managed by the database unit 403.
  • the calculation and management of the progress status is, for example, content that increases or decreases the player's physical strength or counts the number of cards used from the attack power, defense power, or special ability included in the card information.
  • the transmission processing unit 407 transmits the card information managed by the database unit 403 and the game progress calculated and managed by the game status management unit 405 to other devices (for example, the game device 1 and the game device 2). To do.
  • the difference detection unit 408 detects a difference between video frames and a difference between still image data in the received video / audio stream.
  • the difference is detected by taking the difference between the previous video frame on the time axis and the current video frame and the difference between the still image data. By detecting the difference, it can be determined whether or not the card in the video has moved.
  • the determination result of the presence / absence of card movement is used to determine whether or not to perform processing in another program (for example, card identification unit 402, game situation management unit 405, transmission processing unit 407, card area detection unit 411).
  • the card area detection unit 411 extracts a card area included in the video.
  • the extracted card area information is used when the card identifying unit 402 identifies the card.
  • FIG. 5 is a diagram showing a specific example of the play mat 11 and cards arranged thereon, and reference numerals 502 to 508 denote cards.
  • cards 502 to 508 are printed with various patterns and characters and symbols such as attack power and defense power indicating the ability of the card.
  • FIG. 6 is a diagram showing a specific example of the game screen generated by the game apparatus 2 displayed on the monitor 5.
  • a GUI Graphic User Interface
  • It is configured together.
  • “my own physical strength” and “the physical strength of the opponent” indicating the game status are displayed, and in the lower part of each card, the names of cards such as “dragon” and “slime” are displayed.
  • FIG. 7 is a flowchart showing a series of processing procedures in the game apparatuses 1 and 2 and the server 10.
  • S1001 and S1002 indicate loop ends, and indicate that the process between the loop ends S1001 and S1002 is repeatedly executed while the game continues.
  • the photographing unit 301 of the game apparatus 1 inputs the video of the card on the play mat 11 photographed by the camera 4 and the voice such as the user's voice collected by the microphone 6 to the game apparatus 1 (S1003).
  • a video / audio stream that is a video is generated from the video signal and the audio signal input in S1003 by the video generation unit 303 of the game apparatus 1, and the video / audio stream generated by the transmission processing unit 304 of the game apparatus 1 is generated. Is transmitted to the game apparatus 2 (S1004).
  • the game apparatus 2 receives the video / audio stream transmitted from the game apparatus 1 by the reception processing unit 305 of the game apparatus 2 (S1005). Then, the video / audio stream received by the moving image playback unit 306 of the game apparatus 2 is played back, and the video is output to the monitor 5 (S1006).
  • still image data is generated from the video signal input in S1003 by the still image generation unit 302 of the game apparatus 1, and is generated by the transmission processing unit 304 of the game apparatus 1. Is transmitted to the server 10 (S1007).
  • generation of still image data by the still image generation unit 302 may be performed periodically.
  • the server 10 may have a frequency that is necessary for managing the progress of the game, and may be set at a smaller interval than the frequency at which the user changes the card arrangement.
  • the server 10 receives the still image data transmitted from the game apparatus 1 by the reception processing unit 401 of the server 10 (S1008). Then, the card area in the still image data received in S1008 is extracted by the card identification unit 402 of the server 10 (S1009). At this time, the card position information indicating where the extracted card is arranged on the play mat is acquired. The card position information is used when it is important in the game rules where the card is placed.
  • the card area to be extracted may be the entire card or a partial area of the card necessary for card identification.
  • the matching card is identified from the database using the card image obtained by the card identifying unit 402 of the server 10 (S1010), and the corresponding card information is acquired from the database (S1011).
  • the card information includes information used for the game (for example, information such as card name, attack power, defense power, etc.).
  • the game situation management unit 405 makes a determination according to the rules of the game from the card position and card information obtained by identifying the still image data, such as the physical strength on the game device 1 side and the physical strength on the game device 2 side.
  • the game situation data is updated and held (S1012).
  • the transmission processing unit 407 transmits card position information, card information, game situation data, and the like obtained by identifying still image data to the game apparatus 2 (S1013).
  • the reception processing unit 305 of the game apparatus 2 receives card position information, card information, game situation data, or the like
  • the game apparatus 2 is based on the received card position information or card information.
  • the display illustrated in FIG. 6 is output from the game apparatus 2.
  • the text information of “your physical strength” and “the physical strength of the opponent” displayed at the top of the display screen illustrated in FIG. 6 is updated (S1015).
  • the game apparatus 2 can easily determine the type of the card and easily grasp the progress of the game.
  • game device 1 and game device 2 perform the processing of game device 2 and the processing of game device 1 in FIG. 7 in parallel, respectively. That is, the game apparatus 2 also transmits a video / audio stream to the game apparatus 1 using an image obtained by photographing the card on the play mat 12, and transmits still image data to the server 10. Further, the game apparatus 1 receives the video / audio stream transmitted from the game apparatus 2, reproduces and displays it, receives game information from the server 10, and superimposes the card information and the card information on the play mat. The image illustrated in FIG. 6 is displayed.
  • the game apparatus 1 and the game apparatus 2 do not need the database and card identification capability, but transmit still image data for card identification to the server 10, which increases the network load.
  • the second embodiment a method for reducing the amount of data transmitted from the game apparatus 1 to the server 10 will be described.
  • the still image data of the area including the entire play mat photographed by the game apparatus 1 is transmitted to the server 10, but in the second embodiment, the still image data of the card area arranged on the play mat is transmitted.
  • the card area to be extracted may be the entire card or a partial area of the card necessary for card identification.
  • FIG. 8 is a flowchart showing a series of processing procedures of the game apparatuses 1 and 2 and the server 10 in the second embodiment.
  • the card area detection unit 308 of the game apparatus 1 extracts a card area included in the received still image data (S1100).
  • the transmission processing unit 304 transmits the extracted still image data of the card area to the server 10 (S1101).
  • the still image data in the card area transmitted from the game apparatus 1 is received by the reception processing unit 401 of the server 10 (S1102).
  • the card area extraction processing is performed by the server device in S1009.
  • the processing is performed on the game device side, so that the processing on the server side is unnecessary. If information regarding the card position is required, information regarding the card position may be transmitted from the game device 1 together with the still image data in the card area or before and after transmitting the still image data in the card area. .
  • the amount of data transmitted from the game device to the server can be reduced, and the load on the network to be used can be reduced.
  • the user of the game device that is playing the game changes the card layout, such as when a new card is inserted or the position of a card that is already on the playmat is changed. This is the case.
  • the method of periodically transmitting still image data in order to correctly determine the progress of the game, it is necessary not to miss the timing when the card arrangement is changed. For this reason, it is necessary to transmit the still image data to the server 10 at a frequency more than the frequency at which the card layout is changed.
  • the transmission timing of the still image data is not periodically but the timing when the card arrangement is changed, the amount of transmission data to the server can be reduced.
  • FIG. 9 is a flowchart showing a series of procedures for performing image information transmission processing when the card arrangement is changed in the game apparatus 1.
  • the procedure of FIG. 9 replaces the procedures of S1003 and S1007 in FIG.
  • an image from the camera 4 is acquired by the photographing unit 301 of the game apparatus 1 (S701).
  • the difference detection unit 308 detects the motion of the acquired video (S702).
  • the method for detecting the motion of the acquired video is, for example, that the difference between the video frame acquired from the camera 4 and the previously acquired frame is extracted every frame, and there is a motion when there is a difference of a certain amount or more. Judged as a state.
  • the state where there is a movement is, for example, a situation where the user holds a card and places it on the play mat.
  • the difference detection unit 308 determines whether or not there is no movement for a certain period of time because it is not necessary to send the video in the middle of the card placement to the server 10, and there is no movement and it is only necessary to transmit the card when the card placement is completed. Determination is made (S703).
  • the certain time here is a short time of about 1 second, for example. If it is determined that there is a motion, the process returns to S702 (N in S703).
  • the fixed time can be set as appropriate. If it is about 1 second, even if the user stops a little while placing the card, it may be determined that the card placement has been completed, so 5 seconds or 10 seconds can be set as appropriate. That's fine.
  • the difference detection unit 308 extracts the difference between the still image data transmitted to the server last time and the still image data of the current video frame (S704). Note that if there is no “still image data transmitted to the previous server” that is the target of the difference (when the processing of S704 is executed for the first time immediately after starting the game), for example, “the still image transmitted to the previous server is performed”. Instead of “image data”, blank data whose entire surface is black may be used, the entire still image data may be transmitted, or still images in the card areas of all cards may be transmitted.
  • the reason why the still image data transmitted to the server last time is used as the difference extraction target is that the card arrangement itself may not be changed even if there is a movement from S702 to S703. For example, the user may have tried to change the arrangement of the card, but has withdrawn his hand without touching the card.
  • the process It is determined whether there is a difference of a certain amount or more as a result of extracting the difference (S705).
  • the certain amount is, for example, the area of the card. If it is determined that there is no more than a certain amount of difference, the process returns to S702 (N in S705). Note that determining that there is a certain amount of difference or more is also referred to as detecting the difference.
  • the stored “still image transmitted to the previous server” is updated with the current still image data (S706). Finally, the current still image data is transmitted to the server 10 (S707).
  • the transmission data amount can be reduced and the network load can be reduced by transmitting the still image data when the card arrangement is changed.
  • the third embodiment can be combined with the processing of the second embodiment. For example, if the processing in FIG. 9 is performed instead of S1003, S1100, and S1101 in FIG. 8 and the still image in the card area obtained by performing the processing in S1100 and S1101 is transmitted in S707, a further network is obtained. The load can be reduced.
  • the processing load of the game device and the processing load of the server are in a trade-off relationship, and it can be said that which method should be taken depends on the operating environment of the image processing system.
  • the performance varies depending on the model, and when the processes of Examples 2 and 3 are performed on a low-performance model, the process becomes slow and the game is smoothly played. There is a possibility that the progress of the game may be hindered.
  • the server processing performance is sufficient, the processing of the game device is reduced. If the server processing performance is not sufficient, the processing is performed in order from the game device having higher performance. It can be said that it is desirable to control load distribution such as increasing the load. A method for performing such load balancing control will be described below.
  • FIG. 10 is a diagram showing a specific example of the game device connection information held in the memory of the server 10.
  • 1201 is the normal maximum connection number
  • 1202 is the threshold connection number
  • 1203 is the current connection number
  • 1204 is the connected device list
  • 1205 is the load distribution execution number
  • 1206 is the load distribution required number.
  • FIG. 10B is a table showing a specific example of the connection device list 1204.
  • the normal connection number 1201 is the maximum number of game devices that can be connected in the processing performance of the server 10 when the system is operated in the form of the first embodiment, and is set by the operator of the server 10.
  • the threshold connection number 1202 is obtained by multiplying the normal maximum connection number by a coefficient in the server 10 and is set by the operator of the server 10.
  • the coefficient here is, for example, 0.9 when the load distribution control is started when a game device exceeding 90% of the normal maximum connection number is connected.
  • the current connection number 1203 is the number of game devices currently connected to the server 10.
  • the connected device list 1204 is a table including game device identification information, processing performance information, and a load distribution state.
  • the identification information is information for specifying the game device, and is an IP (Internet Protocol) address here.
  • the processing performance information indicates a performance index of a CPU (Central Processing Unit) that is the control unit 101 of the game apparatus.
  • the load distribution state is a flag indicating whether or not load distribution processing is performed in the game device.
