WO2016088493A1 - Motion-controlled video game device - Google Patents

Motion-controlled video game device Download PDF

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Publication number
WO2016088493A1
WO2016088493A1 PCT/JP2015/080669 JP2015080669W WO2016088493A1 WO 2016088493 A1 WO2016088493 A1 WO 2016088493A1 JP 2015080669 W JP2015080669 W JP 2015080669W WO 2016088493 A1 WO2016088493 A1 WO 2016088493A1
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WO
WIPO (PCT)
Prior art keywords
screen
image
orientation
rotation angle
display screen
Prior art date
Application number
PCT/JP2015/080669
Other languages
French (fr)
Japanese (ja)
Inventor
渡辺 公貴
加藤 國彦
健太 羽柴
上島 拓
Original Assignee
株式会社タカラトミー
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社タカラトミー filed Critical 株式会社タカラトミー
Publication of WO2016088493A1 publication Critical patent/WO2016088493A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer

Definitions

  • the present invention relates to a bodily sensation video game apparatus which is an interactive video game apparatus that receives a body action recognized through a camera.
  • a bodily sensation type video game apparatus that is an interactive video game apparatus that receives a body action recognized via a camera has been known (see, for example, Patent Documents 1 and 2 and Non-Patent Document 1).
  • this type of sensation-type video game apparatus includes an image display having a display screen (usually a substitute for a stationary television) and a camera for photographing a player's body action (integrated with or separate from the game main unit). And a game computer (game device main body) to which an application program for a sensation-type video game is to be installed, and the player recognized through the camera by executing the application program on the game computer An interactive game image with the body action as an input is displayed on the screen of the image display.
  • the camera and the game device main body can be freely carried to some extent, but the presence of a stationary television is indispensable for the carrying destination.
  • the degree of freedom was still limited and lacked the convenience of being able to carry and play anywhere and anytime.
  • the present inventors are the tablet devices such as smart phones, tablet PCs, and tablet notebook PCs that are becoming widespread in recent years.
  • An image display having a display screen, a camera (referred to as “front camera”, “in-camera”, or “sub-camera”) for shooting the body action of the player; Since the game computer to which the application program should be installed (CPU built in the terminal) is already provided and has sufficient portability, the application program for the sensation-type video game (hereinafter abbreviated as “game application”). As long as it is properly designed, you can easily carry it anywhere and anytime. It can, moreover inspired the operable sensory video game device via the body action can be realized.
  • the present inventors can easily enjoy a game with a simple operation by any user of the tablet-type terminal even in such a sensation-type video game apparatus using the tablet-type terminal and the game application. In order to do so, we have found that there are still problems to be solved.
  • a shooting posture that looks down on the body action to be recognized is adopted, so the camera's shooting window is located at the top of the screen. Because it requires a rotation posture or, conversely, adopts a shooting posture that looks up, the camera's shooting window requires a screen rotation posture that is located at the bottom of the screen. There is a demand for a screen rotation posture due to the body action shooting posture.
  • tablet-type terminals such as smart phones, tablet PCs, and notebook PCs for tablet use.
  • a vertically long screen rotation posture and a horizontally long screen rotation posture can be freely selected.
  • a video game device is realized by installing and executing an arbitrary game application on a tablet-type terminal, and also has a sufficient display field of view and good visibility and understanding of the game image.
  • the player In order to achieve this, the player must be encouraged to take the necessary screen rotation posture so that the requirements regarding the screen rotation posture due to the development direction of the game image are sufficiently satisfied.
  • an operating system (hereinafter referred to as “OS”) of this type of tablet terminal has an image corresponding to the standard rotation posture according to the setting content of “image display orientation setting” that can be set by the operation on the terminal side.
  • image display orientation setting There is an image orientation determination function that can set the rotation angle arbitrarily (0 degrees, 90 degrees, 180 degrees, 270 degrees, sensor follow-up).
  • image display orientation setting it is necessary to have a certain level of knowledge about terminal operation, so it is expected that all users of this type of tablet terminal will be able to use this function. I don't get it.
  • the terminal user can appropriately It is very doubtful whether the screen rotation posture can be realized immediately. This is because the standard rotation posture and camera position are not the same on all terminals, and even if the same game application is used, the image rotation angle with respect to the standard rotation posture differs for each terminal model. It is.
  • the present invention has been made paying attention to the above-mentioned problems, and the object of the present invention is to determine which of the users of the tablet terminal in the sensation-type video game apparatus using the tablet terminal and the game application.
