WO2015093506A1 - Capture control system, capture control method, program, information storage medium, and information processing device - Google Patents
Capture control system, capture control method, program, information storage medium, and information processing device Download PDFInfo
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- WO2015093506A1 WO2015093506A1 PCT/JP2014/083345 JP2014083345W WO2015093506A1 WO 2015093506 A1 WO2015093506 A1 WO 2015093506A1 JP 2014083345 W JP2014083345 W JP 2014083345W WO 2015093506 A1 WO2015093506 A1 WO 2015093506A1
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- capture
- image
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- captured
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- 238000000034 method Methods 0.000 title claims abstract description 81
- 238000003860 storage Methods 0.000 title claims abstract description 41
- 230000010365 information processing Effects 0.000 title claims abstract description 10
- 238000013500 data storage Methods 0.000 description 53
- 230000006870 function Effects 0.000 description 20
- 230000005540 biological transmission Effects 0.000 description 18
- 230000004044 response Effects 0.000 description 10
- 238000010586 diagram Methods 0.000 description 9
- 230000003287 optical effect Effects 0.000 description 2
- 230000006399 behavior Effects 0.000 description 1
- 230000004397 blinking Effects 0.000 description 1
- 238000005266 casting Methods 0.000 description 1
- 238000007726 management method Methods 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F21/00—Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
- G06F21/10—Protecting distributed programs or content, e.g. vending or licensing of copyrighted material ; Digital rights management [DRM]
Definitions
- the present invention relates to a capture control system, a capture control method, a program, an information storage medium, and an information processing apparatus.
- a user who executes a program may not want other users to capture an image indicating the execution contents of the program.
- a user who is a game player captures an image indicating the play content of the game by a user who is another player participating in the game or a user who is watching the play content of the game. I don't want it.
- a user who executes a program cannot control capture by another user of an image indicating the execution contents of the program. Therefore, an image indicating the execution contents of the program may be captured by another user against the user's intention.
- the present invention has been made in view of the above problems, and one of its purposes is a capture control system and a capture control system that allows a user who executes a program to control capture by another user of an image indicating the execution contents of the program.
- a capture control system and a capture control system that allows a user who executes a program to control capture by another user of an image indicating the execution contents of the program.
- a capture control system captures whether a capture requesting user who requests capture of an image indicating the execution contents of a program can capture the image from the captured user. And a capture control unit that controls capture of the image by the capture requesting user according to the acceptability.
- the capture control method includes a step of accepting whether or not the capture requesting user who requests the capture of an image indicating the execution contents of the program can capture the image from the captured user, and the acceptability or not. And controlling the capture of the image by the capture requesting user in response.
- the program according to the present invention is a procedure for accepting whether or not the image is captured by a capture requesting user who requests the capture of an image indicating the execution contents of the program, depending on the acceptance or not.
- a procedure for controlling a capture requesting user to capture the image is executed by a computer.
- the information storage medium is configured to accept whether or not the image is captured by the capture requesting user who requests the capture of the image indicating the execution contents of the program from the user to be captured, depending on whether or not the image is received.
- a computer-readable information storage medium storing a program that causes a computer to execute a procedure for controlling capture of the image by the capture requesting user.
- the information processing apparatus includes a capture control unit that controls capture of an image that is received from a captured user and that indicates whether or not an image indicating the execution contents of the program can be captured.
- another program according to the present invention causes a computer to execute a procedure for controlling capture of an image that is received from a captured user and that indicates whether or not an image indicating the execution contents of the program can be captured. It is characterized by.
- another information storage medium executes, on a computer, a procedure for controlling capture of an image that is received from a captured user and that indicates whether or not an image indicating the execution contents of the program is captured.
- a computer-readable information storage medium storing a program characterized by being executed.
- another information processing apparatus provides an image by a capture requesting user who requests to capture an image indicating the execution contents of a program based on whether or not an image set by a captured user can be captured.
- a capture control unit for controlling the capture of the image.
- Another program according to the present invention is based on whether or not an image set by the user to be captured can be captured.
- a procedure for controlling capture is executed by a computer.
- Another information storage medium is based on whether or not an image set by a user to be captured can be captured.
- a computer-readable information storage medium storing a program characterized by causing a computer to execute a procedure for controlling image capture.
- the program is a game program played by a plurality of users including the capture requesting user and the captured user.
- the capture control unit when accepting that the image is not permitted to be captured, the capture control unit is in a state in which at least a part of the information that can identify the captured user is not arranged Control is performed so that the processed image is captured.
- the capture control unit may perform control so that the image on which mosaic processing has been executed is captured in a portion where information that can identify the user to be captured is arranged.
- a capture request unit that notifies the capture requesting user who does not permit the capture requesting user to capture the image, the capture requesting user requesting permission to capture the image
- the capture control unit controls capture of the image by the capture requesting user according to the acceptability received from the captured user who has received the permission request notification.
- FIG. 1 is a diagram showing an example of the overall configuration of a game system 1 according to an embodiment of the present invention.
- a game system 1 according to this embodiment includes a game server 10 and a client 12 (12-1, 12-2, 12-3,... -N).
- the game server 10 and the client 12 are connected to a computer network 14 such as the Internet.
- the game server 10 and the client 12 can communicate with each other.
- the game server 10 is a server computer that executes a game program installed in the game server 10 and in which a plurality of players participate. In the present embodiment, users using different clients 12 participate in the game as players.
- the game server 10 includes, for example, a control unit 10a, a storage unit 10b, and a communication unit 10c.
- the control unit 10a is a program control device such as a CPU, for example, and executes various types of information processing according to programs stored in the storage unit 10b.
- the storage unit 10b is, for example, a storage element such as a ROM or a RAM, a hard disk drive, or the like.
- the communication unit 10c is a communication interface for exchanging data with the client 12 via the computer network 14, for example.
- the game server 10 transmits / receives information to / from each client 12 via the communication unit 10c.
- the client 12 is a computer used by the user of the game server 10, and is, for example, a personal computer, a game console, a television receiver, a portable game device, a portable information terminal, or the like.
- the client 12 includes, for example, a control unit 12a, a storage unit 12b, a communication unit 12c, an output unit 12d, and an input unit 12e.
- the control unit 12a is a program control device such as a CPU, for example, and executes various types of information processing according to programs stored in the storage unit 12b.
- the control unit 12a according to the present embodiment also includes a GPU (Graphics Processing Unit) that draws an image in a frame buffer based on graphics commands and data supplied from the CPU.
- GPU Graphics Processing Unit
- the storage unit 12b is, for example, a storage element such as a ROM or a RAM, a hard disk drive, or the like.
- the storage unit 12b stores a program executed by the control unit 12a.
- a frame buffer area in which an image is rendered by the GPU is secured.
- the communication unit 12c is a communication interface for exchanging data with the game server 10 via the computer network 14, for example.
- the client 12 transmits / receives information to / from the game server 10 and other clients 12 via the communication unit 12c.
- the output unit 12d is, for example, a display unit such as a display that displays and outputs information according to an instruction input from the control unit 12a, and an audio output unit such as a speaker that outputs audio.
- the input unit 12e is, for example, a game controller, a touch pad, a mouse, a keyboard, a microphone, or the like that outputs the content of an operation performed by the user to the control unit 12a.
- the game server 10 executes a game program installed in the game server 10 and in which a plurality of players participate.
- a game program installed in the game server 10 and in which a plurality of players participate.
- the operation of the game system 1 according to the present embodiment will be further described by taking as an example a situation in which the game is being played by three players.
- the names of the three players are player A, player B, and player C, respectively.
- the client 12-1 is used by the player A
- the client 12-2 is used by the player B
- the client 12-3 is used by the player C.
- the game server 10 In the game server 10 according to the present embodiment, data for managing the relationship between players is registered, and a player who is a friend of a certain player can be specified based on the data.
- a player who is a friend is referred to as a friend.
- player C is a friend of player A
- player B is not a friend of player A.
- the game server 10 according to the present embodiment can register a player who is a close friend among friends.
- a player who is a particularly close friend will be referred to as a specific friend.
- a system program is installed in the client 12 according to the present embodiment.
- a game program on the client 12 side corresponding to a program executed on the game server 10 is installed in the client 12 according to the present embodiment.
- the game program operates on a system program installed in the client 12.
- the game program executed on the client 12 and the game program executed on the game server 10 communicate with each other and cooperate to play the game.
- a play image 20 indicating the play content of the game is displayed on the display of the client 12 (see FIGS. 2 to 4, FIGS. 6 to 13, and FIG. 21).
- the play image 20 drawn in the frame buffer of the client 12 is displayed on the display of the client 12.
- the displayed play image 20 is updated at a predetermined frame rate.
- FIG. 2 is a diagram showing an example of the play image 20-1 displayed on the display of the client 12-1.
- the play image 20-1 shows the play contents of the player A in the game.
- the play image 20-1 shown in FIG. 2 shows three character objects CO, which are objects associated with the players. Specifically, the play image 20-1 shows the character object COa of the player A, the character object COb of the player B, and the character object COc of the player C.
- identification information such as the name of the player associated with the character object CO is arranged on the character object CO.
- identification information such as the name of the player A who is the user of the client 12-1 on which the play image 20-1 is displayed is arranged together with the power gauge of the player A. ing.
- identification information such as the names of the players is displayed together with the power gauge of the player. Has been placed.
- FIG. 3 is a diagram showing an example of the play image 20-2 displayed on the display of the client 12-2.
- the play image 20-2 shows the play contents of the player B in the game.
- player identification information associated with the character object CO is arranged on the character object CO.
- identification information such as the name of the player B who is the user of the client 12-2 on which the play image 20-2 is displayed is displayed together with the power gauge of the player B. Has been placed.
- the player A and the player C who are other players participating in the game, have identification information such as the names of the players together with the power gauge of the player. Has been placed.
- the appearance of the character object CO arranged in the virtual three-dimensional space seen from the viewpoint associated with the player A arranged in the virtual space is a play image 20-1 illustrated in FIG. Indicated. Then, a state where the character object CO is viewed from a viewpoint associated with the player B arranged in the virtual space is shown as a play image 20-2 illustrated in FIG.
- each user can request capture of the play image 20 displayed on the display of the client 12 used by the user during game play.
- the play image 20 displayed on the display of the client 12 used by the user is referred to as the play image 20 of the user.
- a user who requests capture of the play image 20 is called a capture request user.
- the play image 20 of the capture request user is captured, and the storage unit of the client 12 used by the capture request user 12b.
- a play moving image capture start request operation composed of a series of play images 20 displayed at a predetermined frame rate on the display is performed. Then, in response to the capture start request operation, capture of the play moving image displayed on the display of the client 12 used by the capture request user is started.
- the play moving image captured in this way is encoded and stored in the storage unit 12b of the client 12.
- the frame rate of the play moving image displayed on the display may be different from the frame rate of the captured play moving image.
- the capture of the play moving image is continued until the capture requesting user performs a predetermined capture end request operation.
- the period from when the capture start request operation is performed to when the capture end request operation is performed is referred to as a capture target period.
- the capture requesting user can set a capture condition for controlling whether or not to capture each play image 20 displayed within the capture target period.
- a capture condition for controlling whether or not to capture each play image 20 displayed within the capture target period.
- the capture condition is not set, a series of play images 20 displayed in the capture target period as described above are stored as play moving images.
- the capture condition is set, the play image 20 of the frame that satisfies the capture condition is stored.
- a condition for starting capture of a play moving image for example, a condition for ending capture of a play moving image, a period for performing capture, and the like can be set. More specifically, for example, a play video is captured from 15 seconds before to 15 seconds after the occurrence of a predetermined event, or a play video is captured for 10 seconds from a timing exceeding a predetermined score. Conditions can be set as capture conditions.
- a play image 20-2 illustrated in FIG. 4 is displayed on the display of the client 12-2.
- An image I1a indicating that the user associated with the identification information is within the capture target period is arranged to the right of the identification information of the player B arranged at the lower left of the play image 20-2.
- the image I1a is deleted from the play image 20-2 when the capture target period of the play moving image ends.
- an image I2 indicating that the capture of the play moving image has been started is arranged.
- the image I2 is deleted from the play image 20-2 when a predetermined time elapses after the capture of the play moving image is started.
- a user who is a player participating in the game can control capture of the play image 20.
- the user who is the player B is not permitted to capture the play image 20 by the user who is the player A.
- the captured play image 20-1 has a high anonymity such as “Anymous” instead of the identification information of the player A, here the name of the user who is the player A.
- An alternative character string AS is arranged.
- control is performed so that identification information of a user who is not permitted to capture is not captured.
- information controlled so as not to be captured such as user identification information in the above example, is referred to as confidential information.
- the confidential information is not limited to the user identification information.
- the confidential information is replaced with the substitute character string AS.
- the confidential information may be controlled not to be captured by performing a mosaic process on the confidential information.
- the player's character object CO may be handled as confidential information. In this case, control may be performed so that the character object CO is not captured by performing the mosaic process on the character object CO of the player who is not permitted to capture the play image 20.
- play image capture control is performed based on policy data associated with user identification information illustrated in FIG.
- policy data associated with identification information of a certain user is referred to as the policy data of the user.
- the user can set the policy data value of the user.
- the policy data of the user is transmitted from the client 12 to the game server 10.
- “Allow friends” is set as the value of the policy data of the user who is the player A.
- the confidential information of the player A is controlled not to be captured as shown in FIG.
- “permit to a specific friend” may be set as the value of the policy data.
- the confidential information of the player registered as the specific friend is captured, and the confidential information of the other players is controlled not to be captured.
- policies of the policy data include, for example, the number of times that capture of the play image 20 or the play moving image is permitted, the length of time during which the capture of the play moving image is permitted, the play image 20 or the play moving image A scene where the capture of the image is permitted may be set.
- the user can control the capture of the play image 20 by another user by setting the value of the policy data.
- it is controlled whether or not the confidential information of the user is arranged in the play image 20 captured by another user.
- the play image 20 in which the confidential information of the user is arranged from being captured by another user.
- the play image 20 when the play image 20 is captured, at least users other than the capture requesting user are notified that the play image 20 is captured.
- the capture requesting user may be notified that the play image 20 is captured.
- a user who is notified that the play image 20 is captured is referred to as a captured user.
- FIG. 6 is a diagram illustrating an example of the play image 20-1 displayed on the display of the client 12-1 associated with the player A who is the captured user when capture of the play moving image by the player B is started. It is.
- An image I1b indicating that the user associated with the identification information is within the capture target period is arranged on the right of the identification information of the player B arranged at the upper left of the play image 20-1.
- the image I1b is different from the image I1a in display mode such as color. For example, the image I1a is yellow and the image I1b is gray.
- the image I1b by displaying the image I1b having a display mode different from that of the image I1a, it is the player A that the confidential information of the player A is not captured although it is within the capture target period.
- the user can recognize.
- the image I1b is deleted from the play image 20-2 when the capture target period ends.
- an image I3 indicating that the capture of the play moving image by the player B is started is arranged in the upper right of the play image 20-1.
- the image I3 is erased from the play image 20-1 when a predetermined time has elapsed since the capture of the play moving image was started.
- the play image 20-2 illustrated in FIG. 7 is displayed on the client 12-2.
- the secret information of the player A here, the identification information is arranged.
- the play image 20-2 is captured and stored in the storage unit 12b of the client 12-2.
- the play image 20-1 in which the image I1a is arranged to the right of the identification information of the player B illustrated in FIG. 8 is displayed on the client 12-1.
- the user who is the player A can recognize that the play image 20 in which the confidential information of the user is arranged is captured by the player B.
- the user of the client 12-2 captures the play image 20
- this is notified to the user of the client 12-1.
- the image I1a is displayed to the right of the identification information of the player B
- the image I1a is displayed to the right of the identification information of the player B in the example of FIG.
- the user who is the player A is notified that 20 is captured.
- the user can notice that the play image 20 is captured by another user. Therefore, for example, it is possible to prevent the play image 20 from being captured by another user in a form not intended by the user.
- the character object COa is arranged in the play image 20-2 captured by the client 12-2, that is, the character object COa enters the view field of view associated with the player B.
- an image I4 indicating that the character object COa associated with the player A is captured is arranged at the upper right of the play image 20-1.
- the content notified to the captured user differs depending on whether or not the object associated with the captured user is arranged in the captured image. Therefore, according to the present embodiment, the user can recognize that the play image 20 in which the object associated with the user is arranged is captured.
- the method of making the content notified to the captured user different is not limited to the above.
- the play image 20-1 in which the image I1a is arranged may be displayed on the display of the client 12-1.
- the play image 20-1 in which the image I1a and the image I4 are arranged is displayed on the display of the client 12-1. May be.
- the image I1a is arranged in the play image 20-1, and otherwise, the image I1a is arranged in the play image 20-1. May not be arranged.
- the user who is the player B can request capture permission.
- the user who is the player B performs a predetermined permission request operation when the secret information of the player A is controlled not to be captured.
- the play image 20-1 in which the image I5 indicating that the permission request notification from the player B has been received is arranged is displayed on the client 12-1.
- an image I6 indicating that the capture is rejected by the player B is displayed in the play image 20- 2 is displayed on the display of the client 12-2.
- a play image 20-2 in which an image indicating that the capture is permitted by the player B is displayed on the upper right is displayed on the display of the client 12-2.
- the play image 20-2 illustrated in FIG. 7 is captured and stored in the storage unit 12b of the client 12-2. In this way, in the present embodiment, it is possible to encourage a user who has refused to capture confidential information to permit the capturing of the confidential information. The user who made the request can recognize whether or not the confidential information can be captured.
- the mode of the play image 20-2 of the capture requesting user displayed when the play moving image is being captured is not limited to that shown in FIGS.
- the play image 20-2 in which the image I7 indicating that recording is being performed is displayed on the upper right is displayed so that the client 12-2 can play It may be indicated that a moving image is being captured.
- the play image 20 may be captured by a plurality of users.
- FIG. 12 shows the play image 20-1 displayed on the display of the first client 12-1 when the user who is the player B and the user who is the player C are capturing the play image 20. Yes.
- capture of the play moving image is controlled based on the policy data shown in FIG. Therefore, as described above, the play image 20-2 in which the secret information of the player A is arranged is controlled not to be captured by the user who is the player B. Therefore, in the play image 20-1 shown in FIG. 12, the image I1b is arranged on the character object COb of the player B.
- “Allow friends” is set as the value of the policy data associated with the player A.
- the player C is a friend of the player A. Therefore, the play image 20 in which the secret information of the player A is arranged is captured by the player C.
- the frame in which the play image 20 shown in FIG. 12 is displayed does not satisfy the capture condition set by the user who is the player C.
- the image I1c is arranged on the character object COb of the player C in the play image 20-1 shown in FIG.
- the image I1c is different from the image I1a and the image I1b in display mode such as color. For example, the image I1c is blue.
- the image I1a is arranged at the position.
- the play image 20 in which an image representing that is arranged at a position associated with a capture request user who does not satisfy the capture condition or a capture request user who satisfies the capture condition is displayed on the display. You may make it do.
- the user to be captured can distinguish and recognize whether or not the frame satisfies the capture condition set by the capture requesting user. Even if the color of the image I1b or the image I1c is associated with the user capturing the play image 20, or the image I1b or the image I1c is assigned a number associated with the player. Good.
- the image I1a, the image I1b, and the image I1c may be arranged anywhere in the play image 20 as long as they are positions associated with the capture requesting user.
- the image I1b and the image I1c may be arranged on the character object CO corresponding to the capture requesting user instead of on the right of the identification information of the capture requesting user. In this way, the user to be captured may be notified that the play image 20 has been captured by the capture requesting user.
- the game server 10 may uniformly control the capture of the play image 20 regardless of the user's policy data. For example, the game server 10 may perform control so that capture of the play image 20 is uniformly prohibited. In this case, for example, when the user who is the player B performs a capture start request operation, an image I8 indicating that the capture of the play moving image as shown in FIG. 13 is prohibited is displayed on the display of the client 12-2. The arranged play image 20-2 is displayed. Note that when the game server 10 does not permit the start of capture of the play moving image, the play image 20-2 illustrated in FIG. 13 may be displayed on the display of the client 12-2.
- the displayed play image 20 and the stored play image 20 may be different.
- the play image 20-2 shown in FIG. 4 is displayed on the display of the client 12-2, an image obtained by deleting the images I1a and I2 from the play image 20-2 may be stored.
- FIG. 14 is a functional block diagram showing an example of functions realized by the game server 10 according to the present embodiment. Note that it is not necessary for the game server 10 according to the present embodiment to realize all the functions illustrated in FIG. 14, and functions other than the functions illustrated in FIG. 14 may be realized.
- the game server 10 functionally includes, for example, a server-side policy data storage unit 30, a server-side capture status data storage unit 32, a capture availability reception unit 34, a game process execution unit 36, and a capture request reception unit 38.
- the notification unit 40 is included.
- the server side policy data storage unit 30 and the server side capture status data storage unit 32 are mainly implemented by the storage unit 10b.
- the game process execution unit 36 is mainly implemented by the control unit 10a and the communication unit 10c.
- the capture request receiving unit 38 and the notification unit 40 are mainly implemented by the communication unit 10c.
- the above functions are implemented by executing a program that is installed in the game server 10 that is a computer and that includes a command corresponding to the above functions in the control unit of the game server 10.
- This program is supplied to the game server 10 via a computer-readable information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or via a computer network such as the Internet. .
- the server-side policy data storage unit 30 stores policy data associated with the user identification information illustrated in FIG.
- the policy data according to the present embodiment is data indicating whether or not the image can be captured by a capture requesting user who requests capture of an image indicating the execution contents of the program, for example, capture of the play image 20 in the present embodiment. .
- the server-side capture status data storage unit 32 stores capture status data indicating the capture status of the play image 20.
- the capture status data includes, for example, the identification information of the capture requesting user, the position and orientation of the character object CO, the above-described capture conditions, and the like.
- capture status data including identification information of a certain user is referred to as capture status data of the user.
- the server side capture status data storage unit 32 stores as many capture status data as the number of capture request users.
- status information indicating whether or not the frame satisfies the capture condition is associated with the capture status data.
- “stop” is set as the value of the status information
- the value of the status information is “Recording” is set.
- the capture availability accepting unit 34 accepts from the user who executes the program whether or not the image is captured by the user who requests the capture of the image indicating the execution contents of the program.
- the capture availability accepting unit 34 accepts from the captured user whether the capture request user can capture the play image 20. More specifically, the capture availability accepting unit 34 receives policy data of the captured user transmitted from the client 12 used by the captured user, for example. Then, the capture propriety accepting unit 34 stores the received policy data in the server side policy data storage unit 30.
- the game process execution unit 36 executes a game program installed in the game server 10.
- the game process execution unit 36 receives operation input information indicating operation input related to the game transmitted from each client 12 used by a user who is a player participating in the game at a predetermined frame rate. .
- the game process execution part 36 produces
- game situation data is generated at a predetermined frame rate.
- the game situation data is data indicating, for example, the position and posture of the character object CO, the position of the viewpoint associated with each player, the line-of-sight direction, and the like.
- the game process execution unit 36 transmits the game situation data generated in the frame to each client 12 at a predetermined frame rate.
- the capture request reception unit 38 receives a capture request transmitted by the client 12 used by the capture request user.
- a play moving image capture start request and a capture end request associated with the capture status data of the capture request user are received.
- the capture request receiving unit 38 when receiving a capture start request for a play video image, stores the capture status data associated with the capture start request in the server-side capture status data storage unit 32. Let Further, when the capture request reception unit 38 receives a capture end request for a play video image, the capture request reception unit 38 deletes the capture state data associated with the capture end request from the server-side capture state data storage unit 32.
- the capture request receiving unit 38 receives status information associated with the identification information of the capture requesting user at a predetermined frame rate within the capture target period. As described above, if the frame satisfies the capture condition set by the capture requesting user, the status information whose value is “recording” is received, and if not, the status information whose value is “stop” is received. Then, the capture request reception unit 38 updates the status information value stored in the server-side capture status data storage unit 32 and associated with the capture request data of the capture request user to the received status information value. To do.
- the notification unit 40 notifies the capture target user that an image indicating the execution content of the program being executed on the game server 10 is captured in response to reception of the capture request.