  • the load distribution process is, for example, the card area extraction process (S1100) in the second embodiment and the card arrangement change detection process (S702 to S706) in the third embodiment.
  • the load distribution execution count 1205 is the number of currently distributed game devices that are performing load distribution processing.
  • the required load distribution number 1206 is the number of game devices that need to perform a new load distribution process among currently connected game devices. This number is obtained by subtracting the threshold connection number 1202 and the load distribution execution number 1205 from the current connection number 1203. This value is the same as the total value of the load distribution state in the connected device list being YES.
  • the game apparatus When the game apparatus is connected to the server 10, the game apparatus transmits identification information and processing performance information to the server 10. Upon receiving the game device identification information and the processing performance information, the server 10 increases the value of the current connection number 1203 by one, records the received information in the connection device list 1204, and sets the load distribution state to NO. In the connection device list 1204, information on all game devices currently connected to the server 10 is recorded.
  • FIG. 11 is a flowchart showing a series of procedures for performing load distribution processing in the server 10.
  • the server 10 determines whether the required load distribution number and the load distribution execution number are different (S801). If the values are the same (N in S801), the process returns to S801 again. If the values are different (Y in S801), the process proceeds to S802.
  • step S802 it is determined whether the required number of load distributions is larger than the number of load distribution executions (S802). If the required load distribution number is larger than the load distribution execution number (Y in S802), a game apparatus having a load distribution state of NO and the highest value of processing performance information is searched from the connected apparatus list 1204 and selected (S803). . A load distribution request message is transmitted to the selected game device, the load distribution state of the game device in the connected device list 1204 is set to YES, and the value of the load distribution execution number 1205 is incremented by 1 (S804). After step S804, the process returns to step S801.
  • step S806 the process returns to step S801.
  • the game device Upon receiving the load distribution request message, the game device performs card area extraction processing (S1100) and / or card arrangement change detection processing (S702 to S706), which are load distribution processing thereafter.
  • card area extraction processing S1100
  • / or card arrangement change detection processing S702 to S706
  • the server 10 When the server 10 receives the still image data from the game device (S1008), based on the number of pixels of the received still image data, whether the data is the data including the entire play mat or only the card region. Is determined. If the still image data is data of an area including the entire playmat, card area extraction processing (S1009) is performed. If the still image data is data of only the card area, the card identification process (S1010) is executed immediately without performing the card area extraction process (S1009). The other processes are the same as those in the flowcharts of FIGS. 7, 8, and 9, and will not be described.
  • the processing load can be distributed by increasing the processing load in order from the game device having the higher performance.
  • game devices having different performances are used in the entire image processing system, it is possible to play a game with as little delay as possible due to processing load.

Abstract

In a system for conducting a card game over a network, the conventional art has problems, namely, that the following have not been considered: efficient processing if new cards are added; and decreasing recording regions provided by a game device. Accordingly, in order to solve such problems, for example, provided is an image processing system in which a first terminal (1), a second terminal (2), and a server (10) are connected by a network (3), wherein the image processing system is configured as follows: image data is transmitted from the first terminal (1) to the server (10); on the basis of the image data received from the first terminal (1) and a prescribed rule, the server performs calculations; and the server (10) transmits the calculation results to the second terminal (2), and the second terminal (2) outputs the display data created on the basis of the calculation results transmitted from the server (10).

Description

画像処理システム、サーバ、及び画像処理端末Image processing system, server, and image processing terminal
 技術分野は、ネットワークを利用した画像処理システム、サーバ、及び画像処理端末に関する。 The technical field relates to an image processing system, a server, and an image processing terminal using a network.
 特許文献1には、「所持するキャラクタカードの内から所定枚数の所望のキャラクタカードを用いて行う対戦ゲームにおいて、キャラクタカードの所持枚数の多少に関わらず、対戦ゲームをより対等に行い得るものにして、本ゲームへのプレイ意欲を促すゲームシステム及びゲーム実行管理方法を提供する」(特許文献1[0005]参照)ことを課題とし、その解決手段として「対戦ゲームに登場するゲームキャラクタの画像を表示する表示器と、前記対戦ゲームで前記ゲームキャラクタに行わせる仮想的な対戦行動に対する指示を受け付ける操作部材とを備えると共に、前記ゲームキャラクタ及び前記対戦行動の能力を規定する能力値が対応付けられた個別のキャラクタカードを所定枚数使用し、各キャラクタカードに対応付けられた能力値及び前記操作部材からの指示内容をネットワークを介して送受することで、複数のゲーム装置間で前記各能力値を用いて対戦ゲームを実行させるゲーム装置と、前記複数のゲーム装置でのゲーム状況に関する情報を収集し、収集した情報から得た結果データを前記対戦ゲームに反映させるサーバ装置とを備えたゲームシステムであって、前記サーバ装置は、前記対戦ゲームに使用中のキャラクタカードの種類の使用情報を各ゲーム毎に取得する取得手段と、前記使用情報の取得数の多少に応じて、前記キャラクタカードの種類間の前記キャラクタカードの種類に対応した能力値の差を狭めるための変換値を前記結果データとして前記キャラクタカードの種類に対応して算出する変換値算出手段と、キャラクタカードの種類に応じた変換値を各キャラクタカードと対応付けて各ゲーム装置に送信する送信手段とを備え、前記ゲーム装置は、対戦ゲームに使用される各キャラクタカードの少なくとも種類を読み取る読取手段と、前記読み取った各キャラクタカードに対応付けられている能力値を、使用中のキャラクタカードに対応する前記変換値を用いて新たな能力値に変換する能力値算出手段と、前記操作部材からの指示による対戦行動を、変換された能力値を用いてゲームキャラクタに実行させる制御手段とを備え」ることが開示されている。 Patent Document 1 states that “in a battle game using a predetermined number of desired character cards from among possessed character cards, the battle game can be played more equally, regardless of the number of character cards possessed. And providing a game system and a game execution management method that encourage motivation to play this game ”(see Patent Document 1 [0005]). As a means for solving the problem,“ an image of a game character appearing in a battle game is provided. A display for displaying, and an operation member for receiving an instruction for a virtual battle action to be performed by the game character in the battle game, and an ability value that defines the ability of the game character and the battle action is associated with each other. Each character card is associated with each character card using a predetermined number of individual character cards. A game device that causes a battle game to be executed between a plurality of game devices using the respective ability values by transmitting and receiving force values and instructions from the operation member via a network, and a game on the plurality of game devices A game system comprising: a server device that collects information about the situation and reflects the result data obtained from the collected information in the battle game, wherein the server device is a type of character card being used in the battle game Acquisition means for acquiring the usage information for each game, and conversion for narrowing the difference in ability value corresponding to the type of the character card between the types of the character card according to the number of acquisitions of the usage information Conversion value calculation means for calculating a value corresponding to the type of character card as the result data, and conversion according to the type of character card Is transmitted to each game device in association with each character card, and the game device reads at least a type of each character card used in a battle game, and reads each character card. The ability value calculation means for converting the associated ability value into a new ability value using the converted value corresponding to the character card in use, and the battle action according to the instruction from the operation member are converted. And a control means for causing the game character to execute using the ability value ”.
特開2008-119257号公報JP 2008-119257 A
 しかし、特許文献1では、新たなカードが追加された場合の効率的な処理や、ゲーム装置が供える記録領域の低減については考慮されていない。 However, Patent Document 1 does not consider efficient processing when a new card is added and reduction of the recording area provided by the game device.
 上記課題を解決するために、例えば特許請求の範囲に記載の構成を採用する。
  本願は上記課題を解決する手段を複数含んでいるが、その一例を挙げるならば、第1の端末と第2の端末とサーバとがネットワークで接続された画像処理システムにおいて、第1の端末からサーバへ画像データを送信し、サーバが第1の端末から受信した画像データ及び所定のルールに基づいて計算を行い、サーバが計算結果を第2の端末へ送信し、第2の端末がサーバから送信された計算結果に基づいて作成した表示データを出力することを特徴とする。
In order to solve the above problems, for example, the configuration described in the claims is adopted.
The present application includes a plurality of means for solving the above-described problems. For example, in an image processing system in which a first terminal, a second terminal, and a server are connected via a network, the first terminal The image data is transmitted to the server, the server performs calculation based on the image data received from the first terminal and a predetermined rule, the server transmits the calculation result to the second terminal, and the second terminal Display data created based on the transmitted calculation result is output.
 上記手段によれば、新たなカードが追加された場合でもより簡単にデータの更新が可能で、端末(ゲーム装置)の製造コストを低減することが可能となる。 According to the above means, even when a new card is added, data can be updated more easily, and the manufacturing cost of the terminal (game device) can be reduced.
画像処理システムの一実施形態を示すシステム構成図である。1 is a system configuration diagram illustrating an embodiment of an image processing system. 図1におけるゲーム装置の一具体例を示すブロック構成図である。It is a block block diagram which shows one specific example of the game device in FIG. 図2での記憶部から読み出されてメモリに展開されたプログラムの一具体例を示す図である。It is a figure which shows one specific example of the program read from the memory | storage part in FIG. 2, and expand | deployed to memory. サーバのメモリに展開されたプログラムの一具体例を示す図である。It is a figure which shows one specific example of the program expand | deployed by the memory of the server. ゲームに使用するプレイマットとその上に配置したカードの一具体例を示す図である。It is a figure which shows one specific example of the playmat used for a game, and the card | curd arrange | positioned on it. ゲーム装置が出力し、モニターに表示するゲーム画面の一具体例を示す図である。It is a figure which shows an example of the game screen which a game device outputs and displays on a monitor. サーバ側でカードの識別処理を行う画像処理システムにおけるゲーム装置およびサーバの処理の一具体例を示すフローチャートである。It is a flowchart which shows a specific example of the process of the game device and server in the image processing system which performs the card identification process on the server side. ゲーム装置側でカード領域の抽出を行う場合のゲーム装置およびサーバの処理の一具体例を示すフローチャートである。It is a flowchart which shows a specific example of the process of a game device and a server in the case of extracting a card | curd area by the game device side. ゲーム装置において、プレイマット上のカードの配置に変化があった場合のみ、サーバに静止画を送信する処理の一具体例を示すフローチャートである。10 is a flowchart showing a specific example of processing for transmitting a still image to a server only when there is a change in the arrangement of cards on a play mat in a game device. サーバのメモリに保持されるゲーム装置接続情報の一具体例を示す図である。It is a figure which shows an example of the game device connection information hold | maintained at the memory of a server. サーバにおける、負荷分散処理を行う一連の手順の一具体例を示すフローチャートである。It is a flowchart which shows one specific example of a series of procedures which perform load distribution processing in the server. 図1におけるサーバの一具体例を示すブロック構成図である。It is a block block diagram which shows one specific example of the server in FIG.
 大量のカードを収集したり、他人とカードを交換したりして楽しむトレーディングカードゲームにおいては、数ヶ月おきに新しいカードが発売される。次々に追加されるカードを、ゲーム装置とサーバとからなるゲームシステムで利用可能とするためには、ゲーム装置とサーバとのそれぞれに格納されているデータをそのたびに更新する必要がある。そのため、ゲーム装置の台数が増えるほど、また新しいカードを発売するほど、データの更新にかかる労力が大きくなる。また、大量のカードデータを格納するためには、ゲーム装置とサーバとのそれぞれが備える記録領域として大容量のものが必要となり、製造コストが高くなる。 In a trading card game where you can collect lots of cards and exchange cards with others, new cards are released every few months. In order to make it possible to use cards added one after another in a game system including a game device and a server, it is necessary to update data stored in the game device and the server each time. For this reason, as the number of game devices increases and as new cards are released, the effort required to update data increases. In addition, in order to store a large amount of card data, a large-capacity recording area is required for each of the game device and the server, which increases manufacturing costs.