  • the purpose is to make it easy to enjoy the game with simple operations.
  • a bodily sensation type video game apparatus an application program, a recording medium, a client and server system, and a program providing server according to the present invention having the following configurations.
  • the sensation type video game device includes an image display having a display screen, a camera for photographing a body action of a player, and a game computer in which an application program for the sensation type video game is to be installed. And the game computer executes the application program, so that an interactive game image with the player's body action recognized through the camera as an input is displayed on the display screen of the image display.
  • An experienced video game apparatus that is displayed, wherein the image display device, the camera, and the game computer have a display screen integrally, such as a smartphone, a tablet PC, and the like. Window for the front side of the display screen
  • the application program includes the tablet type terminal regardless of the contents of the image display orientation setting set on the tablet type terminal side.
  • a program portion is included for causing a game image related to the program to function as a means for directing the game image to be displayed on the display screen in a state where the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle. Further, when the rotation orientation of the display screen is determined so that the orientation on the image of the game image and the orientation on the real space coincide with the specific rotation angle, the game image is displayed in a portrait screen or landscape screen.
  • the proper screen rotation posture that satisfies the requirements for image development such as which should be displayed automatically Those defined so as to obtain.
  • the rotation orientation of the display screen is simply determined so that the orientation on the image of the game image (for example, upward) matches the orientation in the real space (for example, upward). Since an appropriate screen rotation posture that satisfies the requirements for image development such as whether to display the game image on a portrait screen or landscape screen is automatically obtained, for example, a game image for a portrait screen is displayed. It is possible to avoid image visibility degradation due to an error in the screen rotation posture, such as displaying on a landscape screen or conversely displaying a game image for a landscape screen on a portrait screen, and the body action to be recognized is particularly strict Unless the user demands a proper shooting posture, any user of the tablet-type terminal can enjoy the experience-based video game easily.
  • the rotation angle of the display screen is determined so that the specific rotation angle matches the orientation of the game image on the image and the orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
  • the body action of the player is changed to the shooting window.
  • the camera can automatically obtain a proper screen rotation posture that satisfies the shooting posture requirement of the body action, such as from which angle the camera should shoot.
  • the body action that should be taken as if looking down from the window is taken from the shooting window located at the bottom of the screen, or conversely, the body action that should be taken as seen from the shooting window located at the bottom of the screen is displayed at the top of the screen
  • Body action recognition accuracy decline due to incorrect screen rotation posture, such as shooting down from the shooting window located at As well as a body action to be identified target was to request a particularly strict shooting attitude, everyone of the user of the tablet-type terminal is easy and it is possible to enjoy the experience type video games.
  • the specific rotation angle is based on a screen height / width request on the application program side and a screen height / width specification of the terminal derived from the model information of the tablet terminal. It may be determined.
  • the distinction between portrait and landscape screens in the standard rotation position is uniquely determined by the model information of the tablet terminal. Therefore, for example, if the game application side holds information indicating whether the portrait screen / landscape screen in the standard rotation posture for each assumed terminal model, etc., it corresponds to the model of the tablet type terminal. By only providing information, the rotation angle of the screen can be easily obtained so as to obtain an appropriate vertical and horizontal posture for developing the game image on the screen.
  • the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
  • model information if the model information read from the tablet type terminal itself in which the application program is installed is used, the user of the tablet type terminal is notified of his / her own tablet type terminal. It is no longer necessary to request input of accurate model information, and the user is freed from the burden of input operation.
  • the present invention is a commercially available camera having a display screen integrated therein, such as a smartphone, a tablet PC, etc., and a camera with a shooting window facing the front side of the display screen. It can also be understood as an application program to be installed on the tablet terminal.
  • the application program includes a means for displaying an interactive game image on the display screen, with the tablet terminal as an input of a body action of a player recognized via the camera, and the tablet Regardless of the content of the image display orientation setting set on the terminal side, the game image related to the application program is displayed on the display screen in a state where the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle.
  • the display screen is configured to function as a means for directing display, and the specific rotation angle is a rotation orientation of the display screen so that an orientation on the image of the game image coincides with an orientation on a real space.
  • the game image should be displayed on the portrait screen or landscape screen. Proper screen rotation posture that satisfies the requirements on the image development that Tsu is determined so as to automatically obtain.
  • the rotation angle of the display screen is determined so that the specific rotation angle matches an orientation on the image of the game image with an orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
  • the specific rotation angle is the terminal derived from a screen vertical / horizontal request on the application program side and model information of the tablet terminal. It may be determined based on the screen vertical and horizontal specifications.