- the notification unit 40 uses the capture moving image capture start notification associated with the capture status data of the capture requesting user for the captured user. Send to client 12.
- the notification unit 40 receives a play moving image capture end request, the notification unit 40 notifies the client 12 used by the captured user of a play moving image capture end notification associated with the capture request user's capture status data. .
- the capture start notification and the capture end notification are also transmitted to the capture requesting user.
- the notification unit 40 notifies the capture target user that the play image 20 is captured by the capture request user by notifying the identification information of the capture request user. Specifically, for example, the notification unit 40 transmits a capture start notification associated with capture status data including identification information of the capture requesting user to the captured user.
- the notification unit 40 transmits the policy data of the user who participates in the game, including the user, to the client 12 of the user who is the player who participates in the game.
- FIG. 15 is a functional block diagram showing an example of functions realized by the client 12 according to the present embodiment. Note that it is not necessary for the client 12 according to the present embodiment to realize all the functions illustrated in FIG. 15, and functions other than the functions illustrated in FIG. 15 may be realized.
- the client 12 functionally includes, for example, a client side policy data storage unit 50, a client side capture status data storage unit 52, an operation signal reception unit 54, a capture availability transmission / reception unit 56, and a game operation input information transmission unit. 58, game status data receiving unit 60, capture request unit 62, notification receiving unit 64, capture request unit 66, capture request response unit 68, image generation unit 70, display control unit 72, capture unit 74, capture image storage unit 76, Is included.
- the client-side policy data storage unit 50, the client-side capture status data storage unit 52, and the captured image storage unit 76 are mainly implemented by the storage unit 12b.
- the operation signal receiving unit 54 is mainly implemented by the control unit 12a and the input unit 12e.
- the capture availability transmission / reception unit 56, the game operation input information transmission unit 58, the game situation data reception unit 60, the capture request unit 62, the notification reception unit 64, the capture request unit 66, and the capture request response unit 68 are mainly implemented by the communication unit 12c.
- the image generation unit 70 and the capture unit 74 are mainly implemented by the control unit 12a and the storage unit 12b.
- the display control unit 72 is mainly mounted with a control unit 12a, a storage unit 12b, and an output unit 12d.
- each function described above is implemented as a game program on the client 12 side.
- some of the above functions may be implemented as a system program installed in the client 12.
- the capture unit 74 and the captured image storage unit 76 may be implemented as a system program.
- the above functions are implemented by executing a program, which is installed in the client 12 which is a computer, including a command corresponding to the above functions, by the control unit of the client 12.
- This program is supplied to the client 12 via a computer-readable information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or via a computer network such as the Internet.
- the client side policy data storage unit 50 stores the policy data illustrated in FIG. 5 in the same manner as the server side policy data storage unit 30.
- the client side capture status data storage unit 52 stores the capture status data associated with the status information in the same manner as the server side capture status data storage unit 32.
- the capture availability transmission / reception unit 56 transmits to the game server 10 whether the image is captured by a user who requests capture of an image indicating the execution contents of the program, for example, a capture requesting user.
- the capture possibility transmission / reception unit 56 of the client 12 transmits the policy data of the user of the client 12 stored in the client-side policy data storage unit 50 to the game server 10.
- the capture availability transmission / reception unit 56 receives policy data associated with the user identification information transmitted from the notification unit 40 and stores the policy data in the client-side policy data storage unit 50.
- the operation signal reception unit 54 receives an operation signal corresponding to a user operation on the controller.
- the operation signal receiving unit 54 receives an operation signal at a predetermined frame rate.
- the operation signal receiving unit 54 receives an operation signal corresponding to an operation that changes the execution state of the game, for example.
- the operation signal accepting unit 54 accepts an operation signal corresponding to the capture request operation of the play image 20 such as the play moving image capture start request operation or the capture end request operation described above.
- the operation signal accepting unit 54 accepts operation signals corresponding to a capture permission operation, a capture rejection operation, a permission request operation, and the like.
- the game operation input information transmission unit 58 transmits operation input information corresponding to the operation to the game server 10 when the operation signal reception unit 54 receives an operation for changing the execution state of the game.
- the operation input information is received by the game process execution unit 36 as described above.
- the game situation data receiving unit 60 receives game situation data transmitted by the game process execution unit 36 at a predetermined frame rate.
- the capture request unit 62 transmits a capture request for the play image 20.
- the operation signal receiving unit 54 of the client 12 used by the capture requesting user receives an operation signal corresponding to the play image capturing requesting operation input to the input unit 12e by the capture requesting user.
- the operation signal receiving unit 54 of the client 12 used by the capture requesting user has received an operation signal corresponding to the play moving image capture start requesting operation.
- the capture request unit 62 transmits a play moving image capture start request associated with the capture status data of the capture request user to the game server 10.
- the operation signal receiving unit 54 of the client 12 used by the capture requesting user receives an operation signal corresponding to the play moving image capture start / end operation.
- the capture requesting unit 62 transmits a play moving image capture end request associated with the capture status data of the capture requesting user to the game server 10. As described above, these requests are received by the capture request receiving unit 38.
- the capture request unit 62 of the client 12 used by the capture requesting user associates the status information about the frame with the identification information of the capture requesting user at a predetermined frame rate within the capture target period. Send to.
- the notification receiving unit 64 receives various notifications transmitted from the notification unit 40.
- the notification receiving unit 64 receives a play moving image capture start notification and a play moving image capture end notification associated with the capture status data.
- the notification receiving unit 64 When the notification receiving unit 64 receives a capture start notification of a play moving image, the notification receiving unit 64 stores the capture status data associated with the capture start notification in the client side capture status data storage unit 52. Further, when the notification receiving unit 64 receives the capture end notification of the play moving image, the notification receiving unit 64 deletes the capture state data associated with the capture end notification from the client side capture state data storage unit 52.
- the capture requesting unit 66 notifies the capture requesting user who has not permitted the capture requesting user to capture the play image 20, the capture requesting user requesting permission to capture the play image 20.
- the capture request unit 66 transmits a permission request notification for requesting permission for capture when the operation signal receiving unit 54 receives a signal corresponding to the permission request operation.
- the capture request unit 66 of the client 12-2 transmits a permission request notification associated with the identification information of the user who is the player B to the client 12-1.
- the capture request response unit 68 receives a permission request notification. For example, when the capture request unit 66 of the client 12-2 transmits a permission request notification associated with the identification information of the user who is the player B to the client 12-1, the capture request response unit 68 of the client 12-1 Accepts the permission request notification. Then, the capture request responding unit 68 transmits a notification that permits or rejects the capture to the client 12-2.
- transmission / reception of the permission request notification is performed by peer-to-peer communication between the clients 12.
- the game server 10 may relay transmission / reception of the permission request notification.
- the image generation unit 70 generates an image to be displayed on the display of the client 12.
- the image generation unit 70 generates the play image 20 illustrated in FIGS. 2 to 4 and FIGS. 6 to 13 and draws it in the frame buffer.
- the play image 20 is generated at a predetermined frame rate.
- the image generation unit 70 generates the basic play image 20 based on the game situation data received by the game situation data reception unit 60. Then, the image generation unit 70 receives information corresponding to various notifications received by the notification reception unit 64 and the permission request notification received by the capture request response unit 68 for the play image 20, for example, the image I1a, the image I1b, the image Overwrites I2 to I8 etc.
- the display control unit 72 displays the image generated by the image generation unit 70 on the display.
- the play image 20 is displayed on the display at a predetermined frame rate.
- the display control unit 72 displays that the play image 20 is captured on the display of the client 12 used by the captured user who is notified that the play image 20 is captured.
- the display control unit 72 displays that the play image 20 is captured at a position associated with the capture requesting user in the display. In this way, in the present embodiment, the display control unit 72 plays a role as a notification unit that notifies the capture target user that the play image 20 is captured in response to the notification received by the notification reception unit 64. It becomes.
- the capture unit 74 captures an image drawn in the frame buffer and stores the copy in the captured image storage unit 76.
- the captured image storage unit 76 stores the image captured by the capture unit 74.
- the notification unit 40, the notification reception unit 64, the image generation unit 70, and the capture unit 74 as a whole play a role as a capture control unit.
- the capture control unit controls the capture of the image by the capture requesting user according to whether the image is captured, which is accepted by the capture availability accepting unit 34.
- the play image 20 when accepting that the play image 20 is not permitted to be captured, the play image 20 processed so that at least a part of the information that can identify the user to be captured is not arranged. Is controlled to be captured.
- the image generation unit 70 generates the play image 20 in which the confidential information of the user to be captured is replaced with the substitute character string AS or a mosaic process is partially executed.
- the client side policy data storage unit 50 of each client 12 (12-1 to 12-3) stores a value by the user associated with the identification information of the user who uses the client 12 in advance. It is assumed that the set policy data is stored.
- the capture availability transmission / reception unit 56 of the client 12 transmits the policy data of the user who uses the client 12 to the game server 10. Then, the capture acceptance / reception unit 34 of the game server 10 receives the policy data (S101). Here, the processing shown in S101 is executed for each of the clients 12-1 to 12-3. Then, the capture availability accepting unit 34 of the game server 10 stores the received policy data in the server-side policy data storage unit 30 (S102). In this way, the policy data illustrated in FIG. 5 is stored in the server-side policy data storage unit 30.
- the notification unit 40 stores the policy of all the users who are players who participate in the game, the user who is the player A, the user who is the player B, and the user who is the player C, which are stored in the process shown in S102.
- Data is transmitted to the client 12.
- the capture permission / reception unit 56 of the client 12 receives the policy data (S103).
- the capture possibility transmission / reception unit 56 of the client 12 stores the received policy data in the client-side policy data storage unit 50 (S104).
- the processing shown in this processing example ends. In this way, the policy data illustrated in FIG. 5 is also stored in the client-side policy data storage unit 50.
- the policy data of the user who is the player A, the user who is the player B, and the user who is the player C is transmitted to each of the clients 12-1 to 12-3 in the process shown in S103. .
- the policy data of the user who is the player A, the user who is the player B, and the user who is the player C are stored in the client-side policy data storage units 50 of the clients 12-1 to 12-3, respectively. Is done.
- the above processing is performed, for example, when each client 12 starts communication with the game server 10 or when a game to be played is started.
- the user may be able to change the value of the policy data as appropriate. Then, when the user changes the value of the policy data, the user's policy data may be transmitted to the game server 10. Then, the value of the policy data of the user stored in the server-side policy data storage unit 30 may be updated to the value of the transmitted policy data. Then, the policy data may be transmitted to each client 12 and stored in the client-side policy data storage unit 50 of each client 12.
- the image generation unit 70 displays the play image 20 in which an image indicating that the value of the policy data is updated is arranged. May be generated. And the display control part 72 may display the said play image 20 on a display.
- the server-side policy data storage unit 30 has server-side policy data related to the policy of whether or not capture is possible for the entire game, and the value is set by a business operator operating the game server 10 or the like. It may be stored. For example, server-side policy data indicating that the capture of the play image 20 is uniformly prohibited may be stored in the server-side policy data storage unit 30.
- the capture availability transmission / reception unit 56 of the game server 10 stores the policy stored in the server-side policy data storage unit 30 based on the value of the server-side policy data.
- Data values may be updated. Specifically, for example, all policy data values may be updated to “not permitted”. In this way, for example, in controlling the capture of the play image 20, the management policy of the game server 10 can be prioritized over the policy set by the user.
- the policy data of the user who uses the client 12 may not be stored in the client-side policy data storage unit 50 of the client 12 in advance. Then, in the process shown in S101, the capture permission / rejection transmission / reception unit 56 may generate policy data based on the user attributes and the like managed in the client 12, and transmit the policy data.
- the user attribute include age, address, game play count, play time, and the like.
- the policy data may be associated with the program to be executed. Specifically, for example, it may be associated with a game title or game type. And the above-mentioned process may be performed about the policy data specified based on the program performed with the game server 10.
- FIG. Further, default policy data may exist separately from the policy data associated with the program to be executed. In this case, when there is no policy data associated with the program to be executed, the above-described processing may be executed for the default policy data.
- Policy data may be associated with the client 12. For a game without the user's concept, capture control based on the policy data may be performed. Alternatively, which user is playing the game, capture control based on the policy data may be performed.
- the policy data is stored in the client-side policy data storage unit 50 and may be transmitted to the game server 10.
- the policy data may be managed by the game server 10 in association with the identification information of the client 12.
- the capture control in the client 12 may be performed based on the policy data associated with the identification information of the client 12 to be captured.
- the capture request unit 62 of the client 12 used by the capture request user transmits a play moving image capture start request associated with the capture status data of the capture request user to the game server 10. Then, the capture request reception unit 38 of the game server 10 receives the capture start request (S201).
- the capture request receiving unit 38 stores the capture status data associated with the capture start request received in the process shown in S201 in the server-side capture status data storage unit 32 (S202).
- the notification unit 40 transmits the captured user's policy data to the capture requesting user's client 12. Then, the capture availability transmission / reception unit 56 of the client 12 of the capture requesting user receives the policy data (S203). Then, the capture possibility transmission / reception unit 56 stores the policy data in the client-side policy data storage unit 50 (S204).
- the notification unit 40 transmits to the client 12 used by the capture target user and the capture request user a play moving image capture start notification associated with the capture status data of the capture request user.
- the notification reception unit 64 of the client 12 receives the capture start notification (S205).
- the notification reception unit 64 of the client 12 stores the capture status data associated with the capture start notification received in the process shown in S205 in the server-side capture status data storage unit 32 (S206).
- the image generation unit 70 of the client 12 generates the play image 20 (S207).
- the display control unit 72 of the client 12 displays the play image 20 on the display (S208), and ends the processing shown in this processing example.
- the play image 20 as shown in FIG. 4 is displayed on the display of the client 12 used by the capture requesting user.
- a play image 20 as shown in FIG. 6 is displayed on the display of the client 12 used by the user to be captured.
- the capture request unit 62 confirms whether or not the capture of the play moving image is uniformly permitted based on the policy data stored in the client-side policy data storage unit 50 before executing the process shown in S201. May be. If it is confirmed that the processing is not permitted uniformly, the image generation unit 70 generates the play image 20 illustrated in FIG. 13 without performing the processes shown in S201 to S208, and the display control unit 72 causes the play image 20 to be displayed. May be displayed.
- the capture request receiving unit 38 may transmit a voting request as to whether or not to allow capture to the client 12 used by the user to be captured.
- the voting request may be transmitted to the client 12 used by the captured user who is not permitted to capture.
- a screen that prompts voting about whether or not to capture may be displayed on the display of the client 12 that has received the voting request.
- the capture request reception part 38 of the game server 10 may receive the vote result which the to-be-captured user input from the client 12 which the said to-be-captured user uses. Then, the capture request reception unit 38 may determine whether or not capture is possible according to the vote result.
- the game server 10 displays the play image 20 illustrated in FIG. 13 on the display of the client 12 used by the capture requesting user without executing the processing from S202 onward. You may control so that it may be carried out.
- FIG. 18 an example of the flow of processing performed by the client 12-2 and the game server 10 according to the present embodiment.
- the user who is the player B who uses the client 12-2 is a capture requesting user.
- the frame is within the capture target period for the user who is the player B.
- the operation signal reception unit 54 of the client 12-2 receives an operation signal in the frame (S301). Then, the game operation input information transmission unit 58 of the client 12-2 transmits operation input information corresponding to the operation signal to the game server 10. Then, the game process execution unit 36 of the game server 10 receives the operation input information (S302).
- game process execution part 36 of the game server 10 produces
- game situation data is generated based on operation input information received from the client 12 of a user who is a player participating in all the games and the game situation data in the immediately preceding frame.
- the game process execution unit 36 holds the game situation data at least until the immediately following frame.
- the game process execution unit 36 of the game server 10 transmits the game situation data in the frame to the client 12-2.
- the game situation data receiving unit 60 of the client 12-2 receives the game situation data (S304).
- the game situation data is actually transmitted to the client 12 of the user who is a player who participates in all the games including the capture requesting user.
- the capture request unit 62 of the client 12-2 determines whether or not to capture the play image 20 in the frame based on the game situation data received in the process shown in S304 and the capture condition for the user who is the player B. Is determined (S305).
- the capture condition is included in, for example, the capture status data of the user who is the player B stored in the client-side capture status data storage unit 52 of the client 12-2.
- the capture request unit 62 of the client 12-2 sets the value of the status information associated with the capture status data for the user who is the player B based on the determination result in the process shown in S305 (S306).
- the status information about the user who is the player B is information associated with the capture status data of the user who is the player B stored in the client-side capture status data storage unit 52 of the client 12-2, for example. is there.
- the value of the status information is set to either “stop” or “recording”.
- the capture request unit 62 of the client 12-2 transmits the status information whose value is set in the process shown in S306 to the game server 10 in association with the identification information of the capture request user.
- the capture request receiving unit 38 of the game server 10 receives the status information (S307). Then, the capture request reception unit 38 of the game server 10 updates the status information value for the user who is the player B to the status information value received in the process shown in S307 (S308).
- the status information about the user who is the player B is associated with the capture status data of the user who is the player B stored in the server-side capture status data storage unit 32, for example.
- the image generation unit 70 of the client 12-2 generates the play image 20 (S309).
- the play image 20 is drawn in the frame buffer.
- the image generation unit 70 of the client 12-2 first generates the basic play image 20 based on the game situation data received in the process shown in S304.
- the image generation unit 70 of the client 12-2 performs the above-described image I1a, image I1b, and image for the play image 20 based on the capture status data stored in the client-side capture status data storage unit 52.
- I2 to I4, image I7, etc. are arranged.
- the image generation unit 70 specifies the identification information of the player whose capture status data is stored in the client-side capture status data storage unit 52, for example. Then, the image generation unit 70 identifies a player that is not permitted to capture and a player that is permitted based on the policy data stored in the client-side policy data storage unit 50 among these players. . Then, the image generation unit 70 arranges the image I1b at a position associated with the identification information of the player who has been identified as not permitting capture (see FIGS. 6 and 12, etc.).
- the image generation unit 70 specifies whether or not the capture condition is satisfied for the player specified to permit the capture. Whether or not the capture condition is satisfied can be specified based on the value of status information associated with the capture status data stored in the client-side capture status data storage unit 52. Then, the image generation unit 70 arranges the image I1a at a position associated with the identification information of the player who satisfies the capture condition. Then, the image generation unit 70 arranges the image I1c at a position associated with the identification information of the player who does not satisfy the capture condition (see FIG. 12).
- the image generation unit 70 of the client 12-2 obtains the confidential information of the user who is not permitted to capture the play image 20 from the play image 20 based on the policy data stored in the client-side policy data storage unit 50. to erase.
- the image generation unit 70 of the client 12-2 replaces the confidential information with the substitute character string AS, or executes a mosaic process on a part of the play image 20 such as the confidential information.
- the display control unit 72 of the client 12-2 displays the play image 20 generated by the process shown in S309 on the display (S310).
- the capture unit 74 stores the value of the status information associated with the capture status data of the user who is the player B stored in the client-side capture status data storage unit 52 as “recording” or “stop”. It is confirmed whether it exists (S311). If it is “stop”, the processing shown in this processing example is terminated. In the case of “recording”, the capture unit 74 captures the play image 20 drawn in the frame buffer and stores it in the capture image storage unit 76 of the client 12-2 (S312). The process ends.
- the image generation unit 70 may determine whether or not the character object CO is arranged in the captured play image 20. Then, the image generation unit 70 may erase the confidential information of the user determined to be arranged from the play image 20. The determination is performed based on, for example, whether or not there is an obstacle between the two positions by performing ray casting from the position of the viewpoint corresponding to the capture requesting user to the position of the character object CO of the user to be captured. You may be made to be. Further, when the distance between the two positions is shorter than a predetermined length, it may be determined that the character object CO is arranged in the captured play image 20. Note that this determination may be made only for frames that satisfy the capture condition for the capture requesting user.
- the client 12-1 executes processing similar to the processing shown in S301 to S304 described above (S401 to S404).
- the notification receiving unit 64 of the client 12-1 receives the status information transmitted from the game server 10 (S405).
- the process in which the game server 10 transmits the status information is performed after the process shown in S308, for example.
- the status information is, for example, transmitted from the client 12-2 in the process shown in S307.
- the notification receiving unit 64 of the client 12-1 updates the status information value for the user who is the player B to the status information value received in the process shown in S405 (S406).
- the status information about the user who is the player B is, for example, associated with the capture status data of the user who is the player B stored in the client-side capture status data storage unit 52 of the client 12-1. .
- the client 12-1 executes the same processing as S309 and S310 (S407 and S408), and ends the processing shown in this processing example.
- the image I1a, the image I1b, or the image I1c is arranged at a position associated with the identification information of the user who is the player B in the play image 20.
- the image generation unit 70 determines whether or not the character object COa is arranged in the play image 20-2 captured by the capture requesting user, as in the process shown in S309. You may go. And the image generation part 70 may control whether the image I4 illustrated in FIG. 8 is arranged in the play image 20 according to the determination result.
- the capture request unit 66 of the client 12-2 transmits a permission request notification to the client 12-1.
- the capture request response unit 68 of the client 12-1 receives the permission request notification (S501).
- the image generation unit 70 of the client 12-1 generates a play image 20-1 in which the image I5 illustrated in FIG. 9 is arranged, and the display control unit 72 of the client 12-1 performs the client 12-1. (S502).
- the operation signal reception unit 54 of the client 12-1 receives a capture permission operation or a capture rejection operation (S503). Then, the operation signal reception unit 54 of the client 12-1 transmits a notification corresponding to the operation received in the process shown in S503 to the client 12-2. Then, the capture request unit 66 of the client 12-2 receives the notification (S504). For example, when a capture rejection operation is received in the process shown in S503, a notification for rejecting capture is transmitted in the process shown in S504. On the other hand, when a capture permission operation is accepted in the process shown in S503, a notification permitting capture is transmitted in the process shown in S504.
- the image generation unit 70 of the client 12-2 generates a play image 20-2 according to the notification received in the process shown in S504, and the display control unit 72 of the client 12-2 displays the play image 20- 2 is displayed on the display (S505).
- a play image 20-2 in which an image I6 illustrated in FIG. 10 is arranged is displayed.
- the play image 20-2 in which an image indicating that capture is permitted is displayed for the player B.
- the capture possibility transmission / reception unit 56 of the client 12-1 confirms whether or not a capture permission operation is accepted in the process shown in S503 (S506). Then, if it is confirmed that it has not been accepted, that is, that a capture rejection operation has been accepted (S506: N), the game system 1 ends the processing shown in this processing example. On the other hand, when it is confirmed that the capture permission operation has been accepted (S506: Y), the capture permission / reception unit 56 of the client 12-1 has the value “permit to user and friend who are player B”. The policy data of the user who is a player A is transmitted to the game server 10. Then, the capture availability accepting unit 34 of the game server 10 receives the policy data (S507).
- the capture propriety accepting unit 34 of the game server 10 sets the value of the policy data of the user who is the player A stored in the server-side policy data storage unit 30 to the value of the policy data received in the process shown in S507. Update (S508).
- the notification part 40 of the game server 10 transmits the said policy data to the client 12 which the user who is a player participating in the said game uses.
- the policy data is transmitted to the clients 12-1 to 12-3. Therefore, the policy data is also transmitted to the client 12-2.
- the capture permission / reception unit 56 of the client 12-2 receives the policy data (S509).
- the capture permission / reception unit 56 of the client 12-2 converts the value of the policy data of the user who is the player A stored in the client side policy data storage unit 50 into the policy data value received in the process shown in S509. Update (S510).
- the user who is the player A is permitted to capture the confidential information of the user who is the player A. Therefore, the play image 20-2 illustrated in FIG. 7 is displayed on the display of the client 12-2, and the play image 20-2 illustrated in FIG. 8 is displayed on the display of the client 12-1.
- the processing shown in this processing example is finished. In this way, in the present embodiment, the capture of the play image 20 by the capture requesting user is controlled according to whether or not the play image 20 can be captured received from the capture target user who has received the permission request notification.