 以下で説明する実施例では、ゲーム装置にカードを識別するために必要なデータベースを格納する記録領域が不要となるため、ゲーム装置の製造コストを低減することができる。また、新しいカードが発売された際のデータの更新作業は、ゲーム装置で行う必要がなくなるため、データの更新にかかる労力を低減することができる。 In the embodiment described below, the recording area for storing the database necessary for identifying the card in the game apparatus becomes unnecessary, so that the manufacturing cost of the game apparatus can be reduced. Further, since it is not necessary to perform the data update operation when a new card is released on the game device, it is possible to reduce the labor required for data update.
 次に、実施例の概要について説明する。複数のゲーム装置とサーバとは、ネットワークに接続した状態にある。ゲームを行う際に、各ゲーム装置は、カメラでカードを撮影し、その画像データを他のゲーム装置(例えば対戦相手のゲーム装置)に送信する。あわせて、ゲーム装置で撮影したカードの画像データをサーバに送信する。画像データは静止画データ、動画データのいずれでもよい。例えば、対戦相手のゲーム装置に送信する画像データは動画データ、サーバに送信する画像データは静止画データとしてもよい。 Next, an outline of the embodiment will be described. The plurality of game devices and the server are connected to the network. When playing a game, each game device photographs a card with a camera and transmits the image data to another game device (for example, a game device of an opponent). At the same time, the image data of the card photographed by the game device is transmitted to the server. The image data may be either still image data or moving image data. For example, the image data transmitted to the opponent game device may be moving image data, and the image data transmitted to the server may be still image data.
 サーバでは受信した画像データに含まれるカードの画像を識別し、識別したカードの画像に基づいてサーバのデータベースに格納されたカードの情報を読み出す。サーバは読み出したカードの情報とゲームのルールとに従って、ゲームの状況を計算し、更新する。カードの情報とゲームの状況との更新結果は各ゲーム装置に送信される。ゲーム装置は受信したカードの情報とゲームの状況とを、画面に表示する。 The server identifies the card image included in the received image data, and reads the card information stored in the server database based on the identified card image. The server calculates and updates the game situation according to the read card information and game rules. The update result of the card information and the game situation is transmitted to each game device. The game device displays the received card information and game status on the screen.
 以上により、ゲームのユーザは、ネットワーク越しにカードゲームを行うことができるとともに、上記課題を解決することができる。 As described above, the game user can play the card game over the network and solve the above-mentioned problems.
 以下、図面を用いて実施例の詳細を説明する。 Hereinafter, details of the embodiment will be described with reference to the drawings.
 図1は、画像処理システムの一実施形態を示すシステム構成図である。本実施例の画像処理システムは、複数のゲーム装置とサーバとで構成される。1、2はゲーム装置、3はインターネット、Local Area Network(LAN)等のネットワーク、4はカメラ、5はモニター、6はマイク、7はスピーカー、8はリモコン、10はサーバ、11と12はカードゲームのカードを配置するプレイマットである。図1において、ゲーム装置1は、カメラ4、モニター5、マイク6、スピーカー7と接続され、映像と音声の入出力を行うことができる。なお、ゲーム装置2はゲーム装置1と同様の装置および構成である。 FIG. 1 is a system configuration diagram showing an embodiment of an image processing system. The image processing system according to the present embodiment includes a plurality of game devices and servers. 1 and 2 are game devices, 3 is the Internet, a network such as Local Area Network (LAN), 4 is a camera, 5 is a monitor, 6 is a microphone, 7 is a speaker, 8 is a remote control, 10 is a server, and 11 and 12 are cards It is a play mat for placing game cards. In FIG. 1, a game apparatus 1 is connected to a camera 4, a monitor 5, a microphone 6, and a speaker 7, and can input and output video and audio. The game apparatus 2 has the same apparatus and configuration as the game apparatus 1.
 ゲーム装置1は、ネットワーク3を介してゲーム装置2とネットワークを介してカードゲームを行うことができる。カメラ4は、ゲーム装置1と接続され、撮影した映像信号をゲーム装置1へ出力する。モニター5は、ゲーム装置1と接続され、ゲーム装置1から出力された映像信号を入力し、表示する。マイク6は、ゲーム装置1と接続され、集音した音声を音声信号としてゲーム装置1へ出力する。 The game device 1 can play a card game via the network 3 and the game device 2 via the network. The camera 4 is connected to the game apparatus 1 and outputs the captured video signal to the game apparatus 1. The monitor 5 is connected to the game apparatus 1 and receives and displays the video signal output from the game apparatus 1. The microphone 6 is connected to the game apparatus 1 and outputs the collected sound to the game apparatus 1 as an audio signal.
 スピーカー7は、ゲーム装置1と接続され、ゲーム装置1から出力された音声信号が入力され、音声を出力する。リモコン8は、ゲーム装置1にリモコン信号の送信を行い、ユーザからゲーム装置1への操作指示を与える。サーバ10は、ゲーム装置1およびゲーム装置2と接続され、ゲーム装置1、2から映像信号が入力され、カードの分析を行い、分析結果をゲーム装置1、2に出力する。プレイマット11は、カードゲームに用いる用具で紙や布といった材質でできており、この上にゲームに用いるカードを配置する。図1では、ゲーム装置が2台のみであるが、2台以上のゲーム装置を接続してもよい。 The speaker 7 is connected to the game apparatus 1 and receives an audio signal output from the game apparatus 1 and outputs sound. The remote controller 8 transmits a remote control signal to the game apparatus 1 and gives an operation instruction to the game apparatus 1 from the user. The server 10 is connected to the game apparatus 1 and the game apparatus 2, receives video signals from the game apparatuses 1 and 2, performs card analysis, and outputs the analysis result to the game apparatuses 1 and 2. The play mat 11 is a tool used for a card game and is made of a material such as paper or cloth, on which a card used for the game is arranged. In FIG. 1, there are only two game devices, but two or more game devices may be connected.
 図2は、図1に示す画像処理システムでのゲーム装置1の内部構成の一具体例を示すブロック構成図である。101は制御部、102はメモリ、103-1は映像エンコーダ、103-2は音声エンコーダ、104-1は映像デコーダ、104-2は音声デコーダ、118は多重化部、119は分離部、105はストリーム処理部、106は記憶部、107-1はモニター5へ映像を出力する映像処理部、107-2はカメラ4から映像が入力される映像処理部、108-1はスピーカー7へ音声を出力する音声処理部、108-2はマイク6から音声が入力される音声処理部、109はリモコン処理部、110はネットワーク接続部、112は映像入力端子、113は映像出力端子、114は音声入力端子、115は音声出力端子、116はリモコン入力端子、117はネットワーク接続端子である。 FIG. 2 is a block configuration diagram showing a specific example of the internal configuration of the game apparatus 1 in the image processing system shown in FIG. 101 is a control unit, 102 is a memory, 103-1 is a video encoder, 103-2 is an audio encoder, 104-1 is a video decoder, 104-2 is an audio decoder, 118 is a multiplexing unit, 119 is a demultiplexing unit, 105 is A stream processing unit 106 is a storage unit, 107-1 is a video processing unit that outputs video to the monitor 5, 107-2 is a video processing unit that receives video from the camera 4, and 108-1 outputs audio to the speaker 7. An audio processing unit 108-2 is an audio processing unit to which audio is input from the microphone 6, 109 is a remote control processing unit, 110 is a network connection unit, 112 is a video input terminal, 113 is a video output terminal, and 114 is an audio input terminal 115 is an audio output terminal, 116 is a remote control input terminal, and 117 is a network connection terminal.
 制御部101は、後述するように記憶部106に格納されたプログラムをメモリ102に展開し、展開したプログラムを実行することで各種プログラムに応じた機能を実現するものである。また、リモコン処理部109から入力された操作情報に応じてプログラムを制御する。 As described later, the control unit 101 develops a program stored in the storage unit 106 in the memory 102 and executes the developed program to realize functions corresponding to various programs. Further, the program is controlled in accordance with operation information input from the remote control processing unit 109.
 エンコーダ103-1には、映像処理部107からの映像信号が、エンコーダ103-2には音声処理部108からの音声信号が入力され、入力された信号情報を圧縮符号化し、それぞれ映像データ、音声データとして、後述する多重化部118、ストリーム処理部105にそれぞれ出力する。 The video signal from the video processing unit 107 is input to the encoder 103-1, and the audio signal from the audio processing unit 108 is input to the encoder 103-2. The data is output to a multiplexing unit 118 and a stream processing unit 105, which will be described later.
 デコーダ104-1およびデコーダ104-2には、後述する分離部119またはストリーム処理部105から出力された圧縮符号化されている映像データおよび音声データがそれぞれ入力され、圧縮されている状態から映像信号および音声信号にそれぞれ伸張展開する。 The decoder 104-1 and the decoder 104-2 are respectively input with compressed and encoded video data and audio data output from a separation unit 119 or a stream processing unit 105, which will be described later. And decompression and expansion into audio signals, respectively.
 多重化部118は、エンコーダ103から入力された、MPEG-2システムでElementary Stream(ES)と規定される、圧縮符号化された映像データおよび圧縮符号化された音声データを多重化して、Transport Stream(TS)と呼ばれる、パケット化された映像音声データを出力する。分離部119は、ストリーム処理部105から出力された映像音声データを分離して、映像データおよび音声データを出力する。 The multiplexing unit 118 multiplexes the compression-encoded video data and the compression-encoded audio data, which are defined as Elementary Stream (ES) in the MPEG-2 system, input from the encoder 103, and transports Stream Packetized video / audio data called (TS) is output. The separation unit 119 separates the video / audio data output from the stream processing unit 105 and outputs video data and audio data.
 ストリーム処理部105は、入力された映像音声データから、他のゲーム装置2に送信するネットワークプロトコルのパケットであるネットワークパケットを生成し、連続したネットワークパケットである映像音声ストリームを出力する。また、他のゲーム装置2から受信した映像音声ストリームを、分離部119で処理可能な形式であるTSの映像音声データに変更する。映像音声ストリームとは、映像音声データに、ストリーム処理部105が生成した時間情報や映像および音声のフォーマット情報などのヘッダデータを付加したものである。 The stream processing unit 105 generates a network packet that is a packet of a network protocol to be transmitted to another game device 2 from the input video / audio data, and outputs a video / audio stream that is a continuous network packet. Also, the video / audio stream received from the other game apparatus 2 is changed to video / audio data of TS in a format that can be processed by the separation unit 119. The video / audio stream is obtained by adding header data such as time information generated by the stream processing unit 105 and video / audio format information to the video / audio data.
 記憶部106は、制御部101が実行するプログラムを格納する。映像処理部107-1、107-2は、それぞれ映像入力端子112、映像出力端子113の制御を行い、映像入力端子112から入力した映像信号をエンコーダ103-1に出力したり、デコーダ104-1から入力した映像信号を映像出力端子113へ出力したりする。映像処理部107-2は、映像入力端子112からの複数の映像信号を処理することもできる。 The storage unit 106 stores a program executed by the control unit 101. The video processing units 107-1 and 107-2 control the video input terminal 112 and the video output terminal 113, respectively, and output the video signal input from the video input terminal 112 to the encoder 103-1, or the decoder 104-1. The video signal input from is output to the video output terminal 113. The video processing unit 107-2 can also process a plurality of video signals from the video input terminal 112.