  • the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
  • the present invention is a commercially available camera having a display screen integrated therein, such as a smartphone, a tablet PC, etc., and a camera with a shooting window facing the front side of the display screen. It can also be understood as a recording medium storing an application program to be executed by the tablet terminal.
  • the application program stored in the recording medium displays an interactive game image on the display screen using the tablet terminal as an input of the body action of the player recognized through the camera.
  • the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle. In the state, it is made to function as a means for directing display on the display screen, and the specific rotation angle is set so that the orientation on the image of the game image matches the orientation on the real space.
  • the rotation orientation of the display screen is determined, the game image is displayed on the portrait screen or landscape screen.
  • Proper screen rotation posture that satisfies the requirements on the image development that say should be displayed on the record is determined so as to automatically obtain.
  • the rotation angle of the display screen is determined so that the specific rotation angle matches an orientation on the image of the game image with an orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
  • the specific rotation angle is based on a screen height / width request on the application program side and a screen height / width specification of the terminal derived from the model information of the tablet terminal. It may be determined.
  • the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
  • ⁇ Client and server system> incorporates a program providing server and a camera having a display screen as an integral unit, such as a smartphone and a tablet PC, and a shooting window facing the front side of the display screen. It is also possible to grasp a commercially available tablet terminal as a client and server system connected by a network.
  • the program providing server displays, on the display screen, an interactive game image using the tablet terminal as an input of the player's body action recognized through the camera.
  • the rotation angle of the game image relative to the display screen is fixed at a specific rotation angle for the game image according to the application program, regardless of the content of the image display orientation set on the tablet terminal In such a state, it is made to function as a means for directing to display on the display screen, and the specific rotation angle is such that the orientation on the image of the game image coincides with the orientation on the real space.
  • the game image is Stores one or more application programs that are determined to automatically obtain a proper screen rotation posture that satisfies the image development requirements such as which screen should be displayed.
  • the program providing server further includes the tablet terminal in the one or more types of application programs in response to a download request from the tablet terminal via the network.
  • the application program specified from the side is configured to be transmitted to the tablet terminal on the condition of predetermined authentication, and the tablet terminal responds to the download request from the program providing server.
  • Receiving and storing the transmitted application program; By executing the application program on the condition of a predetermined activation operation, an interactive game image with the player's body action recognized through the camera as an input is displayed on the display screen. It is a thing.
  • the rotation angle of the display screen is determined so that the specific rotation angle matches an orientation on the image of the game image with an orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
  • the specific rotation angle is based on a screen height / width request on the application program side and a screen height / width specification of the terminal derived from the model information of the tablet terminal. It may be determined.
  • the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
  • a camera having a display screen integrated with a program providing server, a smartphone, a tablet PC, etc., and a shooting window directed to the front side of the display screen. It is also possible to grasp the built-in commercially available tablet terminal as the program providing server constituting the client and server system connected by the network.
  • the program providing server includes means for displaying an interactive game image on the display screen using the tablet terminal as an input of a body action of a player recognized through the camera, and the tablet type Regardless of the content of the image display orientation setting set on the terminal side, the game image related to the application program is displayed on the display screen in a state where the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle.
  • the display screen is configured to function as a means for directing display, and the specific rotation angle is a rotation orientation of the display screen so that an orientation on the image of the game image coincides with an orientation on a real space.
  • Image development that tells whether the game image should be displayed on a portrait screen or landscape screen Proper screen rotation posture that satisfies the request is defined as automatically obtained.
  • the rotation angle of the display screen is determined so that the specific rotation angle matches an orientation on the image of the game image with an orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
  • the specific rotation angle is based on a screen height / width request on the application program side and a screen height / width specification of the terminal derived from the model information of the tablet terminal. It may be determined.
  • the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
  • any user of the tablet terminal can easily enjoy a game with a simple operation.
  • FIG. 1 is an explanatory diagram showing the configuration of the entire application providing system.
  • FIG. 2 is a block diagram showing a general hardware configuration of the tablet terminal.
  • FIG. 3 is a block diagram illustrating a hardware configuration of the application providing server.
  • FIG. 4 is a flowchart for explaining the application download operation.
  • FIG. 5 is a flowchart for explaining processing on the application side.
  • FIG. 6 is a flowchart for explaining display processing on the OS side.
  • FIG. 7 is a flowchart showing the configuration of the image rotation program part.
  • FIG. 8 is a detailed flowchart of the image rotation angle determination process (according to a request from the application side).