- the system program may receive a play moving image capture start notification and a capture end notification. Then, the game program may overwrite the play image 20 with the image I1a, the image I1b, the images I2 to I8, etc., as described in the above description of the image generation unit 70. Then, the game program may cause the display to display the image generated by the image generation unit 70 as described in the description of the display control unit 72 described above.
- FIG. 21 is a diagram showing an example of a play image 20 displayed on the display when playing such a game.
- FIG. 21 shows a play image 20 in a game played by four players.
- the play image 20 is divided, and the play contents of different players are shown in the upper left, lower left, upper right, and lower right areas, respectively.
- a play moving image is captured by a user who is a player associated with the upper left area.
- the play image 20 in which the upper left area is cut out is captured.
- an image I7 is arranged in the upper left area of the play image 20. In this way, other players can recognize that the play image 20 is captured.
- the image I7 is arranged in the upper left area of the play image 20, or instead of being arranged, the light emission mode of the light emitting unit of the controller operated by the player associated with the upper left area is changed. May be.
- the behavior of the light emitting unit of the controller operated by the player associated with the upper left area may be different from the controllers operated by other players.
- the user to be captured may be notified that the play image 20 is captured.
- the light emitting unit of the controller operated by the player associated with the upper left area may repeat blinking quickly or gradually blink. Or you may make it the color of the light which the light emission part of the said controller changes periodically.
- the capture start notification may be transmitted to the client 12 used by a user who is not a game player but a friend of the capture requesting user, for example.
- the capture status data may be stored in a storage area managed by the system program.
- the image I1a may be arranged on the right side of the icon representing the capture requesting user in the system image generated and displayed by the system program.
- the capture control of the play image 20 in the game played on the game server 10 is performed.
- An image associated with the policy may be displayed.
- the maximum number of participants of the game played on the game server 10 is expressed as a denominator and the current number of participants is expressed as a numerator in association with the identification information of the game server 10. Fractions are arranged.
- the icon Ic1 is arranged on the right side of the identification information of the game server 10 that is controlled so that the capture of the play image 20 is uniformly prohibited.
- the icon Ic2 is arranged on the right side of the identification information of the game server 10 that is controlled so that the capture of the play image 20 is uniformly permitted.
- the icon Ic3 is arranged on the right side of the identification information of the game server 10 that is controlled so that the capture of the play image 20 is uniformly permitted to friends.
- no icon is arranged on the right side of the identification information of the game server 10 to which the policy data set in the client 12 is applied, that is, the game server 10 that does not uniformly control the capture of the play image.
- the client 12 logs into the game server 10.
- an icon associated with a capture control policy applied in the game server 10 is displayed on a screen displayed on the display while connected to the game server 10 or while a game being executed on the game server 10 is loaded.
- Such an image may be arranged.
- the icon Ic1 is displayed on the screen displayed on the display while connected to the game server 10 controlled to be uniformly prohibited from capturing the play image 20 or while the game being executed on the game server 10 is loaded. It may be arranged.
- the icon Ic2 is displayed on the screen displayed on the display while connected to the game server 10 controlled so that the capture of the play image 20 is uniformly permitted, or while the game being executed on the game server 10 is loaded. May be arranged.
- the capture of the play image 20 is uniformly displayed on the display while connected to the game server 10 controlled to be permitted to a friend or while a game being executed on the game server 10 is loaded.
- the icon Ic3 may be arranged on the screen.
- the game player is notified that the distributed play image 20 is captured by the viewer of the play image 20. May be. That is, the capture requesting user may not be a user who is a game player, but the user to be captured may be a user who is a game player.
- the captured play video may be distributed live.
- the captured play moving image may not be stored in the storage unit 12b of the client 12, but may be buffered and uploaded to a site that provides a live streaming service.
- the present embodiment may be applied to a chat application or an electronic bulletin board.
- the game server 10 may be comprised from the some housing
- the division of roles between the game server 10 and the client 12 is not limited to the above.
- a device that is one of the clients 12 may play the role of the game server 10.
- the apparatus plays the role of both the game server 10 and the client 12 described above.
- the specific character strings described above and the specific character strings in the drawings are examples, and are not limited to these character strings.
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Abstract
Provided are a capture control system, a capture control method, a program, an information storage medium, and an information processing device which allow a user who is running a program to control capture of an image indicating what is being performed by another user. A capture allowability receiving unit (34) receives, from a user who is to be captured, allowability of capturing of an image, which indicates what is being performed, by a capture-requesting user requesting capture of the image. A notification unit (40) and a client (12) control capture of the image by the capture-requesting user in accordance with the received allowability.
Description
本発明は、キャプチャ制御システム、キャプチャ制御方法、プログラム、情報記憶媒体及び情報処理装置に関する。
The present invention relates to a capture control system, a capture control method, a program, an information storage medium, and an information processing apparatus.
ゲームのプレイ内容を示す画像などといった、プログラムの実行内容を示す画像をキャプチャする技術が存在する(例えば特許文献1参照)。そして近年では、複数のプレイヤが参加するゲームのプログラムなどといった、複数のユーザが実行するプログラムにおいても、各ユーザは当該プログラムの実行内容を示す画像がキャプチャできるようになってきている。このようにしてキャプチャされた画像は、例えばユーザが使用している装置に記憶されたり画像公開サイトにアップロードされたりする。
There is a technique for capturing an image indicating the execution content of a program, such as an image indicating the game play content (see, for example, Patent Document 1). In recent years, even in a program executed by a plurality of users, such as a game program in which a plurality of players participate, each user can capture an image indicating the execution contents of the program. The image captured in this way is stored in, for example, a device used by the user or uploaded to an image publishing site.
プログラムを実行するユーザは、他のユーザに当該プログラムの実行内容を示す画像がキャプチャされてほしくないことがある。具体的には例えば、ゲームのプレイヤであるユーザは、当該ゲームに参加する他のプレイヤであるユーザや当該ゲームのプレイ内容を鑑賞しているユーザなどに当該ゲームのプレイ内容を示す画像がキャプチャされてほしくないことがある。しかし従来技術では、プログラムを実行するユーザは当該プログラムの実行内容を示す画像の他のユーザによるキャプチャを制御できなかった。そのため、ユーザの意図に反して他のユーザによりプログラムの実行内容を示す画像がキャプチャされてしまうことがあった。
A user who executes a program may not want other users to capture an image indicating the execution contents of the program. Specifically, for example, a user who is a game player captures an image indicating the play content of the game by a user who is another player participating in the game or a user who is watching the play content of the game. I don't want it. However, in the prior art, a user who executes a program cannot control capture by another user of an image indicating the execution contents of the program. Therefore, an image indicating the execution contents of the program may be captured by another user against the user's intention.
本発明は上記課題に鑑みてなされたものであって、その目的の1つは、プログラムを実行するユーザが当該プログラムの実行内容を示す画像の他のユーザによるキャプチャを制御できるキャプチャ制御システム、キャプチャ制御方法、プログラム、情報記憶媒体及び情報処理装置を提供することにある。
SUMMARY OF THE INVENTION The present invention has been made in view of the above problems, and one of its purposes is a capture control system and a capture control system that allows a user who executes a program to control capture by another user of an image indicating the execution contents of the program. To provide a control method, a program, an information storage medium, and an information processing apparatus.
上記課題を解決するために、本発明に係るキャプチャ制御システムは、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによって当該画像がキャプチャされることの可否を、被キャプチャユーザから受け付けるキャプチャ可否受付部と、受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御するキャプチャ制御部と、を含むことを特徴とする。
In order to solve the above-described problem, a capture control system according to the present invention captures whether a capture requesting user who requests capture of an image indicating the execution contents of a program can capture the image from the captured user. And a capture control unit that controls capture of the image by the capture requesting user according to the acceptability.
また、本発明に係るキャプチャ制御方法は、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによって当該画像がキャプチャされることの可否を、被キャプチャユーザから受け付けるステップと、受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御するステップと、を含むことを特徴とする。
Further, the capture control method according to the present invention includes a step of accepting whether or not the capture requesting user who requests the capture of an image indicating the execution contents of the program can capture the image from the captured user, and the acceptability or not. And controlling the capture of the image by the capture requesting user in response.
また、本発明に係るプログラムは、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによって当該画像がキャプチャされることの可否を、被キャプチャユーザから受け付ける手順、受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御する手順、をコンピュータに実行させることを特徴とする。
Further, the program according to the present invention is a procedure for accepting whether or not the image is captured by a capture requesting user who requests the capture of an image indicating the execution contents of the program, depending on the acceptance or not. A procedure for controlling a capture requesting user to capture the image is executed by a computer.
また、本発明に係る情報記憶媒体は、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによって当該画像がキャプチャされることの可否を、被キャプチャユーザから受け付ける手順、受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御する手順、をコンピュータに実行させることを特徴とするプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体である。
Further, the information storage medium according to the present invention is configured to accept whether or not the image is captured by the capture requesting user who requests the capture of the image indicating the execution contents of the program from the user to be captured, depending on whether or not the image is received. A computer-readable information storage medium storing a program that causes a computer to execute a procedure for controlling capture of the image by the capture requesting user.
また、本発明に係る情報処理装置は、被キャプチャユーザから受け付ける、プログラムの実行内容を示す画像がキャプチャされることの可否に応じて、当該画像のキャプチャを制御するキャプチャ制御部、を含むことを特徴とする。
In addition, the information processing apparatus according to the present invention includes a capture control unit that controls capture of an image that is received from a captured user and that indicates whether or not an image indicating the execution contents of the program can be captured. Features.
また、本発明に係る別のプログラムは、被キャプチャユーザから受け付ける、プログラムの実行内容を示す画像がキャプチャされることの可否に応じて、当該画像のキャプチャを制御する手順、をコンピュータに実行させることを特徴とする。
Further, another program according to the present invention causes a computer to execute a procedure for controlling capture of an image that is received from a captured user and that indicates whether or not an image indicating the execution contents of the program can be captured. It is characterized by.
また、本発明に係る別の情報記憶媒体は、被キャプチャユーザから受け付ける、プログラムの実行内容を示す画像がキャプチャされることの可否に応じて、当該画像のキャプチャを制御する手順、をコンピュータに実行させることを特徴とするプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体である。
In addition, another information storage medium according to the present invention executes, on a computer, a procedure for controlling capture of an image that is received from a captured user and that indicates whether or not an image indicating the execution contents of the program is captured. A computer-readable information storage medium storing a program characterized by being executed.
また、本発明に係る別の情報処理装置は、被キャプチャユーザにより設定される画像がキャプチャされることの可否に基づいて、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによる当該画像のキャプチャを制御するキャプチャ制御部、を含むことを特徴とする。
Further, another information processing apparatus according to the present invention provides an image by a capture requesting user who requests to capture an image indicating the execution contents of a program based on whether or not an image set by a captured user can be captured. A capture control unit for controlling the capture of the image.
また、本発明に係るさらに別のプログラムは、被キャプチャユーザにより設定される画像がキャプチャされることの可否に基づいて、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによる当該画像のキャプチャを制御する手順、をコンピュータに実行されることを特徴とする。
Further, another program according to the present invention is based on whether or not an image set by the user to be captured can be captured. A procedure for controlling capture is executed by a computer.
また、本発明に係るさらに別の情報記憶媒体は、被キャプチャユーザにより設定される画像がキャプチャされることの可否に基づいて、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによる当該画像のキャプチャを制御する手順、をコンピュータに実行させることを特徴とするプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体である。
Further, another information storage medium according to the present invention is based on whether or not an image set by a user to be captured can be captured. A computer-readable information storage medium storing a program characterized by causing a computer to execute a procedure for controlling image capture.
本発明では、キャプチャ要求ユーザによって画像がキャプチャされることの可否を被キャプチャユーザから受け付けて、当該可否に応じてキャプチャ要求ユーザによる当該画像のキャプチャが制御される。そのため、本発明によれば、プログラムを実行するユーザが当該プログラムの実行内容を示す画像の他のユーザによるキャプチャを制御できる。
In the present invention, whether or not an image can be captured by the capture requesting user is received from the user to be captured, and capture of the image by the capture requesting user is controlled according to whether or not the capturing is requested. Therefore, according to the present invention, a user who executes a program can control capture by another user of an image indicating the execution contents of the program.
本発明の一態様では、前記プログラムは、前記キャプチャ要求ユーザ及び前記被キャプチャユーザを含む複数のユーザがプレイするゲームのプログラムである。
In one aspect of the present invention, the program is a game program played by a plurality of users including the capture requesting user and the captured user.
また、本発明の一態様では、前記画像がキャプチャされることを許可しないことを受け付ける場合は、前記キャプチャ制御部は、前記被キャプチャユーザを特定可能な情報の少なくとも一部が配置されていない状態となるよう加工された前記画像がキャプチャされるよう制御する。
In one aspect of the present invention, when accepting that the image is not permitted to be captured, the capture control unit is in a state in which at least a part of the information that can identify the captured user is not arranged Control is performed so that the processed image is captured.
この態様では、前記キャプチャ制御部は、前記被キャプチャユーザを特定可能な情報が配置されている部分にモザイク処理が実行された前記画像がキャプチャされるよう制御してもよい。
In this aspect, the capture control unit may perform control so that the image on which mosaic processing has been executed is captured in a portion where information that can identify the user to be captured is arranged.
また、本発明の一態様では、前記キャプチャ要求ユーザに前記画像がキャプチャされることを許可していない前記被キャプチャユーザに当該キャプチャ要求ユーザによる当該画像のキャプチャの許可要請を通知するキャプチャ要請部、をさらに含み、前記キャプチャ制御部は、前記許可要請の通知を受け付けた前記被キャプチャユーザから受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御する。
Further, in one aspect of the present invention, a capture request unit that notifies the capture requesting user who does not permit the capture requesting user to capture the image, the capture requesting user requesting permission to capture the image, The capture control unit controls capture of the image by the capture requesting user according to the acceptability received from the captured user who has received the permission request notification.
以下、本発明の一実施形態について図面に基づき詳細に説明する。
Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.
図1は、本発明の一実施形態に係るゲームシステム1の全体構成の一例を示す図である。図1に示すように、本実施形態に係るゲームシステム1は、いずれもコンピュータを中心に構成されたゲームサーバ10とクライアント12(12-1、12-2、12-3、・・・、12-n)とを含んでいる。ゲームサーバ10、クライアント12は、インターネットなどのコンピュータネットワーク14に接続されている。そして、ゲームサーバ10、クライアント12は、互いに通信可能になっている。
FIG. 1 is a diagram showing an example of the overall configuration of a game system 1 according to an embodiment of the present invention. As shown in FIG. 1, a game system 1 according to this embodiment includes a game server 10 and a client 12 (12-1, 12-2, 12-3,... -N). The game server 10 and the client 12 are connected to a computer network 14 such as the Internet. The game server 10 and the client 12 can communicate with each other.
ゲームサーバ10は、当該ゲームサーバ10にインストールされている、複数のプレイヤが参加するゲームのプログラムを実行するサーバコンピュータである。本実施形態では、それぞれ互いに異なるクライアント12を使用するユーザがプレイヤとして当該ゲームに参加する。ゲームサーバ10は、図1に示すように、例えば、制御部10aと、記憶部10bと、通信部10cと、を含む。制御部10aは、例えばCPU等のプログラム制御デバイスであって、記憶部10bに記憶されたプログラムに従って各種の情報処理を実行する。記憶部10bは、例えばROMやRAM等の記憶素子やハードディスクドライブなどである。通信部10cは、例えばコンピュータネットワーク14を介してクライアント12との間でデータを授受するための通信インタフェースである。ゲームサーバ10は、通信部10cを経由して各クライアント12との間で情報の送受信を行う。
The game server 10 is a server computer that executes a game program installed in the game server 10 and in which a plurality of players participate. In the present embodiment, users using different clients 12 participate in the game as players. As shown in FIG. 1, the game server 10 includes, for example, a control unit 10a, a storage unit 10b, and a communication unit 10c. The control unit 10a is a program control device such as a CPU, for example, and executes various types of information processing according to programs stored in the storage unit 10b. The storage unit 10b is, for example, a storage element such as a ROM or a RAM, a hard disk drive, or the like. The communication unit 10c is a communication interface for exchanging data with the client 12 via the computer network 14, for example. The game server 10 transmits / receives information to / from each client 12 via the communication unit 10c.
クライアント12は、ゲームサーバ10のユーザが利用するコンピュータであり、例えば、パーソナルコンピュータ、ゲームコンソール、テレビ受像機、携帯型ゲーム装置、携帯情報端末、などである。そして、クライアント12は、例えば、制御部12aと、記憶部12bと、通信部12cと、出力部12dと、入力部12eと、を含む。制御部12aは、例えばCPU等のプログラム制御デバイスであって、記憶部12bに記憶されたプログラムに従って各種の情報処理を実行する。本実施形態に係る制御部12aには、CPUから供給されるグラフィックスコマンドやデータに基づいてフレームバッファに画像を描画するGPU(Graphics Processing Unit)も含まれている。記憶部12bは、例えばROMやRAM等の記憶素子やハードディスクドライブなどである。記憶部12bには、制御部12aによって実行されるプログラムなどが記憶される。また、本実施形態に係る記憶部12bには、GPUにより画像が描画されるフレームバッファの領域が確保されている。通信部12cは、例えばコンピュータネットワーク14を介してゲームサーバ10との間でデータを授受するための通信インタフェースである。クライアント12は、通信部12cを経由してゲームサーバ10や他のクライアント12との間で情報の送受信を行う。出力部12dは、例えば制御部12aから入力される指示に従って情報を表示出力するディスプレイ等の表示部や音声出力するスピーカ等の音声出力部である。入力部12eは、例えばユーザが行った操作の内容を制御部12aに出力するゲームコントローラ、タッチパッド、マウス、キーボード、マイク等である。
The client 12 is a computer used by the user of the game server 10, and is, for example, a personal computer, a game console, a television receiver, a portable game device, a portable information terminal, or the like. The client 12 includes, for example, a control unit 12a, a storage unit 12b, a communication unit 12c, an output unit 12d, and an input unit 12e. The control unit 12a is a program control device such as a CPU, for example, and executes various types of information processing according to programs stored in the storage unit 12b. The control unit 12a according to the present embodiment also includes a GPU (Graphics Processing Unit) that draws an image in a frame buffer based on graphics commands and data supplied from the CPU. The storage unit 12b is, for example, a storage element such as a ROM or a RAM, a hard disk drive, or the like. The storage unit 12b stores a program executed by the control unit 12a. In the storage unit 12b according to the present embodiment, a frame buffer area in which an image is rendered by the GPU is secured. The communication unit 12c is a communication interface for exchanging data with the game server 10 via the computer network 14, for example. The client 12 transmits / receives information to / from the game server 10 and other clients 12 via the communication unit 12c. The output unit 12d is, for example, a display unit such as a display that displays and outputs information according to an instruction input from the control unit 12a, and an audio output unit such as a speaker that outputs audio. The input unit 12e is, for example, a game controller, a touch pad, a mouse, a keyboard, a microphone, or the like that outputs the content of an operation performed by the user to the control unit 12a.
本実施形態に係るゲームサーバ10は、当該ゲームサーバ10にインストールされている、複数のプレイヤが参加するゲームのプログラムを実行する。以下、当該ゲームが3人のプレイヤによってプレイされている状況を例に、本実施形態に係るゲームシステム1の動作をさらに説明する。なお、当該3人のプレイヤの名称は、それぞれ、プレイヤA、プレイヤB、及び、プレイヤCであることとする。そして、クライアント12-1はプレイヤAによって使用されており、クライアント12-2はプレイヤBによって使用されており、クライアント12-3はプレイヤCによって使用されているものとする。
The game server 10 according to the present embodiment executes a game program installed in the game server 10 and in which a plurality of players participate. Hereinafter, the operation of the game system 1 according to the present embodiment will be further described by taking as an example a situation in which the game is being played by three players. Note that the names of the three players are player A, player B, and player C, respectively. The client 12-1 is used by the player A, the client 12-2 is used by the player B, and the client 12-3 is used by the player C.
本実施形態に係るゲームサーバ10には、プレイヤ間の関係を管理するためのデータが登録されており、当該データに基づいて、あるプレイヤの友人であるプレイヤが特定可能となっている。以下、友人であるプレイヤをフレンドと呼ぶこととする。本実施形態では例えば、プレイヤCはプレイヤAのフレンドであり、プレイヤBはプレイヤAのフレンドではないこととする。また本実施形態に係るゲームサーバ10には、フレンドのなかでも特に親しい友人であるプレイヤを登録できるようになっている。以下、特に親しい友人であるプレイヤを特定フレンドと呼ぶこととする。
In the game server 10 according to the present embodiment, data for managing the relationship between players is registered, and a player who is a friend of a certain player can be specified based on the data. Hereinafter, a player who is a friend is referred to as a friend. In this embodiment, for example, it is assumed that player C is a friend of player A and player B is not a friend of player A. In addition, the game server 10 according to the present embodiment can register a player who is a close friend among friends. Hereinafter, a player who is a particularly close friend will be referred to as a specific friend.
本実施形態に係るクライアント12には、システムプログラムがインストールされている。また本実施形態に係るクライアント12には、ゲームサーバ10で実行されるプログラムに対応する、クライアント12側のゲームのプログラムがインストールされている。当該ゲームのプログラムは、クライアント12にインストールされているシステムプログラム上で動作する。そして本実施形態では、クライアント12で実行されるゲームのプログラムとゲームサーバ10で実行されるゲームのプログラムとが互いに通信を行い連携することで当該ゲームがプレイされることとなる。
A system program is installed in the client 12 according to the present embodiment. In addition, a game program on the client 12 side corresponding to a program executed on the game server 10 is installed in the client 12 according to the present embodiment. The game program operates on a system program installed in the client 12. In this embodiment, the game program executed on the client 12 and the game program executed on the game server 10 communicate with each other and cooperate to play the game.
本実施形態では、当該ゲームのプレイ内容を示すプレイ画像20が、クライアント12のディスプレイに表示される(図2~図4、図6~図13、図21参照)。本実施形態では、クライアント12のフレームバッファに描画されたプレイ画像20が当該クライアント12のディスプレイに表示されることとなる。そして表示されるプレイ画像20は所定のフレームレートで更新される。
In this embodiment, a play image 20 indicating the play content of the game is displayed on the display of the client 12 (see FIGS. 2 to 4, FIGS. 6 to 13, and FIG. 21). In the present embodiment, the play image 20 drawn in the frame buffer of the client 12 is displayed on the display of the client 12. The displayed play image 20 is updated at a predetermined frame rate.
図2は、クライアント12-1のディスプレイに表示されるプレイ画像20-1の一例を示す図である。当該プレイ画像20-1は、当該ゲームにおけるプレイヤAのプレイ内容を示す。図2に示すプレイ画像20-1には、それぞれプレイヤに対応付けられるオブジェクトであるキャラクタオブジェクトCOが3個示されている。具体的には、プレイ画像20-1には、プレイヤAのキャラクタオブジェクトCOa、プレイヤBのキャラクタオブジェクトCOb、及び、プレイヤCのキャラクタオブジェクトCOcが示されている。そして、キャラクタオブジェクトCOの上には、当該キャラクタオブジェクトCOに対応付けられるプレイヤの名称等の識別情報が配置されている。図2に示すプレイ画像20-1の左下には、当該プレイ画像20-1が表示されるクライアント12-1のユーザであるプレイヤAの名称等の識別情報が、プレイヤAのパワーゲージとともに配置されている。そして、図2に示すプレイ画像20-1の左上には、当該ゲームに参加している他のプレイヤであるプレイヤB及びプレイヤCについて、当該プレイヤの名称等の識別情報が当該プレイヤのパワーゲージとともに配置されている。
FIG. 2 is a diagram showing an example of the play image 20-1 displayed on the display of the client 12-1. The play image 20-1 shows the play contents of the player A in the game. The play image 20-1 shown in FIG. 2 shows three character objects CO, which are objects associated with the players. Specifically, the play image 20-1 shows the character object COa of the player A, the character object COb of the player B, and the character object COc of the player C. On the character object CO, identification information such as the name of the player associated with the character object CO is arranged. In the lower left of the play image 20-1 shown in FIG. 2, identification information such as the name of the player A who is the user of the client 12-1 on which the play image 20-1 is displayed is arranged together with the power gauge of the player A. ing. In the upper left of the play image 20-1 shown in FIG. 2, for player B and player C, who are other players participating in the game, identification information such as the names of the players is displayed together with the power gauge of the player. Has been placed.