 音声処理部108-1、108-2は、それぞれ音声入力端子114、音声出力端子115の制御を行い、音声入力端子114から入力した音声信号をエンコーダ103-2に出力したり、デコーダ104-2から入力した音声信号を音声出力端子115へ出力したりする。 The audio processing units 108-1 and 108-2 control the audio input terminal 114 and the audio output terminal 115, respectively, and output the audio signal input from the audio input terminal 114 to the encoder 103-2 or the decoder 104-2. The audio signal input from is output to the audio output terminal 115.
 リモコン処理部109は、リモコン入力端子116から入力したリモコン信号を、制御部101に操作情報として出力する。ネットワーク接続部110は、ネットワーク接続端子117、ネットワーク3を介して接続された他のゲーム装置、サーバとの間で、ゲームに用いる映像音声ストリームや静止画データや、ゲーム情報の送受信を行う。 The remote control processing unit 109 outputs a remote control signal input from the remote control input terminal 116 to the control unit 101 as operation information. The network connection unit 110 transmits / receives video / audio streams, still image data, and game information used for the game to / from other game devices and servers connected via the network connection terminal 117 and the network 3.
 映像入力端子112は、カメラ4と接続し、カメラ4から入力した映像信号を映像処理部107-2へ出力する。映像入出力端子112は、複数のカメラと接続し、複数の映像信号を同時に映像処理部107-2へ出力することもできる。 The video input terminal 112 is connected to the camera 4 and outputs the video signal input from the camera 4 to the video processing unit 107-2. The video input / output terminal 112 can be connected to a plurality of cameras and can simultaneously output a plurality of video signals to the video processing unit 107-2.
 映像出力端子113は、モニター5と接続し、映像処理部107-1から入力した映像信号をモニター5へ出力する。音声入力端子114は、マイク6と接続し、マイク6から入力した音声信号を音声処理部108-2へ出力する。音声出力端子115は、スピーカー7と接続し、音声処理部108-1から入力した音声信号をスピーカー7へ出力する。 The video output terminal 113 is connected to the monitor 5 and outputs the video signal input from the video processing unit 107-1 to the monitor 5. The audio input terminal 114 is connected to the microphone 6 and outputs an audio signal input from the microphone 6 to the audio processing unit 108-2. The audio output terminal 115 is connected to the speaker 7 and outputs the audio signal input from the audio processing unit 108-1 to the speaker 7.
 図12は、図1に示す画像処理システムにおけるサーバ10の内部構成の一具体例を示すブロック構成図である。1301は制御部、1302はメモリ、1303は記憶部、1304はネットワーク接続部、1305はネットワーク接続端子である。 FIG. 12 is a block configuration diagram showing a specific example of the internal configuration of the server 10 in the image processing system shown in FIG. Reference numeral 1301 denotes a control unit, 1302 denotes a memory, 1303 denotes a storage unit, 1304 denotes a network connection unit, and 1305 denotes a network connection terminal.
 制御部1301は、後述するように記憶部1303に記憶されたプログラムをメモリ1302に展開し、展開したプログラムを実行することにより、各種プログラムに応じた機能を実現するものである。記憶部1303は、制御部1301が実行するプログラムと、カードゲームに用いるすべてのカードの画像データとそのカードのカード情報(例えばカード名、攻撃力、防御力、特殊能力など)が対応付けられたデータベースと、カードゲームのルールを格納する。 The control unit 1301 realizes functions corresponding to various programs by expanding a program stored in the storage unit 1303 in the memory 1302 and executing the expanded program as will be described later. The storage unit 1303 associates a program executed by the control unit 1301, image data of all cards used in the card game, and card information (for example, card name, attack power, defense power, special ability, etc.) of the card. Stores database and card game rules.
 ネットワーク接続部1304は、ネットワーク接続端子1305、ネットワーク3を介して接続されたゲーム装置との間で、ゲームに用いる映像音声ストリームや静止画データや、ゲーム情報の送受信を行う。 The network connection unit 1304 transmits / receives video / audio streams, still image data, and game information used for the game to / from the game apparatus connected via the network connection terminal 1305 and the network 3.
 図3は、図2におけるゲーム装置1の記憶部106から読み出されてメモリ102に展開されたプログラムの一具体例を示す図であって、301は撮影部、302は静止画生成部、303は動画生成部、304は送信処理部、305は受信処理部、306は動画再生部、307は画面表示部、308は差分検出部、311はカード領域検出部である。以下、このプログラムにおける処理を説明する。 FIG. 3 is a diagram showing a specific example of a program read from the storage unit 106 of the game apparatus 1 in FIG. 2 and developed in the memory 102, where 301 is a photographing unit, 302 is a still image generating unit, and 303. Is a moving image generation unit, 304 is a transmission processing unit, 305 is a reception processing unit, 306 is a moving image reproduction unit, 307 is a screen display unit, 308 is a difference detection unit, and 311 is a card area detection unit. Hereinafter, processing in this program will be described.
 まず、撮影部301では、カメラ4で撮影されたプレイマット11の映像信号を取得すると共に、マイク6で集音されたユーザの声などの音声信号を取得する。静止画生成部302では、撮影部301で取得した映像信号から静止画データを生成する。また、動画生成部303では、撮影部301で取得した映像信号及び音声信号から映像音声ストリームを生成する。そして、送信処理部304では、動画生成部303で作成した映像音声ストリームを他のゲーム装置2に送信したり、静止画生成部302で生成した静止画データをサーバ10に送信したりする。 First, the photographing unit 301 obtains a video signal of the play mat 11 photographed by the camera 4 and obtains an audio signal such as a user's voice collected by the microphone 6. The still image generation unit 302 generates still image data from the video signal acquired by the imaging unit 301. In addition, the moving image generation unit 303 generates a video / audio stream from the video signal and the audio signal acquired by the imaging unit 301. Then, the transmission processing unit 304 transmits the video / audio stream created by the moving image generation unit 303 to another game device 2 or transmits the still image data generated by the still image generation unit 302 to the server 10.
 受信処理部305では、他の装置(例えばゲーム装置2)から映像音声ストリームを受信したり、サーバ10からゲーム情報を受信したりする。動画再生部306では、受信処理部305で受信した映像音声ストリームを再生する。画面表示部307では、動画再生部306で再生した映像とゲーム情報とを組み合わせた画面表示を行う。 The reception processing unit 305 receives a video / audio stream from another device (for example, the game device 2) or receives game information from the server 10. The video playback unit 306 plays back the video / audio stream received by the reception processing unit 305. The screen display unit 307 performs screen display in which the video reproduced by the video reproduction unit 306 and the game information are combined.
 差分検出部308では、撮影部301で取得した映像信号の映像フレーム間の差分を検出する。差分の検出は、時間軸上の1つ前の映像フレームと現在の映像フレームの差分を取ることで行う。差分を検出することで、映像中のカードの動きがあるかどうかを判定することができる。カードの動きの有無の判定結果は、他のプログラム(例えば、送信処理部304やカード領域検出部311)での処理を行うかどうかの判定に用いる。 The difference detection unit 308 detects a difference between video frames of the video signal acquired by the imaging unit 301. The difference is detected by taking the difference between the previous video frame on the time axis and the current video frame. By detecting the difference, it can be determined whether there is a movement of the card in the video. The determination result of the presence / absence of card movement is used to determine whether or not to perform processing in another program (for example, the transmission processing unit 304 or the card area detection unit 311).
 カード領域検出部311では、映像中に含まれるカードの領域を検出する。抽出したカード領域の情報は、静止画生成部302および動画生成部303で利用し、カードの領域のみの映像ストリームまたは静止画データを生成する。 The card area detection unit 311 detects a card area included in the video. The extracted card area information is used by the still image generation unit 302 and the moving image generation unit 303 to generate a video stream or still image data of only the card area.
 なお、画面表示部307に代えて、動画再生部306で再生した映像とゲーム情報とを組み合わせた表示画面のデータを表示デバイスを有する装置へ出力する映像出力部を備える構成にしてもよい。 Note that, instead of the screen display unit 307, a configuration may be provided that includes a video output unit that outputs data of a display screen in which the video reproduced by the video reproduction unit 306 and game information are combined to a device having a display device.
 図4は、サーバ10のメモリ1302に展開されたプログラムの一具体例を示す図であって、401は受信処理部、402はカード識別部、403はデータベース部、405はゲーム状況管理部、407は送信処理部、408は差分検出部、411はカード領域検出部である。 FIG. 4 is a diagram showing a specific example of a program developed in the memory 1302 of the server 10, where 401 is a reception processing unit, 402 is a card identification unit, 403 is a database unit, 405 is a game situation management unit, and 407. Is a transmission processing unit, 408 is a difference detection unit, and 411 is a card area detection unit.
 受信処理部401では、外部の装置(例えば、ゲーム装置1やゲーム装置2)から送信された映像音声ストリームや静止画データを受信する。カード識別部402では、受信処理部401で受信した映像音声ストリームや静止画データの中に含まれるカードの映像から、そのカードの種別を識別し、サーバ10の記憶部1303に格納されたデータベースからカードの情報を取得する。なお、カード識別部402では、カード領域のみの画像データを扱う。受信した画像データがカード領域以外も含む場合は、後述するカード領域検出部411でカード領域を抽出した後に、カード識別部402で識別処理を行う。 The reception processing unit 401 receives a video / audio stream and still image data transmitted from an external device (for example, the game device 1 or the game device 2). The card identifying unit 402 identifies the type of the card from the video of the card included in the video / audio stream or still image data received by the reception processing unit 401, and from the database stored in the storage unit 1303 of the server 10. Get card information. The card identification unit 402 handles image data only in the card area. When the received image data includes other than the card area, the card area is extracted by a card area detection unit 411 described later, and then the card identification unit 402 performs an identification process.
 データベース部403では、サーバ10の記憶部1303に格納されたデータベースを管理する。データベースには、ゲームに用いるすべてのカードの画像データとそのカードのカード名、攻撃力および防御力といったカード情報が対応付けて格納されている。ゲーム状況管理部405では、データベース部403で管理されているカード情報とゲームのルールとに従って、ゲームの進行状況を計算、管理する。進行状況の計算、管理とは、例えばカード情報に含まれる攻撃力や防御力や特殊能力から、ゲーム上のプレイヤーの体力を増減させたり、カードの使用枚数をカウントしたりするといった内容である。 The database unit 403 manages a database stored in the storage unit 1303 of the server 10. The database stores image data of all cards used in the game and card information such as the card name, attack power, and defense power of the card in association with each other. The game situation management unit 405 calculates and manages the progress of the game according to the card information and game rules managed by the database unit 403. The calculation and management of the progress status is, for example, content that increases or decreases the player's physical strength or counts the number of cards used from the attack power, defense power, or special ability included in the card information.
 送信処理部407では、データベース部403で管理されているカード情報およびゲーム状況管理部405で計算、管理されているゲームの進行状況を他の装置(例えば、ゲーム装置1やゲーム装置2)に送信する。 The transmission processing unit 407 transmits the card information managed by the database unit 403 and the game progress calculated and managed by the game status management unit 405 to other devices (for example, the game device 1 and the game device 2). To do.