  • FIG. 9 is a detailed flowchart of image rotation angle determination processing (depending on terminal specifications and application-side requests) FIG.
  • FIG. 10 is an explanatory diagram showing the positional relationship between the screen and the sub camera for each model of smart phone.
  • FIG. 11 is an explanatory diagram showing the positional relationship between the screen of each model of tablet PC and the sub camera.
  • FIG. 12 is an explanatory diagram showing the positional relationship between the screen of the tablet PC and the sub camera.
  • FIG. 13 is an explanatory diagram (camera is superscript) when the image is fixed at a rotation angle of 0 degree with respect to the screen.
  • FIG. 14 is an explanatory diagram (camera subscript) when the image is fixed at a rotation angle of 180 degrees with respect to the screen.
  • FIG. 15 is an explanatory diagram (with a camera attached) when the image is fixed at a rotation angle of 90 degrees with respect to the screen.
  • FIG. 16 is an explanatory diagram (with a camera attached) when the image is fixed at a rotation angle of 90 degrees with respect to the screen.
  • FIG. 17 is an explanatory diagram of a table tennis game during play.
  • FIG. 18 is an explanatory diagram of an image displayed on the screen during play.
  • FIG. 19 is an explanatory diagram showing a product sales form.
  • FIG. 20 is an explanatory diagram of a table tennis game playground equipment.
  • the conventional sensation-type video game apparatus includes an image display having a display screen (usually a substitute for a stationary television) and a camera for photographing a player's body action (integrated with the game main unit). Or a game computer (game device main body) to be installed with an application program for a sensation-type video game (ie, “game app”), and the game app is a game computer.
  • an interactive game image using the body action of the player recognized through the camera as an input is displayed on the screen of the image display.
  • the sensation type video game apparatus integrates a display screen with functions realized by the above-described image display, camera, and game computer, such as a smartphone and a tablet PC. And a commercially available tablet terminal in which a camera with a shooting window facing the front side of the display screen is incorporated.
  • the game device in the game application, is displayed on the display screen regardless of the image display orientation setting content set on the tablet terminal.
  • a program portion for causing the game image to function as a means for directing the game image to be displayed on the display screen in a state where the rotation angle of the game image is fixed to a specific rotation angle is included.
  • the rotation orientation of the display screen is determined such that the orientation on the image of the game image and the orientation on the real space coincide with the specific rotation angle, the game image is displayed in a portrait screen or landscape orientation. It is determined so that an appropriate screen rotation posture that satisfies the requirement on image development such as which screen should be displayed is automatically obtained.
  • a providing method via a portable recording medium such as an SD memory or a USB memory, a provision provided via a short-range radio such as an infrared ray, etc.
  • a providing method via a portable recording medium such as an SD memory or a USB memory, a provision provided via a short-range radio such as an infrared ray, etc.
  • an application providing system that is a client-and-server system is constructed, and a providing method of downloading from an application providing server on the Internet to a tablet terminal is provided. It has been adopted.
  • FIG. 1 An explanatory diagram showing the configuration of the entire application providing system is shown in FIG.
  • the internet 5 can be wirelessly connected, while the application providing server 4 is connected to the internet 5 by a known method.
  • FIG. 6 A block diagram showing a general hardware configuration of the tablet terminal 6 is shown in FIG. Since this type of hardware configuration is known from various documents, the description thereof will be briefly made except for the main part of the present invention.
  • the microcomputer 6a performs overall control of the entire terminal, and is generally composed of a known microprocessor, ASIC, FPGA, or the like that realizes a specific circuit function.
  • the microphone 6b and the speaker 6c are used for voice calls, for example.
  • the touch panel control unit 6d and the touch panel 6c are for realizing a touch panel function on the display screen.
  • the vibrator 6f is for notifying the user of an incoming call notification or any other state.
  • the lamp driving unit 6g and the LED lamp 6h are for operating various LED lamps for status display.
  • the main camera module 6i is a functional module related to the main camera whose shooting window is directed to the rear of the display screen, and specifically includes a lens, an image sensor, and the like necessary for shooting. .
  • the image data acquired by the main camera module 6i is edited via a known image processing engine, stored in a buffer image memory built in the microcomputer 6a, and then displayed on a display screen as necessary. Or stored in a flash memory 6o described later.
  • the sub camera module 6j is a functional module related to a sub camera (also referred to as an in camera, a front camera, etc.) whose shooting window is directed to the front of the display screen, and constitutes a main part of the present invention. It is.