図3は、クライアント12-2のディスプレイに表示されるプレイ画像20-2の一例を示す図である。当該プレイ画像20-2は、当該ゲームにおけるプレイヤBのプレイ内容を示す。図3に示すプレイ画像20-2についても、キャラクタオブジェクトCOの上に、当該キャラクタオブジェクトCOに対応付けられるプレイヤの識別情報が配置されている。また、図3に示すプレイ画像20-2の左下には、当該プレイ画像20-2が表示されるクライアント12-2のユーザであるプレイヤBの名称等の識別情報が、プレイヤBのパワーゲージとともに配置されている。そして、図3に示すプレイ画像20-2の左上には、当該ゲームに参加している他のプレイヤであるプレイヤA及びプレイヤCについて、当該プレイヤの名称等の識別情報が当該プレイヤのパワーゲージとともに配置されている。
FIG. 3 is a diagram showing an example of the play image 20-2 displayed on the display of the client 12-2. The play image 20-2 shows the play contents of the player B in the game. Also in the play image 20-2 shown in FIG. 3, player identification information associated with the character object CO is arranged on the character object CO. Also, in the lower left of the play image 20-2 shown in FIG. 3, identification information such as the name of the player B who is the user of the client 12-2 on which the play image 20-2 is displayed is displayed together with the power gauge of the player B. Has been placed. In the upper left of the play image 20-2 shown in FIG. 3, the player A and the player C, who are other players participating in the game, have identification information such as the names of the players together with the power gauge of the player. Has been placed.
本実施形態では、仮想3次元空間内に配置されたキャラクタオブジェクトCOを、当該仮想空間内に配置されたプレイヤAに対応付けられる視点から見た様子が図2に例示するプレイ画像20-1として示される。そして当該キャラクタオブジェクトCOを、当該仮想空間内に配置されたプレイヤBに対応付けられる視点から見た様子が図3に例示するプレイ画像20-2として示される。
In the present embodiment, the appearance of the character object CO arranged in the virtual three-dimensional space seen from the viewpoint associated with the player A arranged in the virtual space is a play image 20-1 illustrated in FIG. Indicated. Then, a state where the character object CO is viewed from a viewpoint associated with the player B arranged in the virtual space is shown as a play image 20-2 illustrated in FIG.
本実施形態では、各ユーザは、ゲームのプレイ中に、当該ユーザが使用しているクライアント12のディスプレイに表示されているプレイ画像20のキャプチャを要求できるようになっている。以下、ユーザが使用しているクライアント12のディスプレイに表示されるプレイ画像20を、当該ユーザのプレイ画像20と呼ぶこととする。また、プレイ画像20のキャプチャを要求するユーザをキャプチャ要求ユーザと呼ぶこととする。
In this embodiment, each user can request capture of the play image 20 displayed on the display of the client 12 used by the user during game play. Hereinafter, the play image 20 displayed on the display of the client 12 used by the user is referred to as the play image 20 of the user. A user who requests capture of the play image 20 is called a capture request user.
本実施形態では、ユーザが例えばコントローラの所定のボタンを押下するなどといった所定のキャプチャ要求操作を行うと、キャプチャ要求ユーザのプレイ画像20がキャプチャされて、キャプチャ要求ユーザが使用するクライアント12の記憶部12bに保存される。
In the present embodiment, when the user performs a predetermined capture request operation such as pressing a predetermined button of the controller, for example, the play image 20 of the capture request user is captured, and the storage unit of the client 12 used by the capture request user 12b.
本実施形態では、キャプチャ要求操作の一例として、ディスプレイに所定のフレームレートで表示される一連のプレイ画像20から構成されるプレイ動画像のキャプチャ開始要求操作が行われる。そして、キャプチャ開始要求操作に応じて、キャプチャ要求ユーザが使用するクライアント12のディスプレイに表示されているプレイ動画像のキャプチャが開始される。このようにしてキャプチャされるプレイ動画像は、エンコードされてクライアント12の記憶部12bに記憶されることとなる。なお、ディスプレイに表示されるプレイ動画像のフレームレートとキャプチャされるプレイ動画像のフレームレートとが異なっていてもよい。プレイ動画像のキャプチャは、キャプチャ要求ユーザが所定のキャプチャ終了要求操作を行うまで継続される。以下、キャプチャ開始要求操作が行われたタイミングからキャプチャ終了要求操作を行うまでの間の期間を、キャプチャ対象期間と呼ぶこととする。
In this embodiment, as an example of the capture request operation, a play moving image capture start request operation composed of a series of play images 20 displayed at a predetermined frame rate on the display is performed. Then, in response to the capture start request operation, capture of the play moving image displayed on the display of the client 12 used by the capture request user is started. The play moving image captured in this way is encoded and stored in the storage unit 12b of the client 12. Note that the frame rate of the play moving image displayed on the display may be different from the frame rate of the captured play moving image. The capture of the play moving image is continued until the capture requesting user performs a predetermined capture end request operation. Hereinafter, the period from when the capture start request operation is performed to when the capture end request operation is performed is referred to as a capture target period.
本実施形態では、キャプチャ要求ユーザは、キャプチャ対象期間内に表示されるプレイ画像20のそれぞれをキャプチャするか否かを制御するキャプチャ条件を設定することができるようになっている。キャプチャ条件が設定されていない場合は上述のようにキャプチャ対象期間に表示される一連のプレイ画像20がプレイ動画像として保存される。一方、キャプチャ条件が設定されている場合には、キャプチャ条件を満足するフレームのプレイ画像20が保存される。
In the present embodiment, the capture requesting user can set a capture condition for controlling whether or not to capture each play image 20 displayed within the capture target period. When the capture condition is not set, a series of play images 20 displayed in the capture target period as described above are stored as play moving images. On the other hand, when the capture condition is set, the play image 20 of the frame that satisfies the capture condition is stored.
キャプチャ条件としては例えば、プレイ動画像のキャプチャが開始される条件、プレイ動画像のキャプチャが終了される条件、キャプチャを行う期間、などが設定可能である。より具体的には、例えば、所定のイベントの発生の15秒前から15秒後までプレイ動画像のキャプチャを行う、所定のスコアを超えたタイミングから10秒間プレイ動画像のキャプチャを行う、などといった条件がキャプチャ条件として設定可能である。
As the capture condition, for example, a condition for starting capture of a play moving image, a condition for ending capture of a play moving image, a period for performing capture, and the like can be set. More specifically, for example, a play video is captured from 15 seconds before to 15 seconds after the occurrence of a predetermined event, or a play video is captured for 10 seconds from a timing exceeding a predetermined score. Conditions can be set as capture conditions.
例えば、プレイヤBによるプレイ動画像のキャプチャが開始されたとする。この場合、クライアント12-2のディスプレイには、図4に例示するプレイ画像20-2が表示される。当該プレイ画像20-2の左下に配置されている、プレイヤBの識別情報の右には、当該識別情報に対応付けられるユーザについてはキャプチャ対象期間内であることを表す画像I1aが配置される。当該画像I1aは、プレイ動画像のキャプチャ対象期間が終了すると、プレイ画像20-2から消去される。当該プレイ画像20-2の右上には、プレイ動画像のキャプチャが開始されたことを表す画像I2が配置される。当該画像I2は、プレイ動画像のキャプチャが開始されてから所定時間が経過すると、プレイ画像20-2から消去される。
For example, it is assumed that the capture of the play moving image by the player B is started. In this case, a play image 20-2 illustrated in FIG. 4 is displayed on the display of the client 12-2. An image I1a indicating that the user associated with the identification information is within the capture target period is arranged to the right of the identification information of the player B arranged at the lower left of the play image 20-2. The image I1a is deleted from the play image 20-2 when the capture target period of the play moving image ends. In the upper right of the play image 20-2, an image I2 indicating that the capture of the play moving image has been started is arranged. The image I2 is deleted from the play image 20-2 when a predetermined time elapses after the capture of the play moving image is started.
また本実施形態では、当該ゲームに参加するプレイヤであるユーザは、プレイ画像20のキャプチャを制御できるようになっている。ここでは例えば、プレイヤBであるユーザによるプレイ画像20のキャプチャが、プレイヤAであるユーザには許可されていないこととする。この場合、図4に示すように、キャプチャされるプレイ画像20-1には、プレイヤAの識別情報、ここではプレイヤAであるユーザの名称の代わりに、例えば「Anonymous」などといった匿名性の高い代替文字列ASが配置される。このようにして本実施形態では例えば、キャプチャを許可しないユーザの識別情報がキャプチャされないよう制御されることとなる。以下、上述の例におけるユーザの識別情報などといったキャプチャされないよう制御される情報を秘匿情報と呼ぶこととする。
In this embodiment, a user who is a player participating in the game can control capture of the play image 20. Here, for example, it is assumed that the user who is the player B is not permitted to capture the play image 20 by the user who is the player A. In this case, as shown in FIG. 4, the captured play image 20-1 has a high anonymity such as “Anymous” instead of the identification information of the player A, here the name of the user who is the player A. An alternative character string AS is arranged. In this way, in the present embodiment, for example, control is performed so that identification information of a user who is not permitted to capture is not captured. Hereinafter, information controlled so as not to be captured, such as user identification information in the above example, is referred to as confidential information.
なお、秘匿情報は、ユーザの識別情報に限定されない。また、上述の例では秘匿情報は代替文字列ASに置換されるが、例えば秘匿情報にモザイク処理が実行されるようにすることで、当該秘匿情報がキャプチャされないよう制御されても構わない。また例えば、プレイヤのキャラクタオブジェクトCOが秘匿情報として取り扱われても構わない。この場合、プレイ画像20のキャプチャを許可していないプレイヤのキャラクタオブジェクトCOにモザイク処理が実行されるようにすることで、当該キャラクタオブジェクトCOがキャプチャされないよう制御されても構わない。
Note that the confidential information is not limited to the user identification information. In the above example, the confidential information is replaced with the substitute character string AS. However, for example, the confidential information may be controlled not to be captured by performing a mosaic process on the confidential information. Also, for example, the player's character object CO may be handled as confidential information. In this case, control may be performed so that the character object CO is not captured by performing the mosaic process on the character object CO of the player who is not permitted to capture the play image 20.
本実施形態では、プレイ画像のキャプチャ制御は、図5に例示する、ユーザの識別情報に関連付けられたポリシーデータに基づいて行われる。以下、あるユーザの識別情報に関連付けられたポリシーデータを、当該ユーザのポリシーデータと呼ぶこととする。本実施形態では例えば、ユーザは当該ユーザのポリシーデータの値を設定できるようになっている。そして本実施形態では例えば、ユーザが使用するクライアント12とゲームサーバ10との通信が開始された際などに、当該ユーザのポリシーデータが当該クライアント12からゲームサーバ10に送信される。例えば図5には、プレイヤAであるユーザのポリシーデータの値として「フレンドに対して許可する」が設定されている。上述のようにプレイヤAはプレイヤBのフレンドとしてゲームサーバ10に登録されていないため、この場合は図4に示すように、プレイヤAの秘匿情報はキャプチャされないよう制御されることとなる。また図5には、プレイヤCであるユーザのポリシーデータの値として「許可する」が設定されている。この場合は図4に示すように、プレイヤCの秘匿情報はキャプチャされることとなる。また図5には、プレイヤBに関連付けられているポリシーデータの値として「許可しない」が設定されている。そのため、例えばプレイヤAやプレイヤCがプレイ画像20をキャプチャした際には、プレイヤBの秘匿情報はキャプチャされないよう制御されることとなる。
In the present embodiment, play image capture control is performed based on policy data associated with user identification information illustrated in FIG. Hereinafter, policy data associated with identification information of a certain user is referred to as the policy data of the user. In the present embodiment, for example, the user can set the policy data value of the user. In this embodiment, for example, when communication between the client 12 used by the user and the game server 10 is started, the policy data of the user is transmitted from the client 12 to the game server 10. For example, in FIG. 5, “Allow friends” is set as the value of the policy data of the user who is the player A. As described above, since the player A is not registered in the game server 10 as the friend of the player B, in this case, the confidential information of the player A is controlled not to be captured as shown in FIG. In FIG. 5, “permit” is set as the value of the policy data of the user who is the player C. In this case, as shown in FIG. 4, the secret information of the player C is captured. In FIG. 5, “not allowed” is set as the value of the policy data associated with the player B. Therefore, for example, when the player A or the player C captures the play image 20, the secret information of the player B is controlled not to be captured.
また、ポリシーデータの値として例えば「特定フレンドに対して許可する」が設定されていてもよい。この場合は、特定フレンドとして登録されているプレイヤの秘匿情報はキャプチャされ、それ以外のプレイヤの秘匿情報はキャプチャされないよう制御されることとなる。
Also, for example, “permit to a specific friend” may be set as the value of the policy data. In this case, the confidential information of the player registered as the specific friend is captured, and the confidential information of the other players is controlled not to be captured.
また、ポリシーデータの値としては、他には例えば、プレイ画像20又はプレイ動画像のキャプチャが許可される回数、プレイ動画像のキャプチャが許可される時間の長さ、プレイ画像20又はプレイ動画像のキャプチャが許可される場面、などが設定されてもよい。
Other values of the policy data include, for example, the number of times that capture of the play image 20 or the play moving image is permitted, the length of time during which the capture of the play moving image is permitted, the play image 20 or the play moving image A scene where the capture of the image is permitted may be set.
以上のようにして、本実施形態では、ユーザがポリシーデータの値を設定することで当該ユーザは他のユーザによるプレイ画像20のキャプチャを制御できる。以上の例では、例えば他のユーザによりキャプチャされるプレイ画像20に当該ユーザの秘匿情報が配置されるか否かが制御される。このようにして以上の例では、ユーザの意図に反して、当該ユーザの秘匿情報が配置されたプレイ画像20が他のユーザによりキャプチャされることを防ぐことができることとなる。
As described above, in this embodiment, the user can control the capture of the play image 20 by another user by setting the value of the policy data. In the above example, for example, it is controlled whether or not the confidential information of the user is arranged in the play image 20 captured by another user. In this way, in the above example, against the user's intention, it is possible to prevent the play image 20 in which the confidential information of the user is arranged from being captured by another user.
そして本実施形態では、プレイ画像20がキャプチャされる際には、少なくともキャプチャ要求ユーザ以外のユーザに、プレイ画像20がキャプチャされることが通知される。なおプレイ画像20がキャプチャされることが、キャプチャ要求ユーザに通知されても構わない。以下、プレイ画像20がキャプチャされることが通知されるユーザを被キャプチャユーザと呼ぶこととする。
In this embodiment, when the play image 20 is captured, at least users other than the capture requesting user are notified that the play image 20 is captured. Note that the capture requesting user may be notified that the play image 20 is captured. Hereinafter, a user who is notified that the play image 20 is captured is referred to as a captured user.
例えばプレイヤBによるプレイ動画像のキャプチャが開始されると、プレイヤA及びプレイヤCは被キャプチャユーザとなる。図6は、プレイヤBによるプレイ動画像のキャプチャが開始された際に、被キャプチャユーザであるプレイヤAに対応付けられるクライアント12-1のディスプレイに表示されるプレイ画像20-1の一例を示す図である。当該プレイ画像20-1の左上に配置されている、プレイヤBの識別情報の右には、当該識別情報に対応付けられるユーザについてはキャプチャ対象期間内であることを表す画像I1bが配置される。本実施形態では、画像I1bは、画像I1aとは例えば色等、表示態様が異なる。例えば画像I1aは黄色であり画像I1bはグレー色である。本実施形態では、画像I1aとは表示態様が異なる画像I1bが表示されるようにすることで、キャプチャ対象期間内であるがプレイヤAの秘匿情報はキャプチャされていないということを、プレイヤAであるユーザは認識できる。当該画像I1bは、キャプチャ対象期間が終了するとプレイ画像20-2から消去される。当該プレイ画像20-1の右上には、プレイヤBによってプレイ動画像のキャプチャが開始されたことを表す画像I3が配置される。当該画像I3は、プレイ動画像のキャプチャが開始されてから所定時間が経過すると、プレイ画像20-1から消去される。
For example, when the capture of the play moving image by the player B is started, the player A and the player C become the captured users. FIG. 6 is a diagram illustrating an example of the play image 20-1 displayed on the display of the client 12-1 associated with the player A who is the captured user when capture of the play moving image by the player B is started. It is. An image I1b indicating that the user associated with the identification information is within the capture target period is arranged on the right of the identification information of the player B arranged at the upper left of the play image 20-1. In the present embodiment, the image I1b is different from the image I1a in display mode such as color. For example, the image I1a is yellow and the image I1b is gray. In the present embodiment, by displaying the image I1b having a display mode different from that of the image I1a, it is the player A that the confidential information of the player A is not captured although it is within the capture target period. The user can recognize. The image I1b is deleted from the play image 20-2 when the capture target period ends. In the upper right of the play image 20-1, an image I3 indicating that the capture of the play moving image by the player B is started is arranged. The image I3 is erased from the play image 20-1 when a predetermined time has elapsed since the capture of the play moving image was started.
ここで例えば、プレイヤAであるユーザが所定のキャプチャ許可操作を行った場合、図7に例示するプレイ画像20-2がクライアント12-2に表示される。当該プレイ画像20-2には、プレイヤAの秘匿情報、ここでは識別情報が配置されている。当該プレイ画像20-2はキャプチャされてクライアント12-2の記憶部12bに保存されることとなる。
Here, for example, when the user who is the player A performs a predetermined capture permission operation, the play image 20-2 illustrated in FIG. 7 is displayed on the client 12-2. In the play image 20-2, the secret information of the player A, here, the identification information is arranged. The play image 20-2 is captured and stored in the storage unit 12b of the client 12-2.
またプレイヤAであるユーザが所定のキャプチャ許可操作を行った場合、図8に例示する、プレイヤBの識別情報の右に画像I1aが配置されたプレイ画像20-1がクライアント12-1に表示される。このようにして、プレイヤAであるユーザは、当該ユーザの秘匿情報が配置されたプレイ画像20がプレイヤBによってキャプチャされていることを認識できることとなる。
When the user who is the player A performs a predetermined capture permission operation, the play image 20-1 in which the image I1a is arranged to the right of the identification information of the player B illustrated in FIG. 8 is displayed on the client 12-1. The In this way, the user who is the player A can recognize that the play image 20 in which the confidential information of the user is arranged is captured by the player B.
以上のように、本実施形態では、クライアント12-2のユーザがプレイ画像20をキャプチャすると、そのことがクライアント12-1のユーザに通知される。図6の例ではプレイヤBの識別情報の右に画像I1aが、図8の例ではプレイヤBの識別情報の右に画像I1aが表示されるようにすることで、プレイヤBであるユーザによってプレイ画像20がキャプチャされることがプレイヤAであるユーザに通知される。このようにして、本実施形態では、ユーザが、他のユーザによってプレイ画像20がキャプチャされることに気付くことができることとなる。そのため、例えばユーザが意図しない形で他のユーザによってプレイ画像20がキャプチャされることを防ぐことができる。
As described above, in the present embodiment, when the user of the client 12-2 captures the play image 20, this is notified to the user of the client 12-1. In the example of FIG. 6, the image I1a is displayed to the right of the identification information of the player B, and the image I1a is displayed to the right of the identification information of the player B in the example of FIG. The user who is the player A is notified that 20 is captured. Thus, in this embodiment, the user can notice that the play image 20 is captured by another user. Therefore, for example, it is possible to prevent the play image 20 from being captured by another user in a form not intended by the user.
また例えば、図8に示すように、クライアント12-2でキャプチャされるプレイ画像20-2内にキャラクタオブジェクトCOaが配置されている、すなわちプレイヤBに対応付けられる視点の視界にキャラクタオブジェクトCOaが入っていることとする。この場合に本実施形態では、図8に示すように、プレイ画像20-1の右上には、プレイヤAに対応付けられるキャラクタオブジェクトCOaがキャプチャされていることを表す画像I4が配置される。このようにして本実施形態では、キャプチャされている画像に被キャプチャユーザに対応付けられるオブジェクトが配置されている場合と配置されていない場合とで被キャプチャユーザに通知される内容が異なる。そのため本実施形態によれば、ユーザは、当該ユーザに対応付けられるオブジェクトが配置されたプレイ画像20がキャプチャされていることを認識できることとなる。
Further, for example, as shown in FIG. 8, the character object COa is arranged in the play image 20-2 captured by the client 12-2, that is, the character object COa enters the view field of view associated with the player B. Suppose that In this case, in the present embodiment, as shown in FIG. 8, an image I4 indicating that the character object COa associated with the player A is captured is arranged at the upper right of the play image 20-1. In this way, in the present embodiment, the content notified to the captured user differs depending on whether or not the object associated with the captured user is arranged in the captured image. Therefore, according to the present embodiment, the user can recognize that the play image 20 in which the object associated with the user is arranged is captured.
なお、被キャプチャユーザに通知される内容が異なるようにする手法は上述のものに限定されない。例えばクライアント12-2でキャプチャされるプレイ画像20-2内にキャラクタオブジェクトCOaが配置されていない場合は画像I1aが配置されたプレイ画像20-1がクライアント12-1のディスプレイに表示されてもよい。そして、クライアント12-2でキャプチャされるプレイ画像20-2内にキャラクタオブジェクトCOaが配置されている場合は画像I1a及び画像I4が配置されたプレイ画像20-1がクライアント12-1のディスプレイに表示されてもよい。あるいは例えば、キャプチャされるプレイ画像20-2内にキャラクタオブジェクトCOaが配置されている場合にプレイ画像20-1内に画像I1aが配置され、そうでない場合に、プレイ画像20-1内に画像I1aが配置されないようにしてもよい。
Note that the method of making the content notified to the captured user different is not limited to the above. For example, when the character object COa is not arranged in the play image 20-2 captured by the client 12-2, the play image 20-1 in which the image I1a is arranged may be displayed on the display of the client 12-1. . If the character object COa is arranged in the play image 20-2 captured by the client 12-2, the play image 20-1 in which the image I1a and the image I4 are arranged is displayed on the display of the client 12-1. May be. Alternatively, for example, when the character object COa is arranged in the captured play image 20-2, the image I1a is arranged in the play image 20-1, and otherwise, the image I1a is arranged in the play image 20-1. May not be arranged.
また本実施形態では、例えば図4及び図6に示すような、プレイヤAの秘匿情報がキャプチャされないよう制御されている場合に、プレイヤBであるユーザはキャプチャの許可要請を行えるようになっている。例えば、プレイヤAの秘匿情報がキャプチャされないよう制御されている場合に、プレイヤBであるユーザが所定の許可要請操作を行ったとする。この場合、図9に示すように、クライアント12-1には、プレイヤBからの許可要請通知を受け付けたことを表す画像I5が配置されたプレイ画像20-1が表示されることとなる。
Further, in the present embodiment, for example, as shown in FIGS. 4 and 6, when the confidential information of the player A is controlled not to be captured, the user who is the player B can request capture permission. . For example, it is assumed that the user who is the player B performs a predetermined permission request operation when the secret information of the player A is controlled not to be captured. In this case, as shown in FIG. 9, the play image 20-1 in which the image I5 indicating that the permission request notification from the player B has been received is arranged is displayed on the client 12-1.