 差分検出部408は、受信した映像音声ストリーム中の映像のフレーム間の差分および、静止画データ間の差分を検出する。差分の検出は、時間軸上の1つ前と現在の映像フレーム間の差分および、静止画データ間の差分を取ることで行う。差分を検出することで、映像中のカードに動きがあったかどうかを判定することができる。カードの動きの有無の判定結果は、他のプログラム(例えば、カード識別部402、ゲーム状況管理部405、送信処理部407、カード領域検出部411)での処理を行うかどうかの判定に用いる。 The difference detection unit 408 detects a difference between video frames and a difference between still image data in the received video / audio stream. The difference is detected by taking the difference between the previous video frame on the time axis and the current video frame and the difference between the still image data. By detecting the difference, it can be determined whether or not the card in the video has moved. The determination result of the presence / absence of card movement is used to determine whether or not to perform processing in another program (for example, card identification unit 402, game situation management unit 405, transmission processing unit 407, card area detection unit 411).
 カード領域検出部411は、映像中に含まれるカードの領域を抽出する。抽出したカード領域の情報は、カード識別部402でカードを識別する際に利用する。 The card area detection unit 411 extracts a card area included in the video. The extracted card area information is used when the card identifying unit 402 identifies the card.
 図5は、プレイマット11とその上に配置したカードの一具体例を示す図であって、502から508はカードである。 FIG. 5 is a diagram showing a specific example of the play mat 11 and cards arranged thereon, and reference numerals 502 to 508 denote cards.
 カード502から508には、図では省略しているが、カードごとにさまざまな絵柄と、そのカードの能力を示す攻撃力や防御力などの文字や記号が印刷されている。 Although not shown in the figure, cards 502 to 508 are printed with various patterns and characters and symbols such as attack power and defense power indicating the ability of the card.
 図6は、モニター5に表示するゲーム装置2によって生成されたゲーム画面の一具体例を示す図である。図6のゲーム画面は、ゲーム装置1と接続されたカメラ4で撮影したプレイマット11およびその上に配置されたカードの映像に加えて、ゲーム装置2で生成したGUI(Graphical User Interface)を重ね合わせて構成している。画面の上部には、ゲームの状況を示す「自分の体力」「相手の体力」を表示し、各カードの下部には、例えば「ドラゴン」「スライム」といったカードの名称を表示する。 FIG. 6 is a diagram showing a specific example of the game screen generated by the game apparatus 2 displayed on the monitor 5. In the game screen of FIG. 6, in addition to the video of the play mat 11 photographed by the camera 4 connected to the game apparatus 1 and the card arranged thereon, a GUI (Graphical User Interface) generated by the game apparatus 2 is overlaid. It is configured together. In the upper part of the screen, “my own physical strength” and “the physical strength of the opponent” indicating the game status are displayed, and in the lower part of each card, the names of cards such as “dragon” and “slime” are displayed.
 次に画像処理システムでのネットワークを介したゲームの実施方法について説明する。本実施例では、ゲーム装置1とゲーム装置2とがサーバ10を用いてゲームを実施する例を説明する。ユーザがゲーム装置1のリモコン8を用いてゲームの開始操作を行うと、ゲーム装置1は、サーバ10及びゲームの対戦相手であるゲーム装置2に接続する。 Next, a method for executing a game via a network in the image processing system will be described. In the present embodiment, an example in which the game apparatus 1 and the game apparatus 2 use the server 10 to execute a game will be described. When the user performs a game start operation using the remote controller 8 of the game apparatus 1, the game apparatus 1 connects to the server 10 and the game apparatus 2 that is an opponent of the game.
 図7は、ゲーム装置1、2およびサーバ10における処理の一連の手順を示すフローチャートである。S1001およびS1002は、ループ端を示し、ゲームが継続している間、ループ端S1001とS1002との間の処理が繰り返し実行されることを示す。 FIG. 7 is a flowchart showing a series of processing procedures in the game apparatuses 1 and 2 and the server 10. S1001 and S1002 indicate loop ends, and indicate that the process between the loop ends S1001 and S1002 is repeatedly executed while the game continues.
 まず、ゲーム装置1の撮影部301により、カメラ4で撮影されたプレイマット11上のカードの映像及びマイク6で集音されたユーザの声などの音声がゲーム装置1に入力される(S1003)。次に、ゲーム装置1の動画生成部303により、S1003で入力された映像信号と音声信号から、動画である映像音声ストリームが生成され、ゲーム装置1の送信処理部304により生成された映像音声ストリームがゲーム装置2へ送信される(S1004)。 First, the photographing unit 301 of the game apparatus 1 inputs the video of the card on the play mat 11 photographed by the camera 4 and the voice such as the user's voice collected by the microphone 6 to the game apparatus 1 (S1003). . Next, a video / audio stream that is a video is generated from the video signal and the audio signal input in S1003 by the video generation unit 303 of the game apparatus 1, and the video / audio stream generated by the transmission processing unit 304 of the game apparatus 1 is generated. Is transmitted to the game apparatus 2 (S1004).
 次にゲーム装置2の受信処理部305により、ゲーム装置1から送信された映像音声ストリームをゲーム装置2が受信する(S1005)。そして、ゲーム装置2の動画再生部306により受信した映像音声ストリームが再生され、モニター5に映像が出力される(S1006)。 Next, the game apparatus 2 receives the video / audio stream transmitted from the game apparatus 1 by the reception processing unit 305 of the game apparatus 2 (S1005). Then, the video / audio stream received by the moving image playback unit 306 of the game apparatus 2 is played back, and the video is output to the monitor 5 (S1006).
 S1004と同時に、またはその前後に、ゲーム装置1の静止画生成部302により、S1003で入力された映像信号から静止画データが生成され、ゲーム装置1の送信処理部304により生成された静止画データがサーバ10に送信される(S1007)。ここで、静止画生成部302による静止画データの生成は、定期的に行われるようにしてもよい。具体的には、例えばサーバ10がゲームの進行状況を管理するために必要な頻度で、ユーザがカードの配置を変更する頻度よりも細かい間隔にしてもよい。 At the same time as or before and after S1004, still image data is generated from the video signal input in S1003 by the still image generation unit 302 of the game apparatus 1, and is generated by the transmission processing unit 304 of the game apparatus 1. Is transmitted to the server 10 (S1007). Here, generation of still image data by the still image generation unit 302 may be performed periodically. Specifically, for example, the server 10 may have a frequency that is necessary for managing the progress of the game, and may be set at a smaller interval than the frequency at which the user changes the card arrangement.
 次に、サーバ10の受信処理部401により、サーバ10がゲーム装置1から送信された静止画データを受信する(S1008)。そして、サーバ10のカード識別部402により、S1008で受信した静止画データ中のカード領域が抽出される(S1009)。その際、抽出したカードがプレイマット上のどの位置に配置されていたかを示すカードの位置情報を取得する。カードの位置情報は、ゲームのルール上、どの位置にカードが配置されているかが重要な場合に利用される。なお、抽出されるカード領域は、カード全体でもよいし、カードの識別に必要なカードの一部の領域でもよい。 Next, the server 10 receives the still image data transmitted from the game apparatus 1 by the reception processing unit 401 of the server 10 (S1008). Then, the card area in the still image data received in S1008 is extracted by the card identification unit 402 of the server 10 (S1009). At this time, the card position information indicating where the extracted card is arranged on the play mat is acquired. The card position information is used when it is important in the game rules where the card is placed. The card area to be extracted may be the entire card or a partial area of the card necessary for card identification.
 そして、サーバ10のカード識別部402により得られたカード画像を用いてデータベースから合致するカードが識別され(S1010)、データベースから対応するカードの情報が取得される(S1011)。カード情報には、ゲームに用いられる情報(例えば、カード名、攻撃力、防御力等の情報)が含まれる。 The matching card is identified from the database using the card image obtained by the card identifying unit 402 of the server 10 (S1010), and the corresponding card information is acquired from the database (S1011). The card information includes information used for the game (for example, information such as card name, attack power, defense power, etc.).
 そして、ゲーム状況管理部405により、静止画データを識別して得られたカードの位置とカード情報とからゲームのルールに従って判定が行われ、ゲーム装置1側の体力やゲーム装置2側の体力といったゲーム状況のデータが更新、保持される(S1012)。 Then, the game situation management unit 405 makes a determination according to the rules of the game from the card position and card information obtained by identifying the still image data, such as the physical strength on the game device 1 side and the physical strength on the game device 2 side. The game situation data is updated and held (S1012).
 そして、送信処理部407により、静止画データを識別して得られたカードの位置の情報やカード情報、ゲーム状況のデータ等がゲーム装置2へ送信される(S1013)。 Then, the transmission processing unit 407 transmits card position information, card information, game situation data, and the like obtained by identifying still image data to the game apparatus 2 (S1013).
 次に、ゲーム装置2の受信処理部305により、ゲーム装置2でカードの位置の情報やカード情報、ゲーム状況のデータ等が受信されると、受信されたカードの位置の情報やカード情報に基づいて、ゲーム装置2から図6に例示した表示が出力される。また、受信されたゲーム状況のデータに基づいて、図6に例示した表示の画面上部に表示されている「自分の体力」「相手の体力」の文字情報が更新される(S1015)。 Next, when the reception processing unit 305 of the game apparatus 2 receives card position information, card information, game situation data, or the like, the game apparatus 2 is based on the received card position information or card information. Thus, the display illustrated in FIG. 6 is output from the game apparatus 2. Further, based on the received game situation data, the text information of “your physical strength” and “the physical strength of the opponent” displayed at the top of the display screen illustrated in FIG. 6 is updated (S1015).
 これにより、ゲーム装置1から送信された映像音声ストリーム中の映像の品質が低く、見づらい場合でも、ゲーム装置2において、容易にカードの種類を判別でき、ゲームの進行の把握が容易となる。 Thus, even if the quality of the video in the video / audio stream transmitted from the game apparatus 1 is low and difficult to see, the game apparatus 2 can easily determine the type of the card and easily grasp the progress of the game.
 また、カード情報に複数の言語を含めることで次のようなことも可能となる。例えば、日本のユーザとアメリカのユーザとの間でゲームを行う際に、それぞれの手元では日本語と英語で印刷されたカードを用い、画面上に表示された相手のカードには、自らの読みやすい言語のカード情報を重ねて表示する。つまり、アメリカのユーザが英語のカードを用いている場合に、日本のユーザのモニターに映し出された画面上のカードに日本語のカード情報を重ねて表示する、といった処理が可能である。 Also, by including multiple languages in the card information, the following becomes possible. For example, when playing a game between a Japanese user and an American user, a card printed in Japanese and English is used at each hand, and the other party's card displayed on the screen has its own reading. Display card information in easy-to-use languages. That is, when an American user uses an English card, it is possible to perform processing such as displaying Japanese card information superimposed on a card displayed on a Japanese user's monitor.
 なお、図7では、説明を簡潔にするため省略しているが、ゲーム装置1とゲーム装置2とはそれぞれ図7におけるゲーム装置2の処理とゲーム装置1の処理とを並行して行う。つまり、ゲーム装置2でもプレイマット12上のカードが撮影された画像を用いて映像音声ストリームをゲーム装置1に送信し、静止画データをサーバ10に送信する。また、ゲーム装置1は、ゲーム装置2から送信された映像音声ストリームを受信し、それを再生表示し、サーバ10からゲーム情報を受信して、プレイマット上のカードの映像とカード情報を重ね合わせて図6に例示した映像を表示する。 Although omitted in FIG. 7 for the sake of brevity, game device 1 and game device 2 perform the processing of game device 2 and the processing of game device 1 in FIG. 7 in parallel, respectively. That is, the game apparatus 2 also transmits a video / audio stream to the game apparatus 1 using an image obtained by photographing the card on the play mat 12, and transmits still image data to the server 10. Further, the game apparatus 1 receives the video / audio stream transmitted from the game apparatus 2, reproduces and displays it, receives game information from the server 10, and superimposes the card information and the card information on the play mat. The image illustrated in FIG. 6 is displayed.