  • This sub camera module is also configured to include a lens, an image sensor, and the like necessary for photographing.
  • the image data acquired by the sub camera module 6j is edited via a known image processing engine, and then stored in a buffer image memory built in the microcomputer 6a. If necessary (for example, self-photographing) Displayed on the display screen or stored in a flash memory 6o described later.
  • the edited image data stored in the buffer memory is provided for body action recognition performed by the player.
  • the wireless communication unit 6k is used when the tablet terminal is connected to the Internet via a wireless LAN or the like by a known method.
  • the key input device 61 is composed of a power-on button and various push button operation keys, and is used to give necessary instructions to the tablet terminal.
  • the image display unit 6n and the display controller 6m constitute an image display (liquid crystal image display, organic EL image display, etc.), and the display controller 6m includes an image display unit 6m that is a display device. It controls image display control between a video RAM (not shown) built in the microcomputer (memory for storing image data to be displayed).
  • a video RAM not shown
  • the microcomputer memory for storing image data to be displayed.
  • the flash memory 6o is used not only for storing various application programs to be downloaded but also for storing various setting data.
  • the RAM 6p is used as a working area for various arithmetic processes.
  • FIG. 1 A block diagram showing the hardware configuration of the application providing server is shown in FIG. Since this type of hardware configuration is known from various documents, the description thereof will be briefly made except for the main part of the present invention.
  • the application providing server 4 includes a control unit 4a including a CPU that controls the entire server device, a ROM, a RAM, a hard disk, and the like, and includes the various types of bodily sensation game applications described above.
  • An I / F unit 4e that performs input and output, an input operation unit 4f that performs input operations, and the like are included.
  • the storage unit 4b may be provided as a storage or the like separately from the server device.
  • the game application itself is provided from the application providing server 4 through the above-described application providing system.
  • the price collection is not a virtual store on the Internet but a supermarket. This is done through product sales at actual stores such as convenience stores and city toy stores.
  • a product package 7 is prepared for each type of game application.
  • the product package 7 in FIG. 6A corresponds to a sensation-type table tennis game, and includes a playground equipment (in this example, a finger insertion holding type small-sized device that is indispensable for playing a table tennis game).
  • a playground equipment in this example, a finger insertion holding type small-sized device that is indispensable for playing a table tennis game.
  • a product package code for example, a 16-digit character string code consisting of a combination of numerical values and alphabets
  • the product package 7 may further include a simple support 12 (see, for example, FIG. 17) for leaning and supporting a general smart phone or tablet PC at an appropriate angle.
  • the play equipment 8 and the product package code necessary for the game are displayed.
  • the card (not shown) and, if necessary, the simple support 12 can be obtained, while the sales side can collect the price.
  • FIG. 1 An explanatory diagram of the application download operation is shown in FIG.
  • a product package 7 corresponding to a desired game type at a real store such as a supermarket, a convenience store, a city toy store, etc.
  • the user acquired through an appropriate advertising medium such as a pamphlet or a display of a packaging box, or Relying on the URL acquired through the search site, connection is made from the tablet terminal 6 to the application providing server 4.
  • the tablet type terminal 6 transmits a download request to the application providing server 4, and then an authentication code request is returned from the application providing server 4. Waiting to come (step 101).
  • the authentication code request is sent to the tablet terminal 6 (step 112), and then the authentication code is returned from the tablet terminal 6. stand by.
  • the tablet terminal 6 waits for an authentication code request to be received (step 102), transmits the authentication code to the application providing server 4 (step 103), and then returns an authentication error from the application providing server 4. (Step 104), or waits for the intended bodily sensation game application to be returned (Step 105).
  • the authentication code the product package code displayed on the card previously acquired by purchasing the product package 7 is used.
  • the application providing server 4 waits for the authentication code to be returned from the tablet-type terminal 6, and the predetermined authentication process (for example, the product package code sent as the authentication code is already sold, After determining whether or not the download is incomplete or meets the predetermined download permission condition (step 113), if the authentication is successful (step 114 YES), the designated sensation game is given to the tablet terminal 6 When the authentication application fails (step 114), the authentication error code is transmitted to the tablet terminal 6.
  • the predetermined authentication process for example, the product package code sent as the authentication code is already sold.
  • step 105 when an application for experiencing games is received from the application providing server 4, after receiving it (step 105), it is stored in a predetermined storage area (for example, the flash memory 6o). While waiting for a predetermined application activation operation and executing this, when an authentication error code is sent, the processing is immediately terminated.