ここでプレイヤAであるユーザが所定のキャプチャ拒否操作を行った場合には、図10に示すような、プレイヤBにキャプチャが拒否されたことを表す画像I6が右上に配置されたプレイ画像20-2がクライアント12-2のディスプレイに表示されることとなる。一方プレイヤAであるユーザが上述のキャプチャ許可操作を行った場合は、プレイヤBにキャプチャが許可されたことを表す画像が右上に配置されたプレイ画像20-2がクライアント12-2のディスプレイに表示されることとなる。またこの場合は、上述のように図7に例示するプレイ画像20-2がキャプチャされてクライアント12-2の記憶部12bに保存されることとなる。このようにして本実施形態では、秘匿情報のキャプチャを拒否しているユーザに対して当該秘匿情報のキャプチャを許可するよう働きかけることができる。また当該要請を行ったユーザは当該秘匿情報のキャプチャの可否を認識できることとなる。
Here, when the user who is the player A performs a predetermined capture rejection operation, as shown in FIG. 10, an image I6 indicating that the capture is rejected by the player B is displayed in the play image 20- 2 is displayed on the display of the client 12-2. On the other hand, when the user who is the player A performs the above-described capture permission operation, a play image 20-2 in which an image indicating that the capture is permitted by the player B is displayed on the upper right is displayed on the display of the client 12-2. Will be. In this case, as described above, the play image 20-2 illustrated in FIG. 7 is captured and stored in the storage unit 12b of the client 12-2. In this way, in the present embodiment, it is possible to encourage a user who has refused to capture confidential information to permit the capturing of the confidential information. The user who made the request can recognize whether or not the confidential information can be captured.
なお、プレイ動画像のキャプチャが行われている際に表示されるキャプチャ要求ユーザのプレイ画像20-2の態様は図4や図7に示すものに限定されない。例えば図11に示すように、画像I1aの代わりに、録画中であることを示す画像I7が右上に配置されたプレイ画像20-2が表示されるようにすることで、クライアント12-2でプレイ動画像のキャプチャが行われていることが示されてもよい。
Note that the mode of the play image 20-2 of the capture requesting user displayed when the play moving image is being captured is not limited to that shown in FIGS. For example, as shown in FIG. 11, instead of the image I1a, the play image 20-2 in which the image I7 indicating that recording is being performed is displayed on the upper right is displayed so that the client 12-2 can play It may be indicated that a moving image is being captured.
また、複数のユーザによってプレイ画像20のキャプチャが行われても構わない。図12には、プレイヤBであるユーザとプレイヤCであるユーザがプレイ画像20のキャプチャを行っている際に第1のクライアント12-1のディスプレイに表示されるプレイ画像20-1が示されている。
Further, the play image 20 may be captured by a plurality of users. FIG. 12 shows the play image 20-1 displayed on the display of the first client 12-1 when the user who is the player B and the user who is the player C are capturing the play image 20. Yes.
図12の例では、図5に示すポリシーデータに基づいてプレイ動画像のキャプチャが制御されている。そのため上述のように、プレイヤAの秘匿情報が配置されたプレイ画像20-2はプレイヤBであるユーザによってキャプチャされないよう制御されている。そのため、図12に示すプレイ画像20-1では、プレイヤBのキャラクタオブジェクトCObの上に画像I1bが配置される。
In the example of FIG. 12, capture of the play moving image is controlled based on the policy data shown in FIG. Therefore, as described above, the play image 20-2 in which the secret information of the player A is arranged is controlled not to be captured by the user who is the player B. Therefore, in the play image 20-1 shown in FIG. 12, the image I1b is arranged on the character object COb of the player B.
また、図5に示すように、プレイヤAに関連付けられているポリシーデータの値として「フレンドに対して許可する」が設定されている。そして上述のようにプレイヤCはプレイヤAのフレンドである。よって、プレイヤAの秘匿情報が配置されたプレイ画像20はプレイヤCによってキャプチャされることとなる。ここで、図12に示すプレイ画像20が表示されるフレームについては、プレイヤCであるユーザが設定したキャプチャ条件を満足していないこととする。この場合本実施形態では、図12に示すプレイ画像20-1において、プレイヤCのキャラクタオブジェクトCObの上に画像I1cが配置される。画像I1cは、画像I1aや画像I1bとは例えば色等、表示態様が異なる。例えば画像I1cは青色である。なお、プレイヤCであるユーザが設定したキャプチャ条件を満足している場合は、当該位置に画像I1aが配置されることとなる。このように、キャプチャ条件を満足していないキャプチャ要求ユーザ、あるいは、キャプチャ条件を満足しているキャプチャ要求ユーザに対応付けられる位置にそのことを表す画像が配置されたプレイ画像20がディスプレイに表示されるようにしてもよい。こうすれば、被キャプチャユーザは、当該フレームが、キャプチャ要求ユーザが設定したキャプチャ条件を満足しているフレームであるか否かを区別して認識することができる。なお、画像I1bや画像I1cの色が、プレイ画像20をキャプチャしているユーザに対応付けられるものになっていたり、画像I1bや画像I1cにプレイヤに対応付けられる番号が付されていたりしてもよい。
Further, as shown in FIG. 5, “Allow friends” is set as the value of the policy data associated with the player A. As described above, the player C is a friend of the player A. Therefore, the play image 20 in which the secret information of the player A is arranged is captured by the player C. Here, the frame in which the play image 20 shown in FIG. 12 is displayed does not satisfy the capture condition set by the user who is the player C. In this case, in this embodiment, the image I1c is arranged on the character object COb of the player C in the play image 20-1 shown in FIG. The image I1c is different from the image I1a and the image I1b in display mode such as color. For example, the image I1c is blue. If the capture condition set by the user who is the player C is satisfied, the image I1a is arranged at the position. In this way, the play image 20 in which an image representing that is arranged at a position associated with a capture request user who does not satisfy the capture condition or a capture request user who satisfies the capture condition is displayed on the display. You may make it do. In this way, the user to be captured can distinguish and recognize whether or not the frame satisfies the capture condition set by the capture requesting user. Even if the color of the image I1b or the image I1c is associated with the user capturing the play image 20, or the image I1b or the image I1c is assigned a number associated with the player. Good.
また、画像I1a、画像I1b、及び、画像I1cは、キャプチャ要求ユーザに対応付けられる位置であれば、プレイ画像20内のどこに配置されていても構わない。例えば図12に示すように、キャプチャ要求ユーザの識別情報の右ではなく、キャプチャ要求ユーザに対応するキャラクタオブジェクトCOの上に画像I1bや画像I1cが配置されるようにしてもよい。そしてこのことによって、キャプチャ要求ユーザによってプレイ画像20がキャプチャされていることが被キャプチャユーザに通知されるようにしてもよい。
Also, the image I1a, the image I1b, and the image I1c may be arranged anywhere in the play image 20 as long as they are positions associated with the capture requesting user. For example, as shown in FIG. 12, the image I1b and the image I1c may be arranged on the character object CO corresponding to the capture requesting user instead of on the right of the identification information of the capture requesting user. In this way, the user to be captured may be notified that the play image 20 has been captured by the capture requesting user.
また、ゲームサーバ10が、ユーザのポリシーデータに関わらず、プレイ画像20のキャプチャを一律に制御してもよい。例えば、ゲームサーバ10は、プレイ画像20のキャプチャが一律に禁止されるよう制御してもよい。この場合は、例えばプレイヤBであるユーザがキャプチャ開始要求操作を行うと、クライアント12-2のディスプレイに、図13に示すような、プレイ動画像のキャプチャが禁止されていることを示す画像I8が配置されたプレイ画像20-2が表示される。なお、ゲームサーバ10においてプレイ動画像のキャプチャの開始が許可されなかった場合に、図13に例示するプレイ画像20-2がクライアント12-2のディスプレイに表示されても構わない。
Further, the game server 10 may uniformly control the capture of the play image 20 regardless of the user's policy data. For example, the game server 10 may perform control so that capture of the play image 20 is uniformly prohibited. In this case, for example, when the user who is the player B performs a capture start request operation, an image I8 indicating that the capture of the play moving image as shown in FIG. 13 is prohibited is displayed on the display of the client 12-2. The arranged play image 20-2 is displayed. Note that when the game server 10 does not permit the start of capture of the play moving image, the play image 20-2 illustrated in FIG. 13 may be displayed on the display of the client 12-2.
また例えば、表示されるプレイ画像20と保存されるプレイ画像20とが異なっていてもよい。例えば、クライアント12-2のディスプレイには図4に示すプレイ画像20-2が表示されるが、当該プレイ画像20-2から画像I1a及び画像I2が消去された画像が保存されても構わない。
Also, for example, the displayed play image 20 and the stored play image 20 may be different. For example, although the play image 20-2 shown in FIG. 4 is displayed on the display of the client 12-2, an image obtained by deleting the images I1a and I2 from the play image 20-2 may be stored.
以下、プレイ画像20がキャプチャされることの通知やプレイ画像20のキャプチャ制御に関するゲームシステム1の機能並びにゲームシステム1で実行される処理についてさらに説明する。
Hereinafter, functions of the game system 1 relating to notification that the play image 20 is captured and capture control of the play image 20 and processing executed in the game system 1 will be further described.
図14は、本実施形態に係るゲームサーバ10で実現される機能の一例を示す機能ブロック図である。なお、本実施形態に係るゲームサーバ10で、図14に示す機能のすべてが実現される必要はなく、また、図14に示す機能以外の機能が実現されていても構わない。
FIG. 14 is a functional block diagram showing an example of functions realized by the game server 10 according to the present embodiment. Note that it is not necessary for the game server 10 according to the present embodiment to realize all the functions illustrated in FIG. 14, and functions other than the functions illustrated in FIG. 14 may be realized.
本実施形態に係るゲームサーバ10は、機能的には例えば、サーバ側ポリシーデータ記憶部30、サーバ側キャプチャ状況データ記憶部32、キャプチャ可否受付部34、ゲーム処理実行部36、キャプチャ要求受付部38、通知部40、を含んでいる。サーバ側ポリシーデータ記憶部30、サーバ側キャプチャ状況データ記憶部32は、記憶部10bを主として実装される。ゲーム処理実行部36は、制御部10a及び通信部10cを主として実装される。キャプチャ要求受付部38、通知部40は、通信部10cを主として実装される。
The game server 10 according to the present embodiment functionally includes, for example, a server-side policy data storage unit 30, a server-side capture status data storage unit 32, a capture availability reception unit 34, a game process execution unit 36, and a capture request reception unit 38. The notification unit 40 is included. The server side policy data storage unit 30 and the server side capture status data storage unit 32 are mainly implemented by the storage unit 10b. The game process execution unit 36 is mainly implemented by the control unit 10a and the communication unit 10c. The capture request receiving unit 38 and the notification unit 40 are mainly implemented by the communication unit 10c.
そして、以上の機能は、コンピュータであるゲームサーバ10にインストールされた、以上の機能に対応する指令を含むプログラムを、ゲームサーバ10の制御部で実行することにより実装されている。このプログラムは、例えば、光ディスク、磁気ディスク、磁気テープ、光磁気ディスク、フラッシュメモリ等のコンピュータ読み取り可能な情報記憶媒体を介して、あるいは、インターネットなどのコンピュータネットワークを介してゲームサーバ10に供給される。
The above functions are implemented by executing a program that is installed in the game server 10 that is a computer and that includes a command corresponding to the above functions in the control unit of the game server 10. This program is supplied to the game server 10 via a computer-readable information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or via a computer network such as the Internet. .
サーバ側ポリシーデータ記憶部30は、図5に例示する、ユーザの識別情報に関連付けられたポリシーデータを記憶する。本実施形態に係るポリシーデータは、プログラムの実行内容を示す画像のキャプチャ、本実施形態では例えばプレイ画像20のキャプチャを要求するキャプチャ要求ユーザに当該画像がキャプチャされることの可否を示すデータである。
The server-side policy data storage unit 30 stores policy data associated with the user identification information illustrated in FIG. The policy data according to the present embodiment is data indicating whether or not the image can be captured by a capture requesting user who requests capture of an image indicating the execution contents of the program, for example, capture of the play image 20 in the present embodiment. .
サーバ側キャプチャ状況データ記憶部32は、プレイ画像20のキャプチャ状況を示すキャプチャ状況データを記憶する。キャプチャ状況データには、例えば、キャプチャ要求ユーザの識別情報、キャラクタオブジェクトCOの位置や姿勢、上述のキャプチャ条件、などが含まれる。以下、あるユーザの識別情報が含まれるキャプチャ状況データを当該ユーザのキャプチャ状況データと呼ぶこととする。本実施形態では、キャプチャ要求ユーザが複数存在する場合は、サーバ側キャプチャ状況データ記憶部32にはキャプチャ要求ユーザの数だけのキャプチャ状況データが記憶されることとなる。
The server-side capture status data storage unit 32 stores capture status data indicating the capture status of the play image 20. The capture status data includes, for example, the identification information of the capture requesting user, the position and orientation of the character object CO, the above-described capture conditions, and the like. Hereinafter, capture status data including identification information of a certain user is referred to as capture status data of the user. In this embodiment, when there are a plurality of capture request users, the server side capture status data storage unit 32 stores as many capture status data as the number of capture request users.
また本実施形態では、キャプチャ状況データに、当該フレームがキャプチャ条件を満足するフレームであるか否かを示すステータス情報が関連付けられている。ここでは例えば、当該フレームがキャプチャ条件を満足しないフレームである場合にはステータス情報の値として「停止」が設定され、当該フレームがキャプチャ条件を満足するフレームである場合にはステータス情報の値として「録画」が設定されることとする。
In this embodiment, status information indicating whether or not the frame satisfies the capture condition is associated with the capture status data. Here, for example, when the frame is a frame that does not satisfy the capture condition, “stop” is set as the value of the status information, and when the frame is a frame that satisfies the capture condition, the value of the status information is “ “Recording” is set.
キャプチャ可否受付部34は、プログラムの実行内容を示す画像のキャプチャを要求するユーザによって当該画像がキャプチャされることの可否を、当該プログラムを実行するユーザから受け付ける。キャプチャ可否受付部34は、本実施形態では、例えば、キャプチャ要求ユーザにプレイ画像20がキャプチャされることの可否を、被キャプチャユーザから受け付ける。より具体的には、キャプチャ可否受付部34は、例えば被キャプチャユーザが使用するクライアント12から送信される、当該被キャプチャユーザのポリシーデータを受信する。そして、キャプチャ可否受付部34は、受信したポリシーデータをサーバ側ポリシーデータ記憶部30に記憶させる。
The capture availability accepting unit 34 accepts from the user who executes the program whether or not the image is captured by the user who requests the capture of the image indicating the execution contents of the program. In the present embodiment, for example, the capture availability accepting unit 34 accepts from the captured user whether the capture request user can capture the play image 20. More specifically, the capture availability accepting unit 34 receives policy data of the captured user transmitted from the client 12 used by the captured user, for example. Then, the capture propriety accepting unit 34 stores the received policy data in the server side policy data storage unit 30.
ゲーム処理実行部36は、ゲームサーバ10にインストールされているゲームのプログラムを実行する。ゲーム処理実行部36は、本実施形態では例えば、当該ゲームに参加するプレイヤであるユーザが使用する各クライアント12から送信される当該ゲームに関する操作入力を示す操作入力情報を所定のフレームレートで受信する。そして、ゲーム処理実行部36は、直前のフレームにおけるゲームの実行状況を示すゲーム状況データ及び受信した操作入力情報に基づいて、当該フレームにおけるゲーム状況データを生成する。このようにして本実施形態では、所定のフレームレートでゲーム状況データが生成される。ゲーム状況データは、例えば、キャラクタオブジェクトCOの位置や姿勢、各プレイヤに対応付けられる視点の位置や視線方向などを示すデータである。そして本実施形態では、ゲーム処理実行部36は、所定のフレームレートで、当該フレームにおいて生成されたゲーム状況データを各クライアント12に送信する。
The game process execution unit 36 executes a game program installed in the game server 10. In the present embodiment, for example, the game process execution unit 36 receives operation input information indicating operation input related to the game transmitted from each client 12 used by a user who is a player participating in the game at a predetermined frame rate. . And the game process execution part 36 produces | generates the game status data in the said frame based on the game status data which show the execution status of the game in the last flame | frame, and the received operation input information. Thus, in this embodiment, game situation data is generated at a predetermined frame rate. The game situation data is data indicating, for example, the position and posture of the character object CO, the position of the viewpoint associated with each player, the line-of-sight direction, and the like. In the present embodiment, the game process execution unit 36 transmits the game situation data generated in the frame to each client 12 at a predetermined frame rate.
キャプチャ要求受付部38は、キャプチャ要求ユーザが使用するクライアント12が送信するキャプチャ要求を受け付ける。本実施形態では例えば、キャプチャ要求ユーザのキャプチャ状況データに関連付けられている、プレイ動画像のキャプチャ開始要求やキャプチャ終了要求を受け付ける。
The capture request reception unit 38 receives a capture request transmitted by the client 12 used by the capture request user. In the present embodiment, for example, a play moving image capture start request and a capture end request associated with the capture status data of the capture request user are received.
本実施形態では、キャプチャ要求受付部38は、プレイ動画像のキャプチャ開始要求を受け付けた際には、当該キャプチャ開始要求に関連付けられているキャプチャ状況データを、サーバ側キャプチャ状況データ記憶部32に記憶させる。また、キャプチャ要求受付部38は、プレイ動画像のキャプチャ終了要求を受け付けた際には、当該キャプチャ終了要求に関連付けられているキャプチャ状況データを、サーバ側キャプチャ状況データ記憶部32から削除する。
In the present embodiment, when receiving a capture start request for a play video image, the capture request receiving unit 38 stores the capture status data associated with the capture start request in the server-side capture status data storage unit 32. Let Further, when the capture request reception unit 38 receives a capture end request for a play video image, the capture request reception unit 38 deletes the capture state data associated with the capture end request from the server-side capture state data storage unit 32.
またキャプチャ要求受付部38は、キャプチャ対象期間内については、所定のフレームレートで、キャプチャ要求ユーザの識別情報に関連付けられたステータス情報を受け付ける。上述のように、キャプチャ要求ユーザが設定したキャプチャ条件を満足するフレームである場合は、値が「録画」であるステータス情報を受け付け、そうでない場合は値が「停止」であるステータス情報を受け付ける。そして、キャプチャ要求受付部38は、サーバ側キャプチャ状況データ記憶部32に記憶されている、当該キャプチャ要求ユーザのキャプチャ状況データに関連付けられているステータス情報の値を、受け付けたステータス情報の値に更新する。
Also, the capture request receiving unit 38 receives status information associated with the identification information of the capture requesting user at a predetermined frame rate within the capture target period. As described above, if the frame satisfies the capture condition set by the capture requesting user, the status information whose value is “recording” is received, and if not, the status information whose value is “stop” is received. Then, the capture request reception unit 38 updates the status information value stored in the server-side capture status data storage unit 32 and associated with the capture request data of the capture request user to the received status information value. To do.
通知部40は、キャプチャ要求の受付に応じて、被キャプチャユーザに、ゲームサーバ10で実行されているプログラムの実行内容を示す画像がキャプチャされることを通知する。通知部40は、本実施形態では例えば、プレイ動画像のキャプチャ開始要求を受け付けた際には、キャプチャ要求ユーザのキャプチャ状況データが関連付けられたプレイ動画像のキャプチャ開始通知を被キャプチャユーザが使用するクライアント12に送信する。また通知部40は、プレイ動画像のキャプチャ終了要求を受け付けた際には、キャプチャ要求ユーザのキャプチャ状況データが関連付けられたプレイ動画像のキャプチャ終了通知を被キャプチャユーザが使用するクライアント12に通知する。なお本実施形態では、キャプチャ開始通知やキャプチャ終了通知は、キャプチャ要求ユーザにも送信されることとなる。
The notification unit 40 notifies the capture target user that an image indicating the execution content of the program being executed on the game server 10 is captured in response to reception of the capture request. In this embodiment, for example, when receiving a play moving image capture start request, the notification unit 40 uses the capture moving image capture start notification associated with the capture status data of the capture requesting user for the captured user. Send to client 12. When the notification unit 40 receives a play moving image capture end request, the notification unit 40 notifies the client 12 used by the captured user of a play moving image capture end notification associated with the capture request user's capture status data. . In this embodiment, the capture start notification and the capture end notification are also transmitted to the capture requesting user.
また本実施形態では、通知部40は、キャプチャ要求ユーザの識別情報を通知することで当該キャプチャ要求ユーザによってプレイ画像20がキャプチャされることを被キャプチャユーザに通知する。通知部40は、具体的には例えば、キャプチャ要求ユーザの識別情報を含むキャプチャ状況データが関連付けられたキャプチャ開始通知を被キャプチャユーザに送信する。
In the present embodiment, the notification unit 40 notifies the capture target user that the play image 20 is captured by the capture request user by notifying the identification information of the capture request user. Specifically, for example, the notification unit 40 transmits a capture start notification associated with capture status data including identification information of the capture requesting user to the captured user.
また本実施形態では、通知部40は、当該ゲームに参加するプレイヤであるユーザのクライアント12に、当該ユーザを含む、当該ゲームに参加するプレイヤであるユーザのポリシーデータを送信する。
In this embodiment, the notification unit 40 transmits the policy data of the user who participates in the game, including the user, to the client 12 of the user who is the player who participates in the game.
図15は、本実施形態に係るクライアント12で実現される機能の一例を示す機能ブロック図である。なお、本実施形態に係るクライアント12で、図15に示す機能のすべてが実現される必要はなく、また、図15に示す機能以外の機能が実現されていても構わない。
FIG. 15 is a functional block diagram showing an example of functions realized by the client 12 according to the present embodiment. Note that it is not necessary for the client 12 according to the present embodiment to realize all the functions illustrated in FIG. 15, and functions other than the functions illustrated in FIG. 15 may be realized.
本実施形態に係るクライアント12は、機能的には例えば、クライアント側ポリシーデータ記憶部50、クライアント側キャプチャ状況データ記憶部52、操作信号受付部54、キャプチャ可否送受信部56、ゲーム操作入力情報送信部58、ゲーム状況データ受信部60、キャプチャ要求部62、通知受付部64、キャプチャ要請部66、キャプチャ要請応対部68、画像生成部70、表示制御部72、キャプチャ部74、キャプチャ画像記憶部76、を含んでいる。クライアント側ポリシーデータ記憶部50、クライアント側キャプチャ状況データ記憶部52、キャプチャ画像記憶部76は、記憶部12bを主として実装される。操作信号受付部54は、制御部12a及び入力部12eを主として実装される。キャプチャ可否送受信部56、ゲーム操作入力情報送信部58、ゲーム状況データ受信部60、キャプチャ要求部62、通知受付部64、キャプチャ要請部66、キャプチャ要請応対部68は、通信部12cを主として実装される。画像生成部70、キャプチャ部74は、制御部12a及び記憶部12bを主として実装される。表示制御部72は、制御部12a、記憶部12b及び出力部12dを主として実装される。本実施形態では、上記の各機能は、クライアント12側のゲームのプログラムとして実装されていることとする。ただし、上記の機能の一部が、クライアント12にインストールされているシステムプログラムとして実装されていても構わない。例えば、キャプチャ部74やキャプチャ画像記憶部76がシステムプログラムとして実装されていても構わない。
Functionally, the client 12 according to the present embodiment functionally includes, for example, a client side policy data storage unit 50, a client side capture status data storage unit 52, an operation signal reception unit 54, a capture availability transmission / reception unit 56, and a game operation input information transmission unit. 58, game status data receiving unit 60, capture request unit 62, notification receiving unit 64, capture request unit 66, capture request response unit 68, image generation unit 70, display control unit 72, capture unit 74, capture image storage unit 76, Is included. The client-side policy data storage unit 50, the client-side capture status data storage unit 52, and the captured image storage unit 76 are mainly implemented by the storage unit 12b. The operation signal receiving unit 54 is mainly implemented by the control unit 12a and the input unit 12e. The capture availability transmission / reception unit 56, the game operation input information transmission unit 58, the game situation data reception unit 60, the capture request unit 62, the notification reception unit 64, the capture request unit 66, and the capture request response unit 68 are mainly implemented by the communication unit 12c. The The image generation unit 70 and the capture unit 74 are mainly implemented by the control unit 12a and the storage unit 12b. The display control unit 72 is mainly mounted with a control unit 12a, a storage unit 12b, and an output unit 12d. In the present embodiment, each function described above is implemented as a game program on the client 12 side. However, some of the above functions may be implemented as a system program installed in the client 12. For example, the capture unit 74 and the captured image storage unit 76 may be implemented as a system program.