 以上のように、サーバ側でカードの分析を行うことで、ゲーム装置側に大量のカードデータを格納したデータベースを持つ必要がなくなることから、記憶部106の容量を抑えることができ、ゲーム装置の製造コストを抑えることができる。また、新たなカードが発売された際に、ゲーム装置ではデータベースの更新を行う必要がなくなるため、データベースの更新にかかるコストを抑えることができる。 As described above, by analyzing the card on the server side, it is not necessary to have a database storing a large amount of card data on the game device side, so the capacity of the storage unit 106 can be reduced, and the game device Manufacturing cost can be reduced. In addition, when a new card is released, it is not necessary to update the database in the game device, so that the cost for updating the database can be suppressed.
 実施例1では、ゲーム装置1およびゲーム装置2は、データベースおよびカードの識別能力が不要となるが、サーバ10へカード識別用の静止画データを送信するため、ネットワークの負荷が増大する。実施例2では、ゲーム装置1からサーバ10に送信するデータ量を低減する方法について説明する。 In the first embodiment, the game apparatus 1 and the game apparatus 2 do not need the database and card identification capability, but transmit still image data for card identification to the server 10, which increases the network load. In the second embodiment, a method for reducing the amount of data transmitted from the game apparatus 1 to the server 10 will be described.
 実施例1では、ゲーム装置1で撮影したプレイマット全体を含む領域の静止画データをサーバ10に送信するが、実施例2では、プレイマット上に配置されたカード領域の静止画データを送信する。なお、抽出されるカード領域は、カード全体でもよいし、カードの識別に必要なカードの一部の領域でもよい。 In the first embodiment, the still image data of the area including the entire play mat photographed by the game apparatus 1 is transmitted to the server 10, but in the second embodiment, the still image data of the card area arranged on the play mat is transmitted. . The card area to be extracted may be the entire card or a partial area of the card necessary for card identification.
 図8は、実施例2における、ゲーム装置1、2およびサーバ10の処理の一連の手順を示すフローチャートである。 FIG. 8 is a flowchart showing a series of processing procedures of the game apparatuses 1 and 2 and the server 10 in the second embodiment.
 ゲーム装置1におけるS1003からS1004までの処理と、ゲーム装置2におけるS1005からS1006間での処理は、実施例1と同じであるため、説明を省略する。 Since the processing from S1003 to S1004 in the game apparatus 1 and the processing between S1005 to S1006 in the game apparatus 2 are the same as those in the first embodiment, description thereof will be omitted.
 ゲーム装置1のカード領域検出部308により、受信した静止画データに含まれるカードの領域が抽出される(S1100)。送信処理部304は、抽出されたカード領域の静止画データをサーバ10に送信する(S1101)。 The card area detection unit 308 of the game apparatus 1 extracts a card area included in the received still image data (S1100). The transmission processing unit 304 transmits the extracted still image data of the card area to the server 10 (S1101).
 そして、サーバ10の受信処理部401により、ゲーム装置1から送信されたカード領域の静止画データが受信される(S1102)。実施例1では、S1009でサーバ装置によりカード領域の抽出処理を行っていたが、実施例2においてはゲーム装置側でその処理を行うため、サーバ側での処理は不要となる。なお、カードの位置に関する情報が必要な場合、カード領域の静止画データと共に、あるいはカード領域の静止画データを送信する前後に、カードの位置に関する情報をゲーム装置1から送信するようにしてもよい。 Then, the still image data in the card area transmitted from the game apparatus 1 is received by the reception processing unit 401 of the server 10 (S1102). In the first embodiment, the card area extraction processing is performed by the server device in S1009. However, in the second embodiment, the processing is performed on the game device side, so that the processing on the server side is unnecessary. If information regarding the card position is required, information regarding the card position may be transmitted from the game device 1 together with the still image data in the card area or before and after transmitting the still image data in the card area. .
 以降の処理は、実施例1と同様であるため、説明を省略する。 Since the subsequent processing is the same as that of the first embodiment, description thereof is omitted.
 以上の方法により、ゲーム装置からサーバへ送信するデータ量を低減することができ、使用するネットワークの負荷を低減することができる。 By the above method, the amount of data transmitted from the game device to the server can be reduced, and the load on the network to be used can be reduced.
 実施例3では、実施例2とは異なる方法で、ゲーム装置からサーバへ送信するデータ量を低減する方法について説明する。 In the third embodiment, a method for reducing the amount of data transmitted from the game device to the server by a method different from the second embodiment will be described.
 ゲームの状況が更新されるタイミングは、ゲームを行っているゲーム装置のユーザが、新しいカードを出した場合や、すでにプレイマット上にあるカードの位置を変更した場合など、カードの配置に変更があった場合である。定期的に静止画データを送信する方法では、ゲームの進行状況を正しく判定するために、カードの配置に変更が加えられたタイミングを逃さないようにする必要がある。このため、カードの配置に変更が加えられる頻度以上の頻度で静止画データをサーバ10に送信する必要がある。 When the game status is updated, the user of the game device that is playing the game changes the card layout, such as when a new card is inserted or the position of a card that is already on the playmat is changed. This is the case. In the method of periodically transmitting still image data, in order to correctly determine the progress of the game, it is necessary not to miss the timing when the card arrangement is changed. For this reason, it is necessary to transmit the still image data to the server 10 at a frequency more than the frequency at which the card layout is changed.
 一方で、静止画データの送信タイミングを定期的ではなく、カードの配置に変更が加えられたタイミングそのもので行えば、サーバへの送信データ量を低減することができる。 On the other hand, if the transmission timing of the still image data is not periodically but the timing when the card arrangement is changed, the amount of transmission data to the server can be reduced.
 図9は、ゲーム装置1において、カードの配置が変更された場合に画像情報の送信処理を行う一連の手順を示すフローチャートである。図9の手順は、図7におけるS1003およびS1007の手順を置き換えるものである。 FIG. 9 is a flowchart showing a series of procedures for performing image information transmission processing when the card arrangement is changed in the game apparatus 1. The procedure of FIG. 9 replaces the procedures of S1003 and S1007 in FIG.
 図9において、まずはゲーム装置1の撮影部301によりカメラ4からの映像が取得される(S701)。次に、差分検出部308により、取得された映像の動きが検出される(S702)。取得された映像の動きの検出方法は、例えばカメラ4から取得した映像フレームを、毎フレームごとに前回取得したフレームとの差分を抽出し、一定量以上の差分があった場合に、動きがある状態と判定する。 In FIG. 9, first, an image from the camera 4 is acquired by the photographing unit 301 of the game apparatus 1 (S701). Next, the difference detection unit 308 detects the motion of the acquired video (S702). The method for detecting the motion of the acquired video is, for example, that the difference between the video frame acquired from the camera 4 and the previously acquired frame is extracted every frame, and there is a motion when there is a difference of a certain amount or more. Judged as a state.
 動きがある状態とは、例えばユーザがカードを持ってプレイマット上に配置している状況である。カードを配置している最中の映像はサーバ10に送る必要がなく、動きがなくなり、カードの配置が完了した時点で送信すればよいため、一定時間動きがないかどうかを差分検出部308により判定する(S703)。ここでの一定時間とは、例えば1秒程度の短い時間である。動きがあると判定した場合はS702の処理に戻る(S703のN)。なお、一定時間は適宜設定可能である。1秒程度だとユーザがカードを配置している途中に少し手が止まってしまった場合でもカードの配置が完了したと判断されるおそれがあるため、5秒、あるいは10秒等、適宜設定すればよい。 The state where there is a movement is, for example, a situation where the user holds a card and places it on the play mat. The difference detection unit 308 determines whether or not there is no movement for a certain period of time because it is not necessary to send the video in the middle of the card placement to the server 10, and there is no movement and it is only necessary to transmit the card when the card placement is completed. Determination is made (S703). The certain time here is a short time of about 1 second, for example. If it is determined that there is a motion, the process returns to S702 (N in S703). The fixed time can be set as appropriate. If it is about 1 second, even if the user stops a little while placing the card, it may be determined that the card placement has been completed, so 5 seconds or 10 seconds can be set as appropriate. That's fine.
 一定時間動きがないと判定した場合(S703のY)、前回サーバに送信した静止画データと現在の映像フレームの静止画データとの差分が差分検出部308により抽出される(S704)。なお、差分をとる対象となる「前回サーバに送信した静止画データ」が存在しない場合(ゲームを開始した直後にはじめてS704の処理を実行する場合等)には、例えば「前回サーバに送信した静止画データ」の代わりに全面が黒のブランクデータを用いたり、静止画データ全体を送信したり、全てのカードのカード領域の静止画を送信したりすればよい。差分の抽出対象として、前回サーバに送信した静止画データを用いる理由は、S702からS703において動きがあったとしても、カードの配置自体が変更されていない可能性があるためである。例えば、ユーザがカードの配置を変更しようとして、手を出したものの、結局カードに触らずに手を引っ込めた場合などである。 If it is determined that there is no movement for a certain time (Y in S703), the difference detection unit 308 extracts the difference between the still image data transmitted to the server last time and the still image data of the current video frame (S704). Note that if there is no “still image data transmitted to the previous server” that is the target of the difference (when the processing of S704 is executed for the first time immediately after starting the game), for example, “the still image transmitted to the previous server is performed”. Instead of “image data”, blank data whose entire surface is black may be used, the entire still image data may be transmitted, or still images in the card areas of all cards may be transmitted. The reason why the still image data transmitted to the server last time is used as the difference extraction target is that the card arrangement itself may not be changed even if there is a movement from S702 to S703. For example, the user may have tried to change the arrangement of the card, but has withdrawn his hand without touching the card.
 差分を抽出した結果、一定量以上の差分があるかどうかを判定する(S705)。ここでの一定量とは、例えばカードの面積分とする。一定量以上の差分がないと判定した場合はS702の処理に戻る(S705のN)。なお、一定量以上の差分があると判定することを、差分を検出するともいう。 It is determined whether there is a difference of a certain amount or more as a result of extracting the difference (S705). Here, the certain amount is, for example, the area of the card. If it is determined that there is no more than a certain amount of difference, the process returns to S702 (N in S705). Note that determining that there is a certain amount of difference or more is also referred to as detecting the difference.
 一定量を超える差分があった場合(S705のY)、保持している「前回サーバに送信した静止画」を現在の静止画データで更新する(S706)。最後に現在の静止画データをサーバ10に送信する(S707)。 If there is a difference exceeding a certain amount (Y in S705), the stored “still image transmitted to the previous server” is updated with the current still image data (S706). Finally, the current still image data is transmitted to the server 10 (S707).
 その他のゲーム装置1、2およびサーバ10の処理については、実施例1と同じであるため、説明を省略する。 Other processes of the game apparatuses 1 and 2 and the server 10 are the same as those in the first embodiment, and thus description thereof is omitted.
 以上により、カードの配置に変更があった場合に静止画データを送信することで、送信データ量を低減することができ、ネットワークの負荷を低減することができる。 As described above, the transmission data amount can be reduced and the network load can be reduced by transmitting the still image data when the card arrangement is changed.
 なお、実施例3は、実施例2の処理と組み合わせることも可能である。例えば、図8のS1003、S1100、S1101に代えて図9の処理を行い、S707にてS1100、S1101の処理を行って得られたカード領域の静止画を送信するようにすれば、更なるネットワーク負荷の低減が可能となる。 The third embodiment can be combined with the processing of the second embodiment. For example, if the processing in FIG. 9 is performed instead of S1003, S1100, and S1101 in FIG. 8 and the still image in the card area obtained by performing the processing in S1100 and S1101 is transmitted in S707, a further network is obtained. The load can be reduced.