  • a predetermined storage area for example, the flash memory 6o
  • FIG. 4A to 4F An explanatory diagram showing the positional relationship between the screen and the sub camera for each model of the smart phone is shown in FIG.
  • FIGS. 4A to 4F there are various types of smart phones 1.
  • the shape of the screen 1a in the standard posture the size and aspect ratio are somewhat. Although a difference is recognized, as long as it is within the scope of the inventors' investigation, it was recognized that all models were vertically long.
  • the position of the shooting window 1b of the sub camera although it is superscript (arranged at the top of the screen 1a) in most models, as shown in FIG. It is recognized that there are also those with a mark (located at the bottom of the screen 1a).
  • FIG. 5C it was recognized that there was a horizontally long one.
  • the position of the sub-camera shooting window 2b it was recognized that all models were superscript (arranged at the upper part of the screen 2a) as far as the present inventors' investigation scope was concerned.
  • FIG. 12 shows an explanatory diagram showing the positional relationship between the screen of the tablet PC and the sub camera.
  • the shape of the screen 3a in the standard posture is horizontally long in all models.
  • the position of the shooting window 3b of the sub-camera it was recognized that it was superscript (arranged in the upper part of the screen 3a) in all models as far as the present inventors' investigation range.
  • the screen rotation angle with respect to the standard orientation involves two pieces of setting information consisting of “app-side orientation setting” that can be set via an application and “terminal-side orientation setting” that can be set by operation on the terminal side. It is recognized that
  • “application side orientation setting” As the contents of “application side orientation setting”, for example, the following six types of setting values can be selectively taken. In the old model, the setting value 3 and the setting value 4 may not exist.
  • ⁇ Set value 1 Vertical (rotation angle 0 degrees with respect to standard rotation posture)
  • Setting value 2 Right side (rotation angle 90 degrees with respect to the standard rotation posture)
  • ⁇ Set value 3 Vertical down (rotation angle 180 degrees with respect to the standard rotation posture)
  • Setting value 4 Left side (rotation angle 270 degrees with respect to the standard rotation posture)
  • Setting value 5 Sensor (according to the detected posture of the posture sensor such as an acceleration sensor)
  • Setting value 6 Terminal (according to the terminal orientation setting)
  • the following five types of setting values can be selectively taken.
  • the setting value 3 and the setting value 4 may not exist.
  • ⁇ Set value 1 Vertical (rotation angle 0 degrees with respect to standard rotation posture)
  • Setting value 2 Right side (rotation angle 90 degrees with respect to the standard rotation posture)
  • ⁇ Set value 3 Vertical down (rotation angle 180 degrees with respect to the standard rotation posture)
  • Setting value 4 Left side (rotation angle 270 degrees with respect to the standard rotation posture)
  • Setting value 5 Sensor (according to the detected posture of the posture sensor such as an acceleration sensor)
  • the content of the application side orientation setting takes precedence over the content of the terminal side orientation setting. That is, when the setting content of the application side azimuth setting is in any of the setting values 1 to 5, the final image display azimuth is the setting content of the application side azimuth setting regardless of the setting content of the terminal side azimuth setting. It is determined according to the set values 1 to 5 as follows.
  • the setting contents of the terminal side azimuth setting are valid only when the setting contents of the application side azimuth setting are the setting value 6 (“terminal”). That is, when the application side azimuth setting content is the setting value 6 (“terminal”), the final image display azimuth follows the setting content of the terminal side azimuth setting value (setting values 1 to 5).
  • an interactive game image using a tablet terminal as an input of the player's body action recognized via the sub camera is displayed on the display screen.
  • the game image related to the game application is displayed at a rotation angle of the game image with respect to the display screen.
  • a “program portion” is included for functioning as a means for directing to be displayed on the display screen in a state in which is fixed at a specific rotation angle.
  • the “specific rotation angle” means that if the orientation of the display screen is determined so that the orientation on the image of the game image matches the orientation on the real space, the game image is displayed on the portrait screen or landscape screen. It is determined so that an appropriate screen rotation posture that satisfies the requirement on image development such as which one should be displayed is automatically obtained.
  • the “specific rotation angle” means that when the rotation orientation of the display screen is determined so that the orientation on the image of the game image matches the orientation on the real space, the body action of the player is changed to the shooting window.
  • An appropriate screen rotation posture that also satisfies the requirements on the shooting posture of the body action such as from which angle the camera should be shot may be obtained automatically.
  • step 201 A flowchart for explaining the processing on the application side is shown in FIG. In the figure, when execution of an application is started by a predetermined application activation operation, first, initial processing (step 201) is executed.