そして、以上の機能は、コンピュータであるクライアント12にインストールされた、以上の機能に対応する指令を含むプログラムを、クライアント12の制御部で実行することにより実装されている。このプログラムは、例えば、光ディスク、磁気ディスク、磁気テープ、光磁気ディスク、フラッシュメモリ等のコンピュータ読み取り可能な情報記憶媒体を介して、あるいは、インターネットなどのコンピュータネットワークを介してクライアント12に供給される。
The above functions are implemented by executing a program, which is installed in the client 12 which is a computer, including a command corresponding to the above functions, by the control unit of the client 12. This program is supplied to the client 12 via a computer-readable information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or via a computer network such as the Internet.
クライアント側ポリシーデータ記憶部50は、サーバ側ポリシーデータ記憶部30と同様に、図5に例示するポリシーデータを記憶する。
The client side policy data storage unit 50 stores the policy data illustrated in FIG. 5 in the same manner as the server side policy data storage unit 30.
クライアント側キャプチャ状況データ記憶部52は、サーバ側キャプチャ状況データ記憶部32と同様に、ステータス情報に関連付けられたキャプチャ状況データを記憶する。
The client side capture status data storage unit 52 stores the capture status data associated with the status information in the same manner as the server side capture status data storage unit 32.
キャプチャ可否送受信部56は、プログラムの実行内容を示す画像のキャプチャを要求するユーザ、ここでは例えばキャプチャ要求ユーザに当該画像がキャプチャされることの可否を、ゲームサーバ10に送信する。本実施形態では例えば、クライアント12のキャプチャ可否送受信部56は、クライアント側ポリシーデータ記憶部50に記憶されている、当該クライアント12のユーザのポリシーデータをゲームサーバ10に送信する。
The capture availability transmission / reception unit 56 transmits to the game server 10 whether the image is captured by a user who requests capture of an image indicating the execution contents of the program, for example, a capture requesting user. In the present embodiment, for example, the capture possibility transmission / reception unit 56 of the client 12 transmits the policy data of the user of the client 12 stored in the client-side policy data storage unit 50 to the game server 10.
また本実施形態では、キャプチャ可否送受信部56は、通知部40が送信する、ユーザの識別情報に関連付けられたポリシーデータを受信して、当該ポリシーデータをクライアント側ポリシーデータ記憶部50に記憶させる。
In the present embodiment, the capture availability transmission / reception unit 56 receives policy data associated with the user identification information transmitted from the notification unit 40 and stores the policy data in the client-side policy data storage unit 50.
操作信号受付部54は、コントローラに対するユーザの操作に応じた操作信号を受け付ける。本実施形態では、操作信号受付部54は、所定のフレームレートで操作信号を受け付ける。操作信号受付部54は、例えばゲームの実行状況を変化させる操作に応じた操作信号を受け付ける。また操作信号受付部54は、例えば上述の、プレイ動画像のキャプチャ開始要求操作あるいはキャプチャ終了要求操作などといったプレイ画像20のキャプチャ要求操作などに応じた操作信号を受け付ける。また操作信号受付部54は、キャプチャ許可操作、キャプチャ拒否操作、許可要請操作、などに応じた操作信号を受け付ける。
The operation signal reception unit 54 receives an operation signal corresponding to a user operation on the controller. In the present embodiment, the operation signal receiving unit 54 receives an operation signal at a predetermined frame rate. The operation signal receiving unit 54 receives an operation signal corresponding to an operation that changes the execution state of the game, for example. The operation signal accepting unit 54 accepts an operation signal corresponding to the capture request operation of the play image 20 such as the play moving image capture start request operation or the capture end request operation described above. The operation signal accepting unit 54 accepts operation signals corresponding to a capture permission operation, a capture rejection operation, a permission request operation, and the like.
ゲーム操作入力情報送信部58は、操作信号受付部54がゲームの実行状況を変化させる操作を受け付けた際に、当該操作に応じた操作入力情報をゲームサーバ10に送信する。当該操作入力情報は上述のようにゲーム処理実行部36が受信する。
The game operation input information transmission unit 58 transmits operation input information corresponding to the operation to the game server 10 when the operation signal reception unit 54 receives an operation for changing the execution state of the game. The operation input information is received by the game process execution unit 36 as described above.
ゲーム状況データ受信部60は、所定のフレームレートで、ゲーム処理実行部36が送信するゲーム状況データを受信する。
The game situation data receiving unit 60 receives game situation data transmitted by the game process execution unit 36 at a predetermined frame rate.
キャプチャ要求部62は、プレイ画像20のキャプチャ要求を送信する。例えば、キャプチャ要求ユーザが使用するクライアント12の操作信号受付部54が、キャプチャ要求ユーザが入力部12eに入力するプレイ画像のキャプチャ要求操作に応じた操作信号を受け付けたとする。ここでは例えば、キャプチャ要求ユーザが使用するクライアント12の操作信号受付部54がプレイ動画像のキャプチャ開始要求操作に応じた操作信号を受け付けたとする。この場合は、キャプチャ要求部62は、当該キャプチャ要求ユーザのキャプチャ状況データに関連付けられた、プレイ動画像のキャプチャ開始要求をゲームサーバ10に送信する。また例えば、キャプチャ要求ユーザが使用するクライアント12の操作信号受付部54がプレイ動画像のキャプチャ開始終了操作に応じた操作信号を受け付けたとする。この場合は、キャプチャ要求部62は、当該キャプチャ要求ユーザのキャプチャ状況データに関連付けられた、プレイ動画像のキャプチャ終了要求をゲームサーバ10に送信する。上述のように、これらの要求はキャプチャ要求受付部38が受信する。
The capture request unit 62 transmits a capture request for the play image 20. For example, it is assumed that the operation signal receiving unit 54 of the client 12 used by the capture requesting user receives an operation signal corresponding to the play image capturing requesting operation input to the input unit 12e by the capture requesting user. Here, for example, it is assumed that the operation signal receiving unit 54 of the client 12 used by the capture requesting user has received an operation signal corresponding to the play moving image capture start requesting operation. In this case, the capture request unit 62 transmits a play moving image capture start request associated with the capture status data of the capture request user to the game server 10. Further, for example, it is assumed that the operation signal receiving unit 54 of the client 12 used by the capture requesting user receives an operation signal corresponding to the play moving image capture start / end operation. In this case, the capture requesting unit 62 transmits a play moving image capture end request associated with the capture status data of the capture requesting user to the game server 10. As described above, these requests are received by the capture request receiving unit 38.
またキャプチャ要求ユーザが使用するクライアント12のキャプチャ要求部62は、キャプチャ対象期間内については、所定のフレームレートで、当該フレームについてのステータス情報を、当該キャプチャ要求ユーザの識別情報に関連付けてゲームサーバ10に送信する。
Further, the capture request unit 62 of the client 12 used by the capture requesting user associates the status information about the frame with the identification information of the capture requesting user at a predetermined frame rate within the capture target period. Send to.
通知受付部64は、通知部40から送信される各種通知を受け付ける。通知受付部64は、本実施形態では例えば、キャプチャ状況データに関連付けられた、プレイ動画像のキャプチャ開始通知やプレイ動画像のキャプチャ終了通知を受け付ける。
The notification receiving unit 64 receives various notifications transmitted from the notification unit 40. In this embodiment, for example, the notification receiving unit 64 receives a play moving image capture start notification and a play moving image capture end notification associated with the capture status data.
通知受付部64は、プレイ動画像のキャプチャ開始通知を受け付けた際には、当該キャプチャ開始通知に関連付けられているキャプチャ状況データを、クライアント側キャプチャ状況データ記憶部52に記憶させる。また、通知受付部64は、プレイ動画像のキャプチャ終了通知を受け付けた際には、当該キャプチャ終了通知に関連付けられているキャプチャ状況データを、クライアント側キャプチャ状況データ記憶部52から削除する。
When the notification receiving unit 64 receives a capture start notification of a play moving image, the notification receiving unit 64 stores the capture status data associated with the capture start notification in the client side capture status data storage unit 52. Further, when the notification receiving unit 64 receives the capture end notification of the play moving image, the notification receiving unit 64 deletes the capture state data associated with the capture end notification from the client side capture state data storage unit 52.
キャプチャ要請部66は、キャプチャ要求ユーザにプレイ画像20がキャプチャされることを許可していない被キャプチャユーザに当該キャプチャ要求ユーザによる当該プレイ画像20のキャプチャの許可要請を通知する。本実施形態では、キャプチャ要請部66は、操作信号受付部54が許可要請操作に応じた信号を受け付けた際に、キャプチャの許可を要請するための許可要請通知を送信する。ここで例えば、上述のようにプレイヤBであるユーザがプレイヤAであるユーザに対する許可要請操作を行ったとする。この場合は、クライアント12-2のキャプチャ要請部66が、プレイヤBであるユーザの識別情報に関連付けられた許可要請通知を、クライアント12-1に送信する。
The capture requesting unit 66 notifies the capture requesting user who has not permitted the capture requesting user to capture the play image 20, the capture requesting user requesting permission to capture the play image 20. In the present embodiment, the capture request unit 66 transmits a permission request notification for requesting permission for capture when the operation signal receiving unit 54 receives a signal corresponding to the permission request operation. Here, for example, it is assumed that the user who is the player B performs the permission requesting operation for the user who is the player A as described above. In this case, the capture request unit 66 of the client 12-2 transmits a permission request notification associated with the identification information of the user who is the player B to the client 12-1.
キャプチャ要請応対部68は、許可要請通知を受け付ける。例えば、クライアント12-2のキャプチャ要請部66が、プレイヤBであるユーザの識別情報に関連付けられた許可要請通知を、クライアント12-1に送信した場合は、クライアント12-1のキャプチャ要請応対部68が当該許可要請通知を受け付ける。そして、キャプチャ要請応対部68は、キャプチャを許可する通知又は拒否する通知をクライアント12-2に送信する。
The capture request response unit 68 receives a permission request notification. For example, when the capture request unit 66 of the client 12-2 transmits a permission request notification associated with the identification information of the user who is the player B to the client 12-1, the capture request response unit 68 of the client 12-1 Accepts the permission request notification. Then, the capture request responding unit 68 transmits a notification that permits or rejects the capture to the client 12-2.
本実施形態では、許可要請通知の送受信は、クライアント12同士のピアツーピアによる通信で行われることとする。なお許可要請通知の送受信をゲームサーバ10が中継するようにしても構わない。
In this embodiment, transmission / reception of the permission request notification is performed by peer-to-peer communication between the clients 12. Note that the game server 10 may relay transmission / reception of the permission request notification.
画像生成部70は、クライアント12のディスプレイに表示される画像を生成する。本実施形態では、画像生成部70は、図2~図4、図6~図13に例示するプレイ画像20を生成して、フレームバッファに描画する。本実施形態では、所定のフレームレートでプレイ画像20が生成される。
The image generation unit 70 generates an image to be displayed on the display of the client 12. In the present embodiment, the image generation unit 70 generates the play image 20 illustrated in FIGS. 2 to 4 and FIGS. 6 to 13 and draws it in the frame buffer. In the present embodiment, the play image 20 is generated at a predetermined frame rate.
本実施形態では、例えば、画像生成部70は、ゲーム状況データ受信部60が受信するゲーム状況データに基づいて、基礎となるプレイ画像20を生成する。そして画像生成部70は、当該プレイ画像20に対して、通知受付部64が受け付ける各種通知やキャプチャ要請応対部68が受け付ける許可要請通知に応じた情報、ここでは例えば、画像I1a、画像I1b、画像I2~I8等を上書きする。
In the present embodiment, for example, the image generation unit 70 generates the basic play image 20 based on the game situation data received by the game situation data reception unit 60. Then, the image generation unit 70 receives information corresponding to various notifications received by the notification reception unit 64 and the permission request notification received by the capture request response unit 68 for the play image 20, for example, the image I1a, the image I1b, the image Overwrites I2 to I8 etc.
表示制御部72は、画像生成部70が生成する画像をディスプレイに表示させる。本実施形態では、所定のフレームレートでプレイ画像20がディスプレイに表示される。本実施形態では表示制御部72は、上述のように、プレイ画像20がキャプチャされることが通知される被キャプチャユーザが使用するクライアント12のディスプレイにプレイ画像20がキャプチャされることを表示させる。また表示制御部72は、当該ディスプレイ内のキャプチャ要求ユーザに対応付けられる位置にプレイ画像20がキャプチャされることを表示させる。このようにして本実施形態では、表示制御部72は、通知受付部64が受け付ける通知に応じて、被キャプチャユーザにプレイ画像20がキャプチャされること等を通知する通知部としての役割を担うこととなる。
The display control unit 72 displays the image generated by the image generation unit 70 on the display. In the present embodiment, the play image 20 is displayed on the display at a predetermined frame rate. In the present embodiment, as described above, the display control unit 72 displays that the play image 20 is captured on the display of the client 12 used by the captured user who is notified that the play image 20 is captured. In addition, the display control unit 72 displays that the play image 20 is captured at a position associated with the capture requesting user in the display. In this way, in the present embodiment, the display control unit 72 plays a role as a notification unit that notifies the capture target user that the play image 20 is captured in response to the notification received by the notification reception unit 64. It becomes.
キャプチャ部74は、フレームバッファに描画されている画像をキャプチャして、そのコピーをキャプチャ画像記憶部76に記憶させる。
The capture unit 74 captures an image drawn in the frame buffer and stores the copy in the captured image storage unit 76.
キャプチャ画像記憶部76は、キャプチャ部74がキャプチャした画像を記憶する。
The captured image storage unit 76 stores the image captured by the capture unit 74.
また本実施形態では、通知部40、通知受付部64、画像生成部70、及びキャプチャ部74が全体として、キャプチャ制御部としての役割を担っている。当該キャプチャ制御部は、キャプチャ可否受付部34が受け付ける、画像がキャプチャされることの可否に応じて、キャプチャ要求ユーザによる当該画像のキャプチャを制御する。
In this embodiment, the notification unit 40, the notification reception unit 64, the image generation unit 70, and the capture unit 74 as a whole play a role as a capture control unit. The capture control unit controls the capture of the image by the capture requesting user according to whether the image is captured, which is accepted by the capture availability accepting unit 34.
また本実施形態では、プレイ画像20がキャプチャされることを許可しないことを受け付ける場合は、被キャプチャユーザを特定可能な情報の少なくとも一部が配置されていない状態となるよう加工されたプレイ画像20がキャプチャされるよう制御される。本実施形態では例えば上述の場合は、画像生成部70が、被キャプチャユーザの秘匿情報が代替文字列ASに置換された、あるいは一部にモザイク処理が実行されたプレイ画像20を生成する。
In the present embodiment, when accepting that the play image 20 is not permitted to be captured, the play image 20 processed so that at least a part of the information that can identify the user to be captured is not arranged. Is controlled to be captured. In the present embodiment, for example, in the above-described case, the image generation unit 70 generates the play image 20 in which the confidential information of the user to be captured is replaced with the substitute character string AS or a mosaic process is partially executed.
ここで、本実施形態に係るゲームシステム1において行われるポリシーデータの共有処理の流れの一例を図16に例示するフロー図を参照しながら説明する。
Here, an example of a flow of policy data sharing processing performed in the game system 1 according to the present embodiment will be described with reference to a flowchart illustrated in FIG.
本処理例では、予め、各クライアント12(12-1~12-3)のクライアント側ポリシーデータ記憶部50には、当該クライアント12を使用するユーザの識別情報に関連付けられた、当該ユーザにより値が設定されたポリシーデータが記憶されていることとする。
In this processing example, the client side policy data storage unit 50 of each client 12 (12-1 to 12-3) stores a value by the user associated with the identification information of the user who uses the client 12 in advance. It is assumed that the set policy data is stored.
まず、クライアント12のキャプチャ可否送受信部56は、当該クライアント12を使用するユーザのポリシーデータをゲームサーバ10に送信する。するとゲームサーバ10のキャプチャ可否受付部34が当該ポリシーデータを受信する(S101)。ここでは、クライアント12-1~12-3のそれぞれについてS101に示す処理が実行される。そして、ゲームサーバ10のキャプチャ可否受付部34は、受信したポリシーデータをサーバ側ポリシーデータ記憶部30に記憶させる(S102)。このようにして、図5に例示するポリシーデータがサーバ側ポリシーデータ記憶部30に記憶されることとなる。
First, the capture availability transmission / reception unit 56 of the client 12 transmits the policy data of the user who uses the client 12 to the game server 10. Then, the capture acceptance / reception unit 34 of the game server 10 receives the policy data (S101). Here, the processing shown in S101 is executed for each of the clients 12-1 to 12-3. Then, the capture availability accepting unit 34 of the game server 10 stores the received policy data in the server-side policy data storage unit 30 (S102). In this way, the policy data illustrated in FIG. 5 is stored in the server-side policy data storage unit 30.
そして、通知部40が、S102に示す処理で記憶された、当該ゲームに参加するプレイヤであるユーザのすべて、ここではプレイヤAであるユーザ、プレイヤBであるユーザ、プレイヤCであるユーザそれぞれのポリシーデータをクライアント12に送信する。すると、クライアント12のキャプチャ可否送受信部56は当該ポリシーデータを受信する(S103)。そして、クライアント12のキャプチャ可否送受信部56は受信したポリシーデータをクライアント側ポリシーデータ記憶部50に記憶させて(S104)。本処理例に示す処理を終了する。このようにして、図5に例示するポリシーデータがクライアント側ポリシーデータ記憶部50にも記憶されることとなる。
The notification unit 40 stores the policy of all the users who are players who participate in the game, the user who is the player A, the user who is the player B, and the user who is the player C, which are stored in the process shown in S102. Data is transmitted to the client 12. Then, the capture permission / reception unit 56 of the client 12 receives the policy data (S103). Then, the capture possibility transmission / reception unit 56 of the client 12 stores the received policy data in the client-side policy data storage unit 50 (S104). The processing shown in this processing example ends. In this way, the policy data illustrated in FIG. 5 is also stored in the client-side policy data storage unit 50.
本実施形態では、S103に示す処理で、クライアント12-1~12-3のそれぞれに、プレイヤAであるユーザ、プレイヤBであるユーザ、及び、プレイヤCであるユーザそれぞれのポリシーデータが送信される。そして、S104に示す処理で、クライアント12-1~12-3のそれぞれのクライアント側ポリシーデータ記憶部50にプレイヤAであるユーザ、プレイヤBであるユーザ、プレイヤCであるユーザそれぞれのポリシーデータが記憶される。以上の処理は、例えば各クライアント12がゲームサーバ10との通信を開始する際や、プレイされるゲームの開始の際に行われる。
In this embodiment, the policy data of the user who is the player A, the user who is the player B, and the user who is the player C is transmitted to each of the clients 12-1 to 12-3 in the process shown in S103. . Then, in the process shown in S104, the policy data of the user who is the player A, the user who is the player B, and the user who is the player C are stored in the client-side policy data storage units 50 of the clients 12-1 to 12-3, respectively. Is done. The above processing is performed, for example, when each client 12 starts communication with the game server 10 or when a game to be played is started.
なお、ユーザがポリシーデータの値を適宜変更することができるようになっていてもよい。そして、ユーザがポリシーデータの値を変更した際に、当該ユーザのポリシーデータがゲームサーバ10に送信されてもよい。そして、サーバ側ポリシーデータ記憶部30に記憶されている、当該ユーザのポリシーデータの値が、送信されたポリシーデータの値に更新されてもよい。そして当該ポリシーデータが、各クライアント12に送信されて、各クライアント12のクライアント側ポリシーデータ記憶部50に記憶されてもよい。そしてクライアント側ポリシーデータ記憶部50に記憶されているポリシーデータの値が更新された際には、画像生成部70が、ポリシーデータの値が更新されたことを表す画像が配置されたプレイ画像20を生成してもよい。そして、表示制御部72が当該プレイ画像20をディスプレイに表示させてもよい。
Note that the user may be able to change the value of the policy data as appropriate. Then, when the user changes the value of the policy data, the user's policy data may be transmitted to the game server 10. Then, the value of the policy data of the user stored in the server-side policy data storage unit 30 may be updated to the value of the transmitted policy data. Then, the policy data may be transmitted to each client 12 and stored in the client-side policy data storage unit 50 of each client 12. When the value of the policy data stored in the client-side policy data storage unit 50 is updated, the image generation unit 70 displays the play image 20 in which an image indicating that the value of the policy data is updated is arranged. May be generated. And the display control part 72 may display the said play image 20 on a display.
なお本実施形態において、サーバ側ポリシーデータ記憶部30に、当該ゲーム全体に係るキャプチャの可否の方針に関するものであり当該ゲームサーバ10を運営する事業者等によって値が設定されるサーバ側ポリシーデータが記憶されていてもよい。例えば、プレイ画像20のキャプチャが一律に禁止されることを示すサーバ側ポリシーデータがサーバ側ポリシーデータ記憶部30に記憶されていてもよい。
In the present embodiment, the server-side policy data storage unit 30 has server-side policy data related to the policy of whether or not capture is possible for the entire game, and the value is set by a business operator operating the game server 10 or the like. It may be stored. For example, server-side policy data indicating that the capture of the play image 20 is uniformly prohibited may be stored in the server-side policy data storage unit 30.
そして上述のS102に示す処理とS103に示す処理の間に、ゲームサーバ10のキャプチャ可否送受信部56が、サーバ側ポリシーデータの値に基づいて、サーバ側ポリシーデータ記憶部30に記憶されているポリシーデータの値を更新してもよい。具体的には例えば、すべてのポリシーデータの値を「許可しない」に更新してもよい。こうすれば例えば、プレイ画像20のキャプチャを制御するにあたって、ユーザにより設定される方針よりもゲームサーバ10の運営方針を優先させることができることとなる。
Then, between the process shown in S102 and the process shown in S103, the capture availability transmission / reception unit 56 of the game server 10 stores the policy stored in the server-side policy data storage unit 30 based on the value of the server-side policy data. Data values may be updated. Specifically, for example, all policy data values may be updated to “not permitted”. In this way, for example, in controlling the capture of the play image 20, the management policy of the game server 10 can be prioritized over the policy set by the user.
またクライアント12のクライアント側ポリシーデータ記憶部50に、当該クライアント12を使用するユーザのポリシーデータが予め記憶されていなくてもよい。そして、S101に示す処理で、キャプチャ可否送受信部56が、クライアント12において管理されているユーザの属性等に基づいてポリシーデータを生成して、当該ポリシーデータを送信してもよい。ここでユーザの属性等としては、例えば、年齢、住所、ゲームのプレイ回数、プレイ時間、などが挙げられる。
The policy data of the user who uses the client 12 may not be stored in the client-side policy data storage unit 50 of the client 12 in advance. Then, in the process shown in S101, the capture permission / rejection transmission / reception unit 56 may generate policy data based on the user attributes and the like managed in the client 12, and transmit the policy data. Here, examples of the user attribute include age, address, game play count, play time, and the like.
また、ポリシーデータは、実行されるプログラムに関連付けられていてもよい。具体的には、例えばゲームのタイトルやゲームの種別に関連付けられていてもよい。そして、ゲームサーバ10で実行されるプログラムに基づいて特定されるポリシーデータについて上述の処理が実行されてもよい。また、実行されるプログラムに関連付けられているポリシーデータとは別にデフォルトのポリシーデータが存在していてもよい。この場合、実行されるプログラムに関連付けられているポリシーデータが存在しない際に、デフォルトのポリシーデータについて上述の処理が実行されてもよい。また、ポリシーデータが、クライアント12に関連付けられていてもよい。そしてユーザの概念がないゲームについては当該ポリシーデータに基づくキャプチャ制御が行われるようにしてもよい。あるいはどのユーザがゲームをプレイしていても、当該ポリシーデータに基づくキャプチャ制御が行われても構わない。
Further, the policy data may be associated with the program to be executed. Specifically, for example, it may be associated with a game title or game type. And the above-mentioned process may be performed about the policy data specified based on the program performed with the game server 10. FIG. Further, default policy data may exist separately from the policy data associated with the program to be executed. In this case, when there is no policy data associated with the program to be executed, the above-described processing may be executed for the default policy data. Policy data may be associated with the client 12. For a game without the user's concept, capture control based on the policy data may be performed. Alternatively, which user is playing the game, capture control based on the policy data may be performed.