 実施例2と3の方法では、ゲーム装置側で映像の分析処理を行う必要があるため、ネットワークの負荷は低減できるものの、ゲーム装置の処理負荷が高くなる。一方で、ネットワークの負荷が問題にならないような環境であれば、実施例2と3で行うゲーム装置の処理内容は、サーバ10で行うことで、ゲーム装置の処理負荷を軽くすることができる。しかし、この場合、サーバ10の処理負荷が大きくなってしまう。 In the methods of Embodiments 2 and 3, since it is necessary to perform video analysis processing on the game device side, although the load on the network can be reduced, the processing load on the game device increases. On the other hand, if the environment is such that the load on the network does not become a problem, the processing content of the game device performed in the second and third embodiments is performed by the server 10, whereby the processing load on the game device can be reduced. However, in this case, the processing load on the server 10 increases.
 このように、ゲーム装置の処理負荷とサーバの処理負荷はトレードオフの関係にあるといえ、どちらの方法をとるべきかは画像処理システムの動作環境に依存するといえる。例えば、ゲーム装置のハードウェアとして、スマートフォンを使用する場合は、機種によって性能がまちまちであり、低い性能の機種では実施例2と3の処理を行った場合、処理が遅くなり、スムーズにゲームを行えないなど、ゲームの進行に支障が生じる可能性も考えられる。 Thus, it can be said that the processing load of the game device and the processing load of the server are in a trade-off relationship, and it can be said that which method should be taken depends on the operating environment of the image processing system. For example, when using a smartphone as the hardware of the game device, the performance varies depending on the model, and when the processes of Examples 2 and 3 are performed on a low-performance model, the process becomes slow and the game is smoothly played. There is a possibility that the progress of the game may be hindered.
 画像処理システム全体での最適化を考慮すると、サーバの処理性能に余裕がある場合は、ゲーム装置の処理を軽減し、サーバ処理性能に余裕がない場合は、高い性能をもつゲーム装置から順に処理負荷を重くするといった負荷分散の制御を行うことが望ましいといえる。このような負荷分散制御を行う方法について以下で説明する。 Considering the optimization of the entire image processing system, if the server processing performance is sufficient, the processing of the game device is reduced. If the server processing performance is not sufficient, the processing is performed in order from the game device having higher performance. It can be said that it is desirable to control load distribution such as increasing the load. A method for performing such load balancing control will be described below.
 図10は、サーバ10のメモリに保持されるゲーム装置接続情報の一具体例を示す図である。図10(1)の1201は通常最大接続数、1202は閾値接続数、1203は現在接続数、1204は接続装置リスト、1205は負荷分散実行数、1206は負荷分散必要数である。図10(2)は接続装置リスト1204の一具体例を示すテーブルである。 FIG. 10 is a diagram showing a specific example of the game device connection information held in the memory of the server 10. In FIG. 10A, 1201 is the normal maximum connection number, 1202 is the threshold connection number, 1203 is the current connection number, 1204 is the connected device list, 1205 is the load distribution execution number, and 1206 is the load distribution required number. FIG. 10B is a table showing a specific example of the connection device list 1204.
 通常接続数1201は、実施例1の形態でシステムを動作させた場合に、サーバ10の処理性能において、接続可能なゲーム装置の最大数であり、サーバ10の運用者によって設定される。 The normal connection number 1201 is the maximum number of game devices that can be connected in the processing performance of the server 10 when the system is operated in the form of the first embodiment, and is set by the operator of the server 10.
 閾値接続数1202は、サーバ10において、通常最大接続数に係数をかけたものであり、サーバ10の運用者によって設定される。ここでの係数は、例えば通常最大接続数の9割の台数を超えるゲーム装置が接続されたときに負荷分散制御を開始する場合は、0.9となる。 The threshold connection number 1202 is obtained by multiplying the normal maximum connection number by a coefficient in the server 10 and is set by the operator of the server 10. The coefficient here is, for example, 0.9 when the load distribution control is started when a game device exceeding 90% of the normal maximum connection number is connected.
 現在接続数1203は、サーバ10に接続中のゲーム装置の数である。 The current connection number 1203 is the number of game devices currently connected to the server 10.
 接続装置リスト1204は、ゲーム装置の識別情報と処理性能情報と負荷分散状態からなるテーブルである。識別情報は、ゲーム装置を特定する情報であり、ここではIP(Internet Protocol)アドレスとしている。処理性能情報は、ゲーム装置の制御部101であるCPU(Central Processing Unit)の性能指標を指す。負荷分散状態は、そのゲーム装置において負荷分散処理を行っているかどうかを示すフラグである。負荷分散処理とは、例えば実施例2におけるカード領域の抽出処理(S1100)や、実施例3におけるカードの配置変更検出処理(S702~S706)のことである。 The connected device list 1204 is a table including game device identification information, processing performance information, and a load distribution state. The identification information is information for specifying the game device, and is an IP (Internet Protocol) address here. The processing performance information indicates a performance index of a CPU (Central Processing Unit) that is the control unit 101 of the game apparatus. The load distribution state is a flag indicating whether or not load distribution processing is performed in the game device. The load distribution process is, for example, the card area extraction process (S1100) in the second embodiment and the card arrangement change detection process (S702 to S706) in the third embodiment.
 負荷分散実行数1205は、現在接続中のゲーム装置のうち、負荷分散処理を行っている台数である。 The load distribution execution count 1205 is the number of currently distributed game devices that are performing load distribution processing.
 負荷分散必要数1206は、現在接続中のゲーム装置のうち、新たに負荷分散処理を行う必要のあるゲーム装置の台数である。この台数は、現在接続数1203から、閾値接続数1202と負荷分散実行数1205を減じた数である。また、この値は接続装置リストの負荷分散状態がYESの合計値と同じである。 The required load distribution number 1206 is the number of game devices that need to perform a new load distribution process among currently connected game devices. This number is obtained by subtracting the threshold connection number 1202 and the load distribution execution number 1205 from the current connection number 1203. This value is the same as the total value of the load distribution state in the connected device list being YES.
 ゲーム装置は、サーバ10に接続すると、識別情報と処理性能情報をサーバ10に送信する。サーバ10は、ゲーム装置の識別情報と処理性能情報を受信すると、現在接続数1203の値をひとつ増加させるとともに、接続装置リスト1204に受信した情報を記録し、負荷分散状態をNOにする。接続装置リスト1204には、サーバ10に現在接続中のすべてのゲーム装置の情報が記録される。 When the game apparatus is connected to the server 10, the game apparatus transmits identification information and processing performance information to the server 10. Upon receiving the game device identification information and the processing performance information, the server 10 increases the value of the current connection number 1203 by one, records the received information in the connection device list 1204, and sets the load distribution state to NO. In the connection device list 1204, information on all game devices currently connected to the server 10 is recorded.
 図11は、サーバ10において、負荷分散処理を行う一連の手順を示すフローチャートである。 FIG. 11 is a flowchart showing a series of procedures for performing load distribution processing in the server 10.
 サーバ10で、負荷分散必要数と負荷分散実行数の値が異なるか判定する(S801)。値が同じである場合(S801のN)は、再度S801の処理に戻る。値が異なる場合(S801のY)は、S802の処理に進む。 The server 10 determines whether the required load distribution number and the load distribution execution number are different (S801). If the values are the same (N in S801), the process returns to S801 again. If the values are different (Y in S801), the process proceeds to S802.
 次に、負荷分散必要数が負荷分散実行数より大きいか判定を行う(S802)。負荷分散必要数が負荷分散実行数より大きい場合(S802のY)は、接続装置リスト1204から、負荷分散状態がNOで、処理性能情報の値が最も高いゲーム装置を探し、選択する(S803)。選択したゲーム装置に対して、負荷分散要求メッセージを送信し、接続装置リスト1204の該当ゲーム装置の負荷分散状態をYESにするとともに負荷分散実行数1205の値を1つ増加させる(S804)。S804の処理の後はS801の処理に戻る。 Next, it is determined whether the required number of load distributions is larger than the number of load distribution executions (S802). If the required load distribution number is larger than the load distribution execution number (Y in S802), a game apparatus having a load distribution state of NO and the highest value of processing performance information is searched from the connected apparatus list 1204 and selected (S803). . A load distribution request message is transmitted to the selected game device, the load distribution state of the game device in the connected device list 1204 is set to YES, and the value of the load distribution execution number 1205 is incremented by 1 (S804). After step S804, the process returns to step S801.
 負荷分散必要数が負荷分散実行数より小さい場合(S802のN)は、接続装置リスト1204から、負荷分散状態がYESで、処理性能情報の値が最も低いゲーム装置を探し、選択する(S805)。選択したゲーム装置に対して、負荷分散停止メッセージを送信し、接続装置リスト1204の該当ゲーム装置の負荷分散状態をNOにするとともに負荷分散実行数1205の値を1つ減じる(S806)。S806の処理の後はS801の処理に戻る。 If the required load distribution number is smaller than the load distribution execution number (N in S802), the game apparatus having the load distribution state YES and the lowest processing performance information value is searched from the connected device list 1204 and selected (S805). . A load distribution stop message is transmitted to the selected game device, the load distribution state of the corresponding game device in the connected device list 1204 is set to NO, and the value of the load distribution execution count 1205 is decreased by 1 (S806). After step S806, the process returns to step S801.
 ゲーム装置は、負荷分散要求メッセージを受信すると、以降は負荷分散処理である、カード領域の抽出処理(S1100)および/またはカードの配置変更検出処理(S702~S706)を行う。負荷分散停止メッセージを受信した場合は、それまで行っていた負荷分散処理を行わないようにする。 Upon receiving the load distribution request message, the game device performs card area extraction processing (S1100) and / or card arrangement change detection processing (S702 to S706), which are load distribution processing thereafter. When a load balancing stop message is received, the load balancing processing that has been performed so far is not performed.
 サーバ10は、ゲーム装置から静止画データを受信すると(S1008)、受信した静止画データのピクセル数から、そのデータがプレイマット全体を含む領域のデータであるか、カード領域のみのデータであるかを判別する。静止画データがプレイマット全体を含む領域のデータである場合は、カード領域の抽出処理(S1009)を行う。静止画データがカード領域のみのデータである場合は、カード領域の抽出処理(S1009)を行わず、すぐにカード識別の処理(S1010)を実行する。 
 そのほかの処理は、図7、図8および図9のフローチャートと同様であるため説明を省略する。
When the server 10 receives the still image data from the game device (S1008), based on the number of pixels of the received still image data, whether the data is the data including the entire play mat or only the card region. Is determined. If the still image data is data of an area including the entire playmat, card area extraction processing (S1009) is performed. If the still image data is data of only the card area, the card identification process (S1010) is executed immediately without performing the card area extraction process (S1009).
The other processes are the same as those in the flowcharts of FIGS. 7, 8, and 9, and will not be described.
 以上により、サーバ10の処理性能に余裕がない場合は、高い性能をもつゲーム装置から順に処理負荷を重くすることで、処理負荷の分散を行うことができる。これにより、画像処理システム全体において、性能の異なるゲーム装置を用いる場合でも、可能な限り処理負荷による遅延を抑えてゲームを行うことができる。 As described above, when there is no margin in the processing performance of the server 10, the processing load can be distributed by increasing the processing load in order from the game device having the higher performance. As a result, even when game devices having different performances are used in the entire image processing system, it is possible to play a game with as little delay as possible due to processing load.