  • step 201 various processes for customizing (localizing) the game application downloaded from the application providing server 4 for the tablet-type terminal are performed.
  • Rotation angle fixing processing relating to an image that is a main part of the invention, that is, the tablet type terminal 6 displays a game image related to the game application regardless of the content of the image display orientation setting set on the tablet type terminal side.
  • a process for functioning as a means for directing the game image to be displayed on the display screen in a state where the rotation angle of the game image with respect to the screen is fixed to a specific rotation angle is executed (see the flowchart in FIG. 7).
  • the “specific rotation angle” means that if the orientation of the display screen is determined so that the orientation on the image of the game image matches the orientation on the real space, the game image is displayed on the portrait screen or landscape screen. It is determined so that an appropriate screen rotation posture that satisfies the requirement on image development such as which one should be displayed is automatically obtained.
  • step 401 is a process of reading from the application information that is pre-installed in the application and that specifies the target terminal specification.
  • Rotation angle 0 degree Vertical screen with camera bottom Rotation angle 180 degrees (bottom) Vertical screen and no camera specified Rotation angle 0 degree (vertical top) Or 180 degrees (bottom down) Horizontal screen and camera top Rotation angle 90 degrees (right side) Or 270 degrees (left side) Horizontal screen and with a camera rotation angle 90 degrees (right side) Or 270 degrees (left side) Horizontal screen and no camera specified Rotation angle 90 degrees (right side) Or 270 degrees (left side)
  • the screen rotation angle to be fixed cannot be determined uniquely only by the request on the app side, and it cannot be determined without checking the specifications on the terminal side each time (See steps 405, 406, 407, and 408 in FIG. 7).
  • the specifications of the terminal (vertical / horizontal in the standard orientation, superscript / subscript in the standard orientation) and the model information of the terminal (model number, code, etc., directly specifying the model) (Including any specific information that can indirectly identify the model, etc.) is uniquely determined, so that the relationship is obtained in advance and incorporated into each game application as a table.
  • the specifications of the terminal (vertical / horizontal in standard posture, superscript / in standard posture) Recognize the subscript (step 406), and then request the application (screen portrait and camera superscript, screen portrait and camera subscript, screen portrait and camera specified Screen horizontally and an image satisfying no camera specification) rotation angle (vertical on the vertical under the right side can be determined accurately left side) (step 407, 408).
  • Step 604 Application request Image rotation angle Long screen and camera top Rotation angle 180 degrees (bottom) Vertical screen and with a camera rotation angle 0 degree (vertical) Vertical screen and no camera specified Rotation angle 0 degree (vertical top) Or 180 degrees (bottom down) Horizontal screen and camera top Rotation angle 90 degrees (right side) Or 270 degrees (left side) Horizontal screen and with a camera rotation angle 90 degrees (right side) Or 270 degrees (left side) Horizontal screen and no camera specified Rotation angle 90 degrees (right side) Or 270 degrees (left side)
  • the rotation angle of the image is as follows. (Step 606).
  • Application request Image rotation angle The screen is vertically long and the camera is attached at a rotation angle of 90 degrees (right side) Or 270 degrees (left side) Vertical screen with camera under rotation angle 90 degrees (right side) Or 270 degrees (left side) Long screen and no camera rotation angle 90 degrees (right side) Or 270 degrees (left side) Horizontal screen and camera top Rotation angle 0 degree (vertical top) Horizontal screen with camera under rotation angle 180 degrees (bottom down) Horizontal screen and no camera specified Rotation angle 0 degree (vertical top) Or 180 degrees (bottom down)
  • the image rotation angle is (Step 608).
  • Application request Image rotation angle The screen is vertically long and the camera is attached at a rotation angle of 90 degrees (right side) Or 270 degrees (left side) Vertical screen with camera under rotation angle 90 degrees (right side) Or 270 degrees (left side) Long screen and no camera rotation angle 90 degrees (right side) Or 270 degrees (left side) Horizontal screen and camera top Rotation angle 180 degrees (bottom) Horizontal screen and under camera rotation angle 0 degree (vertical) Horizontal screen and no camera specified Rotation angle 0 degree (vertical top) Or 180 degrees (bottom down)
  • the content of the above-mentioned “application side orientation setting” is updated by the content of the rotation angle of the image thus determined.
  • the content of “application side orientation setting” later is the orientation on the image of the game image and the real space.