また当該ポリシーデータは、クライアント側ポリシーデータ記憶部50に記憶されており、ゲームサーバ10に送信されてもよい。また、当該ポリシーデータは、クライアント12の識別情報と関連付けてゲームサーバ10で管理されていてもよい。そして、キャプチャ制御の対象となるクライアント12の識別情報に関連付けられているポリシーデータに基づいて、当該クライアント12におけるキャプチャ制御が行われてもよい。
Further, the policy data is stored in the client-side policy data storage unit 50 and may be transmitted to the game server 10. The policy data may be managed by the game server 10 in association with the identification information of the client 12. Then, the capture control in the client 12 may be performed based on the policy data associated with the identification information of the client 12 to be captured.
次に、キャプチャ要求ユーザがプレイ動画像のキャプチャ開始要求操作を行った際に本実施形態に係るゲームシステム1で行われる処理の流れの一例を図17に例示するフロー図を参照しながら説明する。
Next, an example of a flow of processing performed in the game system 1 according to the present embodiment when the capture requesting user performs a play moving image capture start requesting operation will be described with reference to a flowchart illustrated in FIG. .
まず、キャプチャ要求ユーザが使用するクライアント12のキャプチャ要求部62が、キャプチャ要求ユーザのキャプチャ状況データに関連付けられた、プレイ動画像のキャプチャ開始要求をゲームサーバ10に送信する。するとゲームサーバ10のキャプチャ要求受付部38は当該キャプチャ開始要求を受け付ける(S201)。
First, the capture request unit 62 of the client 12 used by the capture request user transmits a play moving image capture start request associated with the capture status data of the capture request user to the game server 10. Then, the capture request reception unit 38 of the game server 10 receives the capture start request (S201).
そして、キャプチャ要求受付部38は、S201に示す処理で受け付けたキャプチャ開始要求に関連付けられているキャプチャ状況データをサーバ側キャプチャ状況データ記憶部32に記憶させる(S202)。
Then, the capture request receiving unit 38 stores the capture status data associated with the capture start request received in the process shown in S201 in the server-side capture status data storage unit 32 (S202).
そして、通知部40は、キャプチャ要求ユーザのクライアント12に被キャプチャユーザのポリシーデータを送信する。するとキャプチャ要求ユーザのクライアント12のキャプチャ可否送受信部56が、当該ポリシーデータを受信する(S203)。そしてキャプチャ可否送受信部56が、当該ポリシーデータをクライアント側ポリシーデータ記憶部50に記憶させる(S204)。
Then, the notification unit 40 transmits the captured user's policy data to the capture requesting user's client 12. Then, the capture availability transmission / reception unit 56 of the client 12 of the capture requesting user receives the policy data (S203). Then, the capture possibility transmission / reception unit 56 stores the policy data in the client-side policy data storage unit 50 (S204).
そして、通知部40が、被キャプチャユーザ及びキャプチャ要求ユーザが使用するクライアント12に、キャプチャ要求ユーザのキャプチャ状況データに関連付けられた、プレイ動画像のキャプチャ開始通知を送信する。そしてクライアント12の通知受付部64は当該キャプチャ開始通知を受け付ける(S205)。そして、クライアント12の通知受付部64が、S205に示す処理で受け付けたキャプチャ開始通知に関連付けられているキャプチャ状況データをサーバ側キャプチャ状況データ記憶部32に記憶させる(S206)。そして、クライアント12の画像生成部70がプレイ画像20を生成する(S207)。そしてクライアント12の表示制御部72が、当該プレイ画像20をディスプレイに表示させて(S208)、本処理例に示す処理を終了する。ここで、S207及びS208に示す処理の結果、キャプチャ要求ユーザが使用するクライアント12のディスプレイには図4に示すようなプレイ画像20が表示されることとなる。一方、被キャプチャユーザが使用するクライアント12のディスプレイには図6に示すようなプレイ画像20が表示されることとなる。
Then, the notification unit 40 transmits to the client 12 used by the capture target user and the capture request user a play moving image capture start notification associated with the capture status data of the capture request user. The notification reception unit 64 of the client 12 receives the capture start notification (S205). Then, the notification reception unit 64 of the client 12 stores the capture status data associated with the capture start notification received in the process shown in S205 in the server-side capture status data storage unit 32 (S206). Then, the image generation unit 70 of the client 12 generates the play image 20 (S207). Then, the display control unit 72 of the client 12 displays the play image 20 on the display (S208), and ends the processing shown in this processing example. Here, as a result of the processing shown in S207 and S208, the play image 20 as shown in FIG. 4 is displayed on the display of the client 12 used by the capture requesting user. On the other hand, a play image 20 as shown in FIG. 6 is displayed on the display of the client 12 used by the user to be captured.
なおキャプチャ要求部62は、S201に示す処理を実行する前に、クライアント側ポリシーデータ記憶部50に記憶されているポリシーデータに基づいて、プレイ動画像のキャプチャが一律に許可されないか否かを確認してもよい。そして一律に許可されないことが確認された場合は、S201~S208に示す処理を行わずに、画像生成部70が図13に例示するプレイ画像20を生成して表示制御部72が当該プレイ画像20を表示させてもよい。
Note that the capture request unit 62 confirms whether or not the capture of the play moving image is uniformly permitted based on the policy data stored in the client-side policy data storage unit 50 before executing the process shown in S201. May be. If it is confirmed that the processing is not permitted uniformly, the image generation unit 70 generates the play image 20 illustrated in FIG. 13 without performing the processes shown in S201 to S208, and the display control unit 72 causes the play image 20 to be displayed. May be displayed.
また、上述のS201に示す処理の後に、キャプチャ要求受付部38が、被キャプチャユーザが使用するクライアント12に、キャプチャを許可するか否かの投票要求を送信してもよい。ここで、キャプチャを許可していない被キャプチャユーザが使用するクライアント12に当該投票要求が送信されるようにしてもよい。そしてこの場合、投票要求を受信したクライアント12のディスプレイに、キャプチャ可否の投票を促す画面が表示されるようにしてもよい。そして、ゲームサーバ10のキャプチャ要求受付部38が、被キャプチャユーザが入力した投票結果を当該被キャプチャユーザが使用するクライアント12から受け付けてもよい。そして、キャプチャ要求受付部38が、当該投票結果に応じて、キャプチャの可否を決定してもよい。ここでキャプチャを許可することが決定された場合は、上述のS202以降の処理が実行されるようにしてもよい。一方、キャプチャを許可しないことが決定された場合は、ゲームサーバ10は、S202以降の処理を実行せずに、キャプチャ要求ユーザが使用するクライアント12のディスプレイに図13に例示するプレイ画像20が表示されるよう制御してもよい。
Further, after the process shown in S201 described above, the capture request receiving unit 38 may transmit a voting request as to whether or not to allow capture to the client 12 used by the user to be captured. Here, the voting request may be transmitted to the client 12 used by the captured user who is not permitted to capture. In this case, a screen that prompts voting about whether or not to capture may be displayed on the display of the client 12 that has received the voting request. And the capture request reception part 38 of the game server 10 may receive the vote result which the to-be-captured user input from the client 12 which the said to-be-captured user uses. Then, the capture request reception unit 38 may determine whether or not capture is possible according to the vote result. Here, when it is determined that the capture is permitted, the processing after S202 described above may be executed. On the other hand, if it is determined not to allow capture, the game server 10 displays the play image 20 illustrated in FIG. 13 on the display of the client 12 used by the capture requesting user without executing the processing from S202 onward. You may control so that it may be carried out.
次に、当該ゲームがプレイされている際の1フレームについて、本実施形態に係るクライアント12-2及びゲームサーバ10で行われる処理の流れの一例を図18に例示するフロー図を参照しながら説明する。ここでは例えば、クライアント12-2を使用する、プレイヤBであるユーザは、キャプチャ要求ユーザであることとする。また当該フレームは、プレイヤBであるユーザについてのキャプチャ対象期間内であることとする。
Next, one frame when the game is being played will be described with reference to the flowchart illustrated in FIG. 18 as an example of the flow of processing performed by the client 12-2 and the game server 10 according to the present embodiment. To do. Here, for example, it is assumed that the user who is the player B who uses the client 12-2 is a capture requesting user. The frame is within the capture target period for the user who is the player B.
まず、クライアント12-2の操作信号受付部54が、当該フレームにおける操作信号を受け付ける(S301)。そして、クライアント12-2のゲーム操作入力情報送信部58が、当該操作信号に応じた操作入力情報をゲームサーバ10に送信する。そして、ゲームサーバ10のゲーム処理実行部36が当該操作入力情報を受信する(S302)。
First, the operation signal reception unit 54 of the client 12-2 receives an operation signal in the frame (S301). Then, the game operation input information transmission unit 58 of the client 12-2 transmits operation input information corresponding to the operation signal to the game server 10. Then, the game process execution unit 36 of the game server 10 receives the operation input information (S302).
そして、ゲームサーバ10のゲーム処理実行部36は、当該フレームにおけるゲーム状況データを生成する(S303)。S303に示す処理では、例えば、すべての当該ゲームに参加するプレイヤであるユーザのクライアント12から受け付ける操作入力情報と、直前のフレームにおけるゲーム状況データと、に基づいて、ゲーム状況データが生成される。ゲーム処理実行部36は、当該ゲーム状況データは少なくとも直後のフレームまでは保持する。
And the game process execution part 36 of the game server 10 produces | generates the game condition data in the said flame | frame (S303). In the process shown in S303, for example, game situation data is generated based on operation input information received from the client 12 of a user who is a player participating in all the games and the game situation data in the immediately preceding frame. The game process execution unit 36 holds the game situation data at least until the immediately following frame.
そして、ゲームサーバ10のゲーム処理実行部36は、当該フレームにおけるゲーム状況データを、クライアント12-2に送信する。そして、クライアント12-2のゲーム状況データ受信部60は当該ゲーム状況データを受信する(S304)。なおS304に示す処理では実際には、キャプチャ要求ユーザを含む、すべての当該ゲームに参加するプレイヤであるユーザのクライアント12にゲーム状況データは送信される。
Then, the game process execution unit 36 of the game server 10 transmits the game situation data in the frame to the client 12-2. Then, the game situation data receiving unit 60 of the client 12-2 receives the game situation data (S304). In the process shown in S304, the game situation data is actually transmitted to the client 12 of the user who is a player who participates in all the games including the capture requesting user.
そして、クライアント12-2のキャプチャ要求部62は、S304に示す処理で受信したゲーム状況データとプレイヤBであるユーザについてのキャプチャ条件とに基づいて当該フレームにおけるプレイ画像20のキャプチャを行うか否かを判定する(S305)。当該キャプチャ条件は、例えば、クライアント12-2のクライアント側キャプチャ状況データ記憶部52に記憶されている、プレイヤBであるユーザのキャプチャ状況データに含まれているものである。
Then, the capture request unit 62 of the client 12-2 determines whether or not to capture the play image 20 in the frame based on the game situation data received in the process shown in S304 and the capture condition for the user who is the player B. Is determined (S305). The capture condition is included in, for example, the capture status data of the user who is the player B stored in the client-side capture status data storage unit 52 of the client 12-2.
そして、クライアント12-2のキャプチャ要求部62は、S305に示す処理での判定結果に基づいて、プレイヤBであるユーザについてのキャプチャ状況データに関連付けられているステータス情報の値を設定する(S306)。ここで、プレイヤBであるユーザについてのステータス情報とは、例えばクライアント12-2のクライアント側キャプチャ状況データ記憶部52に記憶されているプレイヤBであるユーザのキャプチャ状況データに関連付けられているものである。またここでは例えば、ステータス情報の値は「停止」又は「録画」のいずれかに設定される。そして、クライアント12-2のキャプチャ要求部62は、S306に示す処理で値が設定されたステータス情報を、キャプチャ要求ユーザの識別情報に関連付けてゲームサーバ10に送信する。そしてゲームサーバ10のキャプチャ要求受付部38は当該ステータス情報を受信する(S307)。そして、ゲームサーバ10のキャプチャ要求受付部38は、プレイヤBであるユーザについてのステータス情報の値を、S307に示す処理で受信したステータス情報の値に更新する(S308)。ここで、プレイヤBであるユーザについてのステータス情報とは、例えばサーバ側キャプチャ状況データ記憶部32に記憶されているプレイヤBであるユーザのキャプチャ状況データに関連付けられているものである。
Then, the capture request unit 62 of the client 12-2 sets the value of the status information associated with the capture status data for the user who is the player B based on the determination result in the process shown in S305 (S306). . Here, the status information about the user who is the player B is information associated with the capture status data of the user who is the player B stored in the client-side capture status data storage unit 52 of the client 12-2, for example. is there. Here, for example, the value of the status information is set to either “stop” or “recording”. Then, the capture request unit 62 of the client 12-2 transmits the status information whose value is set in the process shown in S306 to the game server 10 in association with the identification information of the capture request user. Then, the capture request receiving unit 38 of the game server 10 receives the status information (S307). Then, the capture request reception unit 38 of the game server 10 updates the status information value for the user who is the player B to the status information value received in the process shown in S307 (S308). Here, the status information about the user who is the player B is associated with the capture status data of the user who is the player B stored in the server-side capture status data storage unit 32, for example.
そして、クライアント12-2の画像生成部70がプレイ画像20を生成する(S309)。当該プレイ画像20はフレームバッファに描画される。
Then, the image generation unit 70 of the client 12-2 generates the play image 20 (S309). The play image 20 is drawn in the frame buffer.
S309に示す処理では、クライアント12-2の画像生成部70は、まず、S304に示す処理で受信したゲーム状況データに基づいて基礎となるプレイ画像20を生成する。
In the process shown in S309, the image generation unit 70 of the client 12-2 first generates the basic play image 20 based on the game situation data received in the process shown in S304.
そして、クライアント12-2の画像生成部70は、クライアント側キャプチャ状況データ記憶部52に記憶されているキャプチャ状況データに基づいて、当該プレイ画像20に対して、上述の画像I1a、画像I1b、画像I2~I4、画像I7などを配置する。
Then, the image generation unit 70 of the client 12-2 performs the above-described image I1a, image I1b, and image for the play image 20 based on the capture status data stored in the client-side capture status data storage unit 52. I2 to I4, image I7, etc. are arranged.
ここで例えば、画像生成部70は、例えばクライアント側キャプチャ状況データ記憶部52にキャプチャ状況データが記憶されているプレイヤの識別情報を特定する。そして画像生成部70は、これらのプレイヤのうちから、クライアント側ポリシーデータ記憶部50に記憶されているポリシーデータに基づいて、キャプチャを許可していないプレイヤ、及び、許可しているプレイヤを特定する。そして、画像生成部70は、キャプチャを許可していないことが特定されたプレイヤの識別情報に対応付けられる位置に画像I1bを配置する(図6、図12等参照)。
Here, for example, the image generation unit 70 specifies the identification information of the player whose capture status data is stored in the client-side capture status data storage unit 52, for example. Then, the image generation unit 70 identifies a player that is not permitted to capture and a player that is permitted based on the policy data stored in the client-side policy data storage unit 50 among these players. . Then, the image generation unit 70 arranges the image I1b at a position associated with the identification information of the player who has been identified as not permitting capture (see FIGS. 6 and 12, etc.).
一方、画像生成部70は、キャプチャを許可していることが特定されたプレイヤについて、キャプチャ条件を満足しているか否かを特定する。キャプチャ条件を満足しているか否かについては、クライアント側キャプチャ状況データ記憶部52に記憶されているキャプチャ状況データに関連付けられているステータス情報の値に基づいて特定可能である。そして画像生成部70は、キャプチャ条件を満足しているプレイヤの識別情報に対応付けられる位置に画像I1aを配置する。そして画像生成部70は、キャプチャ条件を満足していないプレイヤの識別情報に対応付けられる位置に画像I1cを配置する(図12参照)。
On the other hand, the image generation unit 70 specifies whether or not the capture condition is satisfied for the player specified to permit the capture. Whether or not the capture condition is satisfied can be specified based on the value of status information associated with the capture status data stored in the client-side capture status data storage unit 52. Then, the image generation unit 70 arranges the image I1a at a position associated with the identification information of the player who satisfies the capture condition. Then, the image generation unit 70 arranges the image I1c at a position associated with the identification information of the player who does not satisfy the capture condition (see FIG. 12).
そして、クライアント12-2の画像生成部70は、クライアント側ポリシーデータ記憶部50に記憶されているポリシーデータに基づいて、プレイ画像20のキャプチャを許可していないユーザの秘匿情報をプレイ画像20から消去する。ここでクライアント12-2の画像生成部70は、例えば、秘匿情報を代替文字列ASに置換したり、秘匿情報などプレイ画像20の一部に対してモザイク処理を実行したりする。
Then, the image generation unit 70 of the client 12-2 obtains the confidential information of the user who is not permitted to capture the play image 20 from the play image 20 based on the policy data stored in the client-side policy data storage unit 50. to erase. Here, for example, the image generation unit 70 of the client 12-2 replaces the confidential information with the substitute character string AS, or executes a mosaic process on a part of the play image 20 such as the confidential information.
そして、クライアント12-2の表示制御部72は、S309に示す処理で生成したプレイ画像20をディスプレイに表示させる(S310)。
Then, the display control unit 72 of the client 12-2 displays the play image 20 generated by the process shown in S309 on the display (S310).
そして、キャプチャ部74は、クライアント側キャプチャ状況データ記憶部52に記憶されている、プレイヤBであるユーザのキャプチャ状況データに関連付けられているステータス情報の値が「録画」であるか「停止」であるかを確認する(S311)。「停止」である場合は、本処理例に示す処理を終了する。「録画」である場合は、キャプチャ部74は、フレームバッファに描画されているプレイ画像20をキャプチャしてクライアント12-2のキャプチャ画像記憶部76に記憶させて(S312)、本処理例に示す処理を終了する。
Then, the capture unit 74 stores the value of the status information associated with the capture status data of the user who is the player B stored in the client-side capture status data storage unit 52 as “recording” or “stop”. It is confirmed whether it exists (S311). If it is “stop”, the processing shown in this processing example is terminated. In the case of “recording”, the capture unit 74 captures the play image 20 drawn in the frame buffer and stores it in the capture image storage unit 76 of the client 12-2 (S312). The process ends.
なおS309に示す処理で、画像生成部70は、キャプチャされるプレイ画像20内にキャラクタオブジェクトCOが配置されているか否かを判定してもよい。そして画像生成部70は、配置されていると判定されるユーザの秘匿情報をプレイ画像20から消去するようにしてもよい。当該判定は、例えばキャプチャ要求ユーザに対応する視点の位置から被キャプチャユーザのキャラクタオブジェクトCOの位置に対してレイキャストを行い、当該2つの位置の間に障害物があるか否かに基づいて行われるようにしてもよい。また、当該2つの位置の間の距離が所定の長さより短い場合に、キャプチャされるプレイ画像20内にキャラクタオブジェクトCOが配置されていると判定されるようにしても構わない。なお当該判定は、キャプチャ要求ユーザについてのキャプチャ条件を満足するフレームについてのみ行われてもよい。
In the process shown in S309, the image generation unit 70 may determine whether or not the character object CO is arranged in the captured play image 20. Then, the image generation unit 70 may erase the confidential information of the user determined to be arranged from the play image 20. The determination is performed based on, for example, whether or not there is an obstacle between the two positions by performing ray casting from the position of the viewpoint corresponding to the capture requesting user to the position of the character object CO of the user to be captured. You may be made to be. Further, when the distance between the two positions is shorter than a predetermined length, it may be determined that the character object CO is arranged in the captured play image 20. Note that this determination may be made only for frames that satisfy the capture condition for the capture requesting user.
次に、当該ゲームがプレイされている際の、上述のS301~S312に処理が示された1フレームについて、本実施形態に係るクライアント12-1及びゲームサーバ10で行われる処理の流れの一例を図19に例示するフロー図を参照しながら説明する。当該フレームでは、上述のようにプレイヤBであるユーザがキャプチャ要求ユーザであることとする。またここでは例えば、クライアント12-1を使用する、プレイヤAであるユーザは被キャプチャユーザであることとする。
Next, an example of the flow of processing performed by the client 12-1 and the game server 10 according to the present embodiment for one frame whose processing is indicated in the above-described S301 to S312 when the game is being played. This will be described with reference to the flowchart illustrated in FIG. In the frame, it is assumed that the user who is the player B is the capture requesting user as described above. Here, for example, it is assumed that the user who is the player A who uses the client 12-1 is the user to be captured.
まず、クライアント12-1は、上述のS301~S304に示す処理と同様の処理を実行する(S401~S404)。
First, the client 12-1 executes processing similar to the processing shown in S301 to S304 described above (S401 to S404).
そして、クライアント12-1の通知受付部64は、ゲームサーバ10が送信するステータス情報を受信する(S405)。ゲームサーバ10が当該ステータス情報を送信する処理は、例えば、上述のS308に示す処理の後に行われる。そして当該ステータス情報は、例えば上述のS307に示す処理でクライアント12-2から送信されたものである。そしてクライアント12-1の通知受付部64は、プレイヤBであるユーザについてのステータス情報の値を、S405に示す処理で受信したステータス情報の値に更新する(S406)。ここでプレイヤBであるユーザについてのステータス情報とは、例えばクライアント12-1のクライアント側キャプチャ状況データ記憶部52に記憶されているプレイヤBであるユーザのキャプチャ状況データに関連付けられているものである。
Then, the notification receiving unit 64 of the client 12-1 receives the status information transmitted from the game server 10 (S405). The process in which the game server 10 transmits the status information is performed after the process shown in S308, for example. The status information is, for example, transmitted from the client 12-2 in the process shown in S307. Then, the notification receiving unit 64 of the client 12-1 updates the status information value for the user who is the player B to the status information value received in the process shown in S405 (S406). Here, the status information about the user who is the player B is, for example, associated with the capture status data of the user who is the player B stored in the client-side capture status data storage unit 52 of the client 12-1. .
そして、クライアント12-1は、S309、S310と同様の処理を実行して(S407、S408)、本処理例に示す処理を終了する。ここでは例えば、プレイ画像20内の、プレイヤBであるユーザの識別情報に対応付けられる位置に画像I1a、画像I1b、又は、画像I1cが配置されることとなる。
Then, the client 12-1 executes the same processing as S309 and S310 (S407 and S408), and ends the processing shown in this processing example. Here, for example, the image I1a, the image I1b, or the image I1c is arranged at a position associated with the identification information of the user who is the player B in the play image 20.
なお、S407に示す処理で、画像生成部70は、上述のS309に示す処理と同様、キャプチャ要求ユーザにキャプチャされるプレイ画像20-2内にキャラクタオブジェクトCOaが配置されているか否かの判定を行ってもよい。そして画像生成部70は、当該判定結果に応じて、図8に例示する画像I4をプレイ画像20に配置するか否かを制御してもよい。
In the process shown in S407, the image generation unit 70 determines whether or not the character object COa is arranged in the play image 20-2 captured by the capture requesting user, as in the process shown in S309. You may go. And the image generation part 70 may control whether the image I4 illustrated in FIG. 8 is arranged in the play image 20 according to the determination result.
次に、プレイヤBであるユーザがプレイヤAであるユーザへの許可要請操作を行った際にゲームシステム1で行われる処理の流れの一例を、図20に例示するフロー図を参照しながら説明する。
Next, an example of the flow of processing performed in the game system 1 when the user who is the player B performs the permission request operation to the user who is the player A will be described with reference to the flowchart illustrated in FIG. .
まず、クライアント12-2のキャプチャ要請部66が、許可要請通知をクライアント12-1に送信する。すると、クライアント12-1のキャプチャ要請応対部68が、当該許可要請通知を受信する(S501)。すると、クライアント12-1の画像生成部70が、図9に例示する、画像I5が配置されたプレイ画像20-1を生成して、クライアント12-1の表示制御部72が、クライアント12-1のディスプレイに表示させる(S502)。
First, the capture request unit 66 of the client 12-2 transmits a permission request notification to the client 12-1. Then, the capture request response unit 68 of the client 12-1 receives the permission request notification (S501). Then, the image generation unit 70 of the client 12-1 generates a play image 20-1 in which the image I5 illustrated in FIG. 9 is arranged, and the display control unit 72 of the client 12-1 performs the client 12-1. (S502).