1、2 ゲーム装置
3 ネットワーク
4 カメラ
5 モニター
6 マイク
7 スピーカー
8 リモコン
10 サーバ
11、12 プレイマット
101 制御部
102 メモリ
103-1、103-2 エンコーダ
104-1、104-2 デコーダ
105 ストリーム処理部
106 記憶部
107-1、107-2 映像処理部
108-1、108-2 音声処理部
109 リモコン処理部
110 ネットワーク接続部
112 映像入力端子
113 映像出力端子
114 音声入力端子
115 音声出力端子
116 リモコン入力端子
117 ネットワーク接続端子
118 多重化部
119 分離部
301 撮影部
302 静止画生成部
303 動画生成部
304 送信処理部
305 受信処理部
306 動画再生部
307 画面表示部
308 差分検出部
311 カード領域検出部
401 受信処理部
402 カード識別部
403 データベース部
405 ゲーム状況管理部
407 送信処理部
408 差分検出部
411 カード領域検出部
502~508 カード
1201 通常最大接続数
1202 閾値接続数
1203 現在接続数
1204 接続装置リスト
1205 負荷分散実行数
1206 負荷分散必要数
1301 制御部
1302 メモリ
1303 記憶部
1304 ネットワーク接続部
1305 ネットワーク接続端子
1, 2 Game device 3 Network 4 Camera 5 Monitor 6 Microphone 7 Speaker 8 Remote control 10 Server 11, 12 Play mat 101 Control unit 102 Memory 103-1, 103-2 Encoder 104-1, 104-2 Decoder 105 Stream processing unit 106 Storage units 107-1 and 107-2 Video processing units 108-1 and 108-2 Audio processing unit 109 Remote control processing unit 110 Network connection unit 112 Video input terminal 113 Video output terminal 114 Audio input terminal 115 Audio output terminal 116 Remote control input terminal 117 Network connection terminal 118 Multiplexer 119 Separator 301 Imager 302 Still image generator 303 Movie generator 304 Transmission processor 305 Reception processor 306 Movie playback unit 307 Screen display unit 308 Difference detector 311 Card area detector 401 Reception Processing unit 402 Card identification unit 403 Database unit 405 Game situation management unit 407 Transmission processing unit 408 Difference detection unit 411 Card area detection unit 502 to 508 Card 1201 Normal maximum connection number 1202 Threshold connection number 1203 Current connection number 1204 Connection device list 1205 Load Number of distributed executions 1206 Number of required load distributions 1301 Control unit 1302 Memory 1303 Storage unit 1304 Network connection unit 1305 Network connection terminal

Claims (13)

  1.  第1の端末と第2の端末とサーバとがネットワークで接続された画像処理システムであって、
     前記第1の端末から前記サーバへ画像データを送信し、
     前記サーバが前記第1の端末から受信した画像データ及び所定のルールに基づいて計算を行い、
     前記サーバが所定の計算を行った計算結果を前記第2の端末へ送信し、
     前記第2の端末が前記サーバから送信された計算結果に基づいて作成した表示データを出力することを特徴とする画像処理システム。
    An image processing system in which a first terminal, a second terminal, and a server are connected via a network,
    Sending image data from the first terminal to the server;
    The server performs calculation based on the image data received from the first terminal and a predetermined rule,
    Sending the result of the calculation performed by the server to the second terminal;
    An image processing system, wherein the second terminal outputs display data created based on a calculation result transmitted from the server.
  2.  請求項1の画像処理システムであって、
     前記第1の端末から前記サーバへ送信される画像データはカードゲームに用いられるカードの情報を含み、
     前記所定のルールは前記カードゲームのルールであり、
     前記サーバが前記第1の端末から受信した画像データに含まれるカードの情報を用いて前記カードゲームのルールに従って計算を行うことを特徴とする画像処理システム。
    The image processing system according to claim 1,
    The image data transmitted from the first terminal to the server includes information on a card used for a card game,
    The predetermined rule is a rule of the card game,
    An image processing system, wherein the server performs calculation according to the rules of the card game using card information included in image data received from the first terminal.
  3.  請求項2の画像処理システムであって、
     前記サーバは前記第1の端末から受信した画像データからカードゲームに用いられるカードの領域を抽出し、当該抽出結果に基づいてカードゲームに用いられるカードの情報を取得することを特徴とする画像処理システム。
    The image processing system according to claim 2,
    The server extracts an area of a card used for a card game from image data received from the first terminal, and acquires information on a card used for the card game based on the extraction result system.
  4.  請求項2の画像処理システムであって、
     前記第1の端末は取得した画像からカードゲームに用いられるカードの領域を抽出し、当該抽出されたカードの領域の画像データを前記サーバへ送信することを特徴とする画像処理システム。
    The image processing system according to claim 2,
    The image processing system, wherein the first terminal extracts an area of a card used for a card game from the acquired image, and transmits image data of the extracted card area to the server.
  5.  請求項2~4のいずれかの画像処理システムであって、
     前記第1の端末は取得した画像と保持している画像との差分が検出された場合に、画像データを前記サーバへ送信することを特徴とする画像処理システム。
    The image processing system according to any one of claims 2 to 4,
    The image processing system, wherein the first terminal transmits image data to the server when a difference between an acquired image and a held image is detected.
  6.  請求項2~5のいずれかの画像処理システムであって、
     前記サーバは、当該サーバにおける処理負荷が所定量以内の場合、前記第1の端末から受信した画像データからカードゲームに用いられるカードの領域を抽出し、当該抽出結果に基づいてカードゲームに用いられるカードの情報を取得し、
     前記サーバは、当該サーバにおける処理負荷が所定量より大きい場合、前記第1の端末へ所定のメッセージを送信し、当該所定のメッセージを受信した前記第1の端末は、取得した画像からカードゲームに用いられるカードの領域を抽出し、当該抽出されたカードの領域の画像データを前記サーバへ送信することを特徴とする画像処理システム。 
    The image processing system according to any one of claims 2 to 5,
    When the processing load on the server is within a predetermined amount, the server extracts a card area used for the card game from the image data received from the first terminal, and is used for the card game based on the extraction result. Get card information,
    When the processing load on the server is greater than a predetermined amount, the server transmits a predetermined message to the first terminal, and the first terminal that has received the predetermined message makes a card game from the acquired image. An image processing system for extracting a card area to be used and transmitting image data of the extracted card area to the server.
  7.  第1の端末及び第2の端末とネットワークを介して接続されるサーバであって、
     前記第1の端末から画像データを受信する受信部と、
     前記受信部で受信した画像データ及び所定のルールに基づいて計算を行う情報処理部と、
     前記情報処理部の計算結果を前記第2の端末へ送信する送信部と、を有することを特徴とするサーバ。
    A server connected to the first terminal and the second terminal via a network,
    A receiving unit for receiving image data from the first terminal;
    An information processing unit that performs calculation based on image data received by the receiving unit and a predetermined rule;
    A transmission unit configured to transmit a calculation result of the information processing unit to the second terminal.
  8.  請求項7のサーバであって、
     前記第1の端末から前記サーバへ送信される画像データはカードゲームに用いられるカードの情報を含み、
     前記所定のルールは前記カードゲームのルールであり、
     前記情報処理部は、前記受信部で受信した画像データに含まれるカードの情報を用いて前記カードゲームのルールに従って計算を行うことを特徴とするサーバ。
    The server of claim 7, wherein
    The image data transmitted from the first terminal to the server includes information on a card used for a card game,
    The predetermined rule is a rule of the card game,
    The server, wherein the information processing unit performs calculation according to rules of the card game using card information included in image data received by the receiving unit.
  9.  請求項8のサーバであって、
     前記受信部で受信した画像データからカードゲームに用いられるカードの領域を抽出するカード識別部を有し、
     前記情報処理部は、前記カード識別部で抽出されたカードの領域に基づいてカードゲームに用いられるカードの情報を取得することを特徴とするサーバ。
    9. The server of claim 8, wherein
    A card identifying unit for extracting a card area used in a card game from the image data received by the receiving unit;
    The server, wherein the information processing unit acquires information on a card used in a card game based on a card area extracted by the card identification unit.
  10.  ネットワークを介してサーバと接続される画像処理端末であって、
     画像データを生成する画像生成部と、
     前記画像生成部で生成された画像データからカードゲームに用いられるカードの領域を検出するカード領域検出部と、
     ネットワークを介して前記カード領域検出部で検出されたカードの領域の画像データを前記サーバへ送信する送信部と、を有することを特徴とする画像処理端末。
    An image processing terminal connected to a server via a network,
    An image generation unit for generating image data;
    A card area detection unit for detecting an area of a card used in a card game from the image data generated by the image generation unit;
    An image processing terminal comprising: a transmission unit configured to transmit image data of a card area detected by the card area detection unit to the server via a network.
  11.  ネットワークを介してサーバと接続される画像処理端末であって、
     画像データを生成する画像生成部と、
     ネットワークを介して前記画像生成部で生成された画像データを前記サーバへ送信する送信部と、
     前記画像生成部で生成した画像と保持している画像との差分を検出する差分検出部と、を有し、
     前記送信部は、前記差分検出部において差分が検出された場合に、画像データを前記サーバへ送信することを特徴とする画像処理端末。
    An image processing terminal connected to a server via a network,
    An image generation unit for generating image data;
    A transmission unit that transmits the image data generated by the image generation unit to the server via a network;
    A difference detection unit that detects a difference between the image generated by the image generation unit and the held image;
    The transmission unit transmits image data to the server when a difference is detected by the difference detection unit.
  12.  ネットワークを介してサーバと接続される画像処理端末であって、
     画像データを生成する画像生成部と、
     前記画像生成部で生成された画像データからカードゲームに用いられるカードの領域を検出するカード領域検出部と、
     ネットワークを介して前記画像生成部で生成された画像データまたは前記カード領域検出部で検出されたカードの領域の画像データを前記サーバへ送信する送信部と、を有し、
     前記送信部は、前記サーバからの所定のメッセージに基づいて、前記画像生成部で生成された画像データの送信と前記カード領域検出部で検出されたカードの領域の画像データの送信とを切替えることを特徴とする画像処理端末。
    An image processing terminal connected to a server via a network,
    An image generation unit for generating image data;
    A card area detection unit for detecting an area of a card used in a card game from the image data generated by the image generation unit;
    A transmission unit that transmits the image data generated by the image generation unit via the network or the image data of the card area detected by the card area detection unit to the server;
    The transmission unit switches between transmission of image data generated by the image generation unit and transmission of image data of a card area detected by the card area detection unit based on a predetermined message from the server. An image processing terminal characterized by.
  13.  請求項10~12のいずれかの画像処理端末であって、
     ネットワークを介して接続された当該画像処理端末とは異なる第2の画像処理端末から画像データを受信する受信部と、
     前記受信部で受信した画像データを出力する画像出力部と、を有し、
     前記送信部は、前記画像生成部で生成された画像のデータを、前記第2の画像処理端末へ送信することを特徴とする画像処理端末。
    The image processing terminal according to any one of claims 10 to 12,
    A receiving unit for receiving image data from a second image processing terminal different from the image processing terminal connected via the network;
    An image output unit that outputs the image data received by the receiving unit;
    The image processing terminal, wherein the transmission unit transmits data of an image generated by the image generation unit to the second image processing terminal.
PCT/JP2013/065917 2013-06-10 2013-06-10 Image processing system, server, and image processing terminal WO2014199424A1 (en)

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