ここで、クライアント12-1の操作信号受付部54が、キャプチャ許可操作又はキャプチャ拒否操作を受け付ける(S503)。そして、クライアント12-1の操作信号受付部54は、クライアント12-1のキャプチャ要請応対部68は、S503に示す処理で受け付けた操作に応じた通知をクライアント12-2に送信する。そして、クライアント12-2のキャプチャ要請部66が、当該通知を受け付ける(S504)。例えば、S503に示す処理でキャプチャ拒否操作を受け付けた場合は、S504に示す処理ではキャプチャを拒否する通知が送信される。一方、S503に示す処理でキャプチャ許可操作を受け付けた場合は、S504に示す処理ではキャプチャを許可する通知が送信される。
Here, the operation signal reception unit 54 of the client 12-1 receives a capture permission operation or a capture rejection operation (S503). Then, the operation signal reception unit 54 of the client 12-1 transmits a notification corresponding to the operation received in the process shown in S503 to the client 12-2. Then, the capture request unit 66 of the client 12-2 receives the notification (S504). For example, when a capture rejection operation is received in the process shown in S503, a notification for rejecting capture is transmitted in the process shown in S504. On the other hand, when a capture permission operation is accepted in the process shown in S503, a notification permitting capture is transmitted in the process shown in S504.
そして、クライアント12-2の画像生成部70が、S504に示す処理で受け付けた通知に応じたプレイ画像20-2を生成して、クライアント12-2の表示制御部72が、当該プレイ画像20-2をディスプレイに表示させる(S505)。ここで例えば、キャプチャを拒否する通知を受け付けた場合は、図10に例示する画像I6が配置されたプレイ画像20-2が表示されることとなる。一方、キャプチャを許可する通知を受け付けた場合は、プレイヤBにキャプチャが許可されたことを表す画像が配置されたプレイ画像20-2が表示されることとなる。
Then, the image generation unit 70 of the client 12-2 generates a play image 20-2 according to the notification received in the process shown in S504, and the display control unit 72 of the client 12-2 displays the play image 20- 2 is displayed on the display (S505). Here, for example, when a notification for refusing capture is received, a play image 20-2 in which an image I6 illustrated in FIG. 10 is arranged is displayed. On the other hand, when a notification for permitting capture is received, the play image 20-2 in which an image indicating that capture is permitted is displayed for the player B.
そして、クライアント12-1のキャプチャ可否送受信部56は、S503に示す処理でキャプチャ許可操作を受け付けたか否かを確認する(S506)。そして、受け付けていない、すなわちキャプチャ拒否操作を受け付けたことが確認された場合は(S506:N)、ゲームシステム1は本処理例に示す処理を終了する。一方、キャプチャ許可操作を受け付けたことが確認された場合は(S506:Y)、クライアント12-1のキャプチャ可否送受信部56は、値が「プレイヤBであるユーザ及びフレンドに対して許可する」である、プレイヤAであるユーザのポリシーデータをゲームサーバ10に送信する。そして、ゲームサーバ10のキャプチャ可否受付部34が当該ポリシーデータを受信する(S507)。
Then, the capture possibility transmission / reception unit 56 of the client 12-1 confirms whether or not a capture permission operation is accepted in the process shown in S503 (S506). Then, if it is confirmed that it has not been accepted, that is, that a capture rejection operation has been accepted (S506: N), the game system 1 ends the processing shown in this processing example. On the other hand, when it is confirmed that the capture permission operation has been accepted (S506: Y), the capture permission / reception unit 56 of the client 12-1 has the value “permit to user and friend who are player B”. The policy data of the user who is a player A is transmitted to the game server 10. Then, the capture availability accepting unit 34 of the game server 10 receives the policy data (S507).
そして、ゲームサーバ10のキャプチャ可否受付部34は、サーバ側ポリシーデータ記憶部30に記憶されている、プレイヤAであるユーザのポリシーデータの値を、S507に示す処理で受信したポリシーデータの値に更新する(S508)。そして、ゲームサーバ10の通知部40が、当該ポリシーデータを、当該ゲームに参加するプレイヤであるユーザが使用するクライアント12に送信する。ここでは例えばクライアント12-1~12-3に当該ポリシーデータが送信される。そのため、クライアント12-2にも当該ポリシーデータは送信される。すると、クライアント12-2のキャプチャ可否送受信部56は当該ポリシーデータを受信する(S509)。
Then, the capture propriety accepting unit 34 of the game server 10 sets the value of the policy data of the user who is the player A stored in the server-side policy data storage unit 30 to the value of the policy data received in the process shown in S507. Update (S508). And the notification part 40 of the game server 10 transmits the said policy data to the client 12 which the user who is a player participating in the said game uses. Here, for example, the policy data is transmitted to the clients 12-1 to 12-3. Therefore, the policy data is also transmitted to the client 12-2. Then, the capture permission / reception unit 56 of the client 12-2 receives the policy data (S509).
そして、クライアント12-2のキャプチャ可否送受信部56は、クライアント側ポリシーデータ記憶部50に記憶されている、プレイヤAであるユーザのポリシーデータの値を、S509に示す処理で受信したポリシーデータ値に更新する(S510)。このようにして、プレイヤAであるユーザの秘匿情報のキャプチャがプレイヤBであるユーザに許可されることとなる。よって、クライアント12-2のディスプレイには図7に例示するプレイ画像20-2が表示され、クライアント12-1のディスプレイには図8に例示するプレイ画像20-2が表示されることとなる。そして、本処理例に示す処理を終了する。このようにして本実施形態では、許可要請通知を受け付けた被キャプチャユーザから受け付けるプレイ画像20のキャプチャの可否に応じてキャプチャ要求ユーザによるプレイ画像20のキャプチャが制御される。
Then, the capture permission / reception unit 56 of the client 12-2 converts the value of the policy data of the user who is the player A stored in the client side policy data storage unit 50 into the policy data value received in the process shown in S509. Update (S510). In this manner, the user who is the player A is permitted to capture the confidential information of the user who is the player A. Therefore, the play image 20-2 illustrated in FIG. 7 is displayed on the display of the client 12-2, and the play image 20-2 illustrated in FIG. 8 is displayed on the display of the client 12-1. Then, the processing shown in this processing example is finished. In this way, in the present embodiment, the capture of the play image 20 by the capture requesting user is controlled according to whether or not the play image 20 can be captured received from the capture target user who has received the permission request notification.
なお、本発明は上述の実施形態に限定されるものではない。
Note that the present invention is not limited to the above-described embodiment.
例えば図15に示されている機能のすべてがゲームのプログラムとして実装されても構わないし、図15に示されている機能のすべてがシステムプログラムとして実装されても構わない。また、図15に示されている機能の一部がゲームのプログラムとして実装されていて、残りがシステムプログラムとして実装されていても構わない。具体的には例えば、システムプログラムが、上述の通知受付部64の説明にあるように、プレイ動画像のキャプチャ開始通知やキャプチャ終了通知を受け付けてもよい。そして、ゲームのプログラムが、上述の画像生成部70の説明にあるように、画像I1a、画像I1b、画像I2~I8等をプレイ画像20に上書きしてもよい。そして、ゲームのプログラムが、上述の表示制御部72の説明にあるように画像生成部70が生成した画像をディスプレイに表示させてもよい。
For example, all of the functions shown in FIG. 15 may be implemented as a game program, or all of the functions shown in FIG. 15 may be implemented as a system program. Also, some of the functions shown in FIG. 15 may be implemented as a game program, and the rest may be implemented as a system program. Specifically, for example, as described in the description of the notification receiving unit 64 described above, the system program may receive a play moving image capture start notification and a capture end notification. Then, the game program may overwrite the play image 20 with the image I1a, the image I1b, the images I2 to I8, etc., as described in the above description of the image generation unit 70. Then, the game program may cause the display to display the image generated by the image generation unit 70 as described in the description of the display control unit 72 described above.
例えば、本実施形態を、複数のプレイヤで1台のゲーム装置によってプレイされるゲームに応用してもよい。図21は、このようなゲームのプレイ時にディスプレイに表示されるプレイ画像20の一例を示す図である。図21には、4人のプレイヤでプレイされるゲームにおけるプレイ画像20が示されている。当該プレイ画像20は分割されており、左上、左下、右上、右下それぞれの領域に、それぞれ互いに異なるプレイヤのプレイ内容が示されている。ここで、左上の領域に対応付けられるプレイヤであるユーザによってプレイ動画像がキャプチャされているとする。この場合は、左上の領域が切り出されたプレイ画像20がキャプチャされることとなる。そして、図21に示すように、プレイ画像20の左上の領域には画像I7が配置される。このようにして、他のプレイヤは、当該プレイ画像20がキャプチャされていることを認識できることとなる。
For example, the present embodiment may be applied to a game played by a single game device with a plurality of players. FIG. 21 is a diagram showing an example of a play image 20 displayed on the display when playing such a game. FIG. 21 shows a play image 20 in a game played by four players. The play image 20 is divided, and the play contents of different players are shown in the upper left, lower left, upper right, and lower right areas, respectively. Here, it is assumed that a play moving image is captured by a user who is a player associated with the upper left area. In this case, the play image 20 in which the upper left area is cut out is captured. Then, as shown in FIG. 21, an image I7 is arranged in the upper left area of the play image 20. In this way, other players can recognize that the play image 20 is captured.
またこのとき、例えば、プレイ画像20の左上の領域に画像I7が配置されるとともに、あるいは配置される代わりに、左上の領域に対応付けられるプレイヤが操作するコントローラの発光部の発光態様を変化させてもよい。例えば左上の領域に対応付けられるプレイヤが操作するコントローラの発光部の挙動が他のプレイヤが操作するコントローラと異なるようにしてもよい。そしてこのことで、被キャプチャユーザにプレイ画像20がキャプチャされることを通知するようにしてもよい。具体的には、例えば、左上の領域に対応付けられるプレイヤが操作するコントローラの発光部がすばやい点滅を繰り返したり、緩やかな明滅を繰り返したりしてもよい。あるいは、当該コントローラの発光部が発する光の色が周期的に変化するようにしてもよい。
At this time, for example, the image I7 is arranged in the upper left area of the play image 20, or instead of being arranged, the light emission mode of the light emitting unit of the controller operated by the player associated with the upper left area is changed. May be. For example, the behavior of the light emitting unit of the controller operated by the player associated with the upper left area may be different from the controllers operated by other players. In this way, the user to be captured may be notified that the play image 20 is captured. Specifically, for example, the light emitting unit of the controller operated by the player associated with the upper left area may repeat blinking quickly or gradually blink. Or you may make it the color of the light which the light emission part of the said controller changes periodically.
また例えば、ゲームのプレイヤではなく、例えばキャプチャ要求ユーザのフレンドであるユーザが使用するクライアント12にキャプチャ開始通知が送信されてもよい。そして、当該キャプチャ状況データが、システムプログラムによって管理されている記憶領域に記憶されるようにしてもよい。この場合、図22に例示するように、システムプログラムによって生成されて表示されるシステム画像の、キャプチャ要求ユーザを表すアイコンの右側に画像I1aが配置されるようにしてもよい。
Also, for example, the capture start notification may be transmitted to the client 12 used by a user who is not a game player but a friend of the capture requesting user, for example. Then, the capture status data may be stored in a storage area managed by the system program. In this case, as illustrated in FIG. 22, the image I1a may be arranged on the right side of the icon representing the capture requesting user in the system image generated and displayed by the system program.
また例えば、図23に示すように、サーバブラウザを介して表示される、ユーザがログイン可能なゲームサーバ10の一覧表示画面において、当該ゲームサーバ10でプレイされるゲームにおけるプレイ画像20のキャプチャ制御のポリシーに対応付けられる画像が表示されるようにしてもよい。図23に示すゲームサーバ10の一覧表示画面には、ゲームサーバ10の識別情報に対応付けて、当該ゲームサーバ10でプレイされているゲームの最大参加人数を分母、現在の参加人数が分子として表現された分数が配置されている。そして図23の例では、プレイ画像20のキャプチャが一律に禁止されるよう制御されるゲームサーバ10の識別情報の右側にアイコンIc1が配置される。また図23の例では、プレイ画像20のキャプチャが一律に許可されるよう制御されるゲームサーバ10の識別情報の右側にアイコンIc2が配置される。また図23の例では、プレイ画像20のキャプチャが一律に、フレンドに対して許可されるよう制御されるゲームサーバ10の識別情報の右側にアイコンIc3が配置される。また、クライアント12において設定されているポリシーデータが適用されるゲームサーバ10、すなわちプレイ画像のキャプチャを一律に制御しないゲームサーバ10の識別情報の右側にはアイコンは配置されていない。
Further, for example, as shown in FIG. 23, in the list display screen of the game server 10 that can be logged in by the user displayed via the server browser, the capture control of the play image 20 in the game played on the game server 10 is performed. An image associated with the policy may be displayed. In the list display screen of the game server 10 shown in FIG. 23, the maximum number of participants of the game played on the game server 10 is expressed as a denominator and the current number of participants is expressed as a numerator in association with the identification information of the game server 10. Fractions are arranged. In the example of FIG. 23, the icon Ic1 is arranged on the right side of the identification information of the game server 10 that is controlled so that the capture of the play image 20 is uniformly prohibited. In the example of FIG. 23, the icon Ic2 is arranged on the right side of the identification information of the game server 10 that is controlled so that the capture of the play image 20 is uniformly permitted. In the example of FIG. 23, the icon Ic3 is arranged on the right side of the identification information of the game server 10 that is controlled so that the capture of the play image 20 is uniformly permitted to friends. Further, no icon is arranged on the right side of the identification information of the game server 10 to which the policy data set in the client 12 is applied, that is, the game server 10 that does not uniformly control the capture of the play image.
またここでユーザがいずれかのゲームサーバ10を選択する操作を行うと、クライアント12は当該ゲームサーバ10にログインする。ここで、ゲームサーバ10への接続中や当該ゲームサーバ10で実行されているゲームのロード中にディスプレイに表示される画面に、当該ゲームサーバ10において適用されるキャプチャ制御のポリシーに対応付けられるアイコン等の画像が配置されるようにしてもよい。例えば、プレイ画像20のキャプチャが一律に禁止されるよう制御されるゲームサーバ10への接続中や当該ゲームサーバ10で実行されているゲームのロード中にディスプレイに表示される画面に、アイコンIc1が配置されても構わない。また例えば、プレイ画像20のキャプチャが一律に許可されるよう制御されるゲームサーバ10への接続中や当該ゲームサーバ10で実行されているゲームのロード中にディスプレイに表示される画面に、アイコンIc2が配置されても構わない。また例えば、プレイ画像20のキャプチャが一律に、フレンドに対して許可されるよう制御されるゲームサーバ10への接続中や当該ゲームサーバ10で実行されているゲームのロード中にディスプレイに表示される画面に、アイコンIc3が配置されても構わない。
If the user performs an operation of selecting any game server 10 here, the client 12 logs into the game server 10. Here, an icon associated with a capture control policy applied in the game server 10 is displayed on a screen displayed on the display while connected to the game server 10 or while a game being executed on the game server 10 is loaded. Such an image may be arranged. For example, the icon Ic1 is displayed on the screen displayed on the display while connected to the game server 10 controlled to be uniformly prohibited from capturing the play image 20 or while the game being executed on the game server 10 is loaded. It may be arranged. In addition, for example, the icon Ic2 is displayed on the screen displayed on the display while connected to the game server 10 controlled so that the capture of the play image 20 is uniformly permitted, or while the game being executed on the game server 10 is loaded. May be arranged. In addition, for example, the capture of the play image 20 is uniformly displayed on the display while connected to the game server 10 controlled to be permitted to a friend or while a game being executed on the game server 10 is loaded. The icon Ic3 may be arranged on the screen.
また例えば、プレイ画像20がリアルタイムでストリーミング配信されているような場面で、配信されているプレイ画像20が、当該プレイ画像20の鑑賞者にキャプチャされることがゲームのプレイヤに通知されるようにしてもよい。すなわち、キャプチャ要求ユーザがゲームのプレイヤであるユーザではなく、被キャプチャユーザがゲームのプレイヤであるユーザであっても構わない。
Also, for example, in a situation where the play image 20 is streamed in real time, the game player is notified that the distributed play image 20 is captured by the viewer of the play image 20. May be. That is, the capture requesting user may not be a user who is a game player, but the user to be captured may be a user who is a game player.
また、キャプチャされたプレイ動画像がライブストリーミング配信されても構わない。例えば、キャプチャされたプレイ動画像がクライアント12の記憶部12bに記憶されるのではなく、バッファリングされた上で、ライブストリーミングサービスを提供するサイトにアップロードされて公開されても構わない。
Also, the captured play video may be distributed live. For example, the captured play moving image may not be stored in the storage unit 12b of the client 12, but may be buffered and uploaded to a site that provides a live streaming service.
なお、本実施形態を、ゲームプログラム以外のプログラム、例えば複数のユーザによる共同作業を支援するプログラム等に応用しても構わない。具体的には例えば、チャットアプリケーションや電子掲示板に本実施形態を応用しても構わない。また、ゲームサーバ10が複数の筐体から構成されていてもよい。また、ゲームサーバ10とクライアント12との役割分担は上述のものに限定されない。例えば、いずれかのクライアント12である装置がゲームサーバ10の役割を担ってもよい。この場合、当該装置が、上述のゲームサーバ10とクライアント12の両方の役割を担うこととなる。また、上記の具体的な文字列や図面中の具体的な文字列は例示であり、これらの文字列には限定されない。
In addition, you may apply this embodiment to programs other than a game program, for example, the program etc. which support the collaborative work by a some user. Specifically, for example, the present embodiment may be applied to a chat application or an electronic bulletin board. Moreover, the game server 10 may be comprised from the some housing | casing. Further, the division of roles between the game server 10 and the client 12 is not limited to the above. For example, a device that is one of the clients 12 may play the role of the game server 10. In this case, the apparatus plays the role of both the game server 10 and the client 12 described above. The specific character strings described above and the specific character strings in the drawings are examples, and are not limited to these character strings.
Claims (14)
- プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによって当該画像がキャプチャされることの可否を、被キャプチャユーザから受け付けるキャプチャ可否受付部と、
受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御するキャプチャ制御部と、
を含むことを特徴とするキャプチャ制御システム。 A capture availability accepting unit that accepts whether or not the image is captured by a capture requesting user who requests capture of an image indicating the execution content of the program;
A capture control unit that controls capture of the image by the capture requesting user according to the acceptability;
A capture control system comprising: - 前記プログラムは、前記キャプチャ要求ユーザ及び前記被キャプチャユーザを含む複数のユーザがプレイするゲームのプログラムである、
ことを特徴とする請求項1に記載のキャプチャ制御システム。 The program is a game program played by a plurality of users including the capture requesting user and the captured user.
The capture control system according to claim 1. - 前記画像がキャプチャされることを許可しないことを受け付ける場合は、前記キャプチャ制御部は、前記被キャプチャユーザを特定可能な情報の少なくとも一部が配置されていない状態となるよう加工された前記画像がキャプチャされるよう制御する、
ことを特徴とする請求項1又は2に記載のキャプチャ制御システム。 When accepting that the image is not permitted to be captured, the capture control unit receives the image processed so that at least a part of the information that can identify the captured user is not arranged. Control it to be captured,
The capture control system according to claim 1 or 2, characterized by the above. - 前記キャプチャ制御部は、少なくとも一部にモザイク処理が実行された前記画像がキャプチャされるよう制御する、
ことを特徴とする請求項3に記載のキャプチャ制御システム。 The capture control unit controls to capture the image on which mosaic processing has been executed at least in part;
The capture control system according to claim 3. - 前記キャプチャ要求ユーザに前記画像がキャプチャされることを許可していない前記被キャプチャユーザに当該キャプチャ要求ユーザによる当該画像のキャプチャの許可要請を通知するキャプチャ要請部、をさらに含み、
前記キャプチャ制御部は、前記許可要請の通知を受け付けた前記被キャプチャユーザから受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御する、
ことを特徴とする請求項1から4のいずれか一項に記載のキャプチャ制御システム。 A capture request unit for notifying the capture requesting user who has not permitted the capture requesting user to capture the image;
The capture control unit controls capturing of the image by the capture requesting user according to the acceptability received from the captured user who has received the permission request notification;
The capture control system according to any one of claims 1 to 4, wherein - プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによって当該画像がキャプチャされることの可否を、被キャプチャユーザから受け付けるステップと、
受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御するステップと、
を含むことを特徴とするキャプチャ制御方法。 Receiving from the captured user whether or not the image is captured by a capture requesting user who requests capturing of an image indicating the execution contents of the program;
Controlling the capture of the image by the capture requesting user according to the acceptability;
A capture control method comprising: - プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによって当該画像がキャプチャされることの可否を、被キャプチャユーザから受け付ける手順、
受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御する手順、
をコンピュータに実行させることを特徴とするプログラム。 A procedure for accepting from the captured user whether or not the image is captured by the capture requesting user who requests to capture an image indicating the execution content of the program;
A procedure for controlling capture of the image by the capture requesting user according to the acceptability;
A program that causes a computer to execute. - プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによって当該画像がキャプチャされることの可否を、被キャプチャユーザから受け付ける手順、
受け付ける前記可否に応じて前記キャプチャ要求ユーザによる前記画像のキャプチャを制御する手順、
をコンピュータに実行させることを特徴とするプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体。 A procedure for accepting from the captured user whether or not the image is captured by the capture requesting user who requests to capture an image indicating the execution content of the program;
A procedure for controlling capture of the image by the capture requesting user according to the acceptability;
A computer-readable information storage medium storing a program characterized by causing a computer to execute. - 被キャプチャユーザから受け付ける、プログラムの実行内容を示す画像がキャプチャされることの可否に応じて、当該画像のキャプチャを制御するキャプチャ制御部、
を含むことを特徴とする情報処理装置。 A capture control unit that controls capture of the image according to whether or not an image indicating the execution contents of the program received from the captured user is captured;
An information processing apparatus comprising: - 被キャプチャユーザから受け付ける、プログラムの実行内容を示す画像がキャプチャされることの可否に応じて、当該画像のキャプチャを制御する手順、
をコンピュータに実行されることを特徴とするプログラム。 A procedure for controlling capture of an image according to whether or not an image indicating the execution content of a program received from a captured user can be captured;
Is executed by a computer. - 被キャプチャユーザから受け付ける、プログラムの実行内容を示す画像がキャプチャされることの可否に応じて、当該画像のキャプチャを制御する手順、
をコンピュータに実行させることを特徴とするプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体。 A procedure for controlling capture of an image according to whether or not an image indicating the execution content of a program received from a captured user can be captured;
A computer-readable information storage medium storing a program characterized by causing a computer to execute. - 被キャプチャユーザにより設定される画像がキャプチャされることの可否に基づいて、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによる当該画像のキャプチャを制御するキャプチャ制御部、
を含むことを特徴とする情報処理装置。 A capture control unit for controlling capture of the image by a capture requesting user who requests capture of an image indicating the execution contents of the program, based on whether or not an image set by the user to be captured can be captured;
An information processing apparatus comprising: - 被キャプチャユーザにより設定される画像がキャプチャされることの可否に基づいて、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによる当該画像のキャプチャを制御する手順、
をコンピュータに実行されることを特徴とするプログラム。 A procedure for controlling the capture of the image by the capture requesting user who requests the capture of the image indicating the execution contents of the program based on whether or not the image set by the captured user can be captured;
Is executed by a computer. - 被キャプチャユーザにより設定される画像がキャプチャされることの可否に基づいて、プログラムの実行内容を示す画像のキャプチャを要求するキャプチャ要求ユーザによる当該画像のキャプチャを制御する手順、
をコンピュータに実行させることを特徴とするプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体。 A procedure for controlling the capture of the image by the capture requesting user who requests the capture of the image indicating the execution contents of the program based on whether or not the image set by the captured user can be captured;
A computer-readable information storage medium storing a program characterized by causing a computer to execute.
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