  • a request for image development such as whether the game image should be displayed on a vertically long screen or a horizontally long screen and / or on the image of the game image
  • the rotation orientation of the display screen is determined so that the orientation of the player and the orientation in the real space coincide with each other, the body action of the player should be taken with the camera from any angle through the shooting window Proper screen rotation attitude that also meet the requirements of on the photographing posture of the body action, which said that will be automatically obtained.
  • step 201 when the initial process is completed (step 201), the original process (steps 202 to 208) of the bodily sensation video game apparatus is executed, and the player's body action recognized through the camera is input.
  • An interactive game image is displayed on the display screen of the image display.
  • step 202 when the game image generation and display instruction process (step 202) is executed, for example, as shown in FIG. 18, an interactive game image G (this example) is displayed on the screen 1a of the smartphone 1. Then, a moving image corresponding to a ball driving action by a table tennis opponent is displayed, and then a recognition process of a scheduled body action (in this example, a body action corresponding to an action of hitting a ball with a racket) ( Step 203) is executed.
  • a scheduled body action in this example, a body action corresponding to an action of hitting a ball with a racket
  • this body action recognition process for example, an actual body action (by a player) (based on a moving image shot by the sub camera via the shooting window 1b and appropriately edited by the image processing engine) For example, the movement of a bright spot (LED marker) corresponding to a racket swing performed for hitting a ball) and a bright spot corresponding to a presumed body action (for example, a racket swing when the ball is successfully hit)
  • the collation with the movement of the (LED marker) is executed with a predetermined allowable width and a predetermined allowable time (step 205).
  • step 206 For example, after the ball bounced back by the player flies toward the opponent, the moving image corresponding to the movement of the ball bounced back from the opponent toward the player An image generation and display instruction is performed.
  • step 208 NO By repeating the above processing (steps 203, 204, 206) on condition that the game is continuing (step 208 NO), a virtual table tennis rally between the player and the opponent can be enjoyed.
  • step 207 for example, after the player misses the ball, the opponent performs a serve, and an instruction to generate and display a moving image corresponding to the movement in which the ball is shot is performed.
  • reference numeral 9 denotes a playground equipment cursor indicating the position of a bright spot (LED marker) in a moving image acquired by an image sensor of a sub camera. Based on the position of the playground equipment cursor 9 on the screen, the player can learn an appropriate swing while confirming what kind of swing the player's racket swing in the real space corresponds to in the game image. it can.
  • LED marker bright spot
  • FIG. 17 shows an explanatory diagram during the play of the table tennis game. Since the tablet-type terminal 6 can be easily carried anytime and anywhere, as shown in the figure, the tablet-type terminal 6 is leaned on an appropriate desk 10 with an appropriate support 12 at an appropriate angle, and then the chair 11 It is possible to easily enjoy this kind of sensation-type video game anytime and anywhere, as the player 13 operates the play equipment 8 toward the screen while sitting down.
  • FIG. 5 A flowchart for explaining the display processing on the OS side is shown in FIG. This process is executed each time a display instruction is given in the flowchart shown in FIG. 5 (for example, steps 202, 206, 207, etc.).
  • the content of “application side orientation setting” is read (step 301).
  • the setting contents of the “app-side orientation setting” are as follows.
  • the rotation angle is set to any one of a rotation angle of 90 degrees with respect to the standard rotation attitude, a vertical direction (rotation angle of 180 degrees with respect to the standard rotation attitude), and a left side (rotation angle with respect to the standard rotation attitude of 270 degrees).
  • step 302 the subsequent determination process of “according to the terminal setting” is denied (NO in step 302), and the image orientation determination process (steps 306 to 313) according to the setting content of “application side orientation setting” is immediately executed. It becomes.
  • step 306 YES right direction display processing
  • step 310 right direction display processing
  • step 310 right direction display processing
  • step 311 the setting content is “left side”
  • step 308 YES the vertically upward direction display process
  • step 312 the vertically downward display process
  • the image data in the buffer memory that stores the image data corresponding to the generated image in the direction corresponding to the reference orientation of the screen is transferred to the video RAM.
  • the image data orientation is rotated so that the image orientation is changed in the specified direction ("right side”, “left side”, “upside”, “downside”). The Rukoto.
  • step 303 After reading the setting content of “terminal side orientation setting” (step 303), if it is not “according to sensor value” (step 304NO), as described above, “terminal side orientation setting”
  • the image orientation determination process (steps 306 to 313) according to the set contents is executed. Accordingly, if the setting content of “terminal side orientation setting” is set in any direction by performing some manual operation on the terminal side, image orientation determination processing in that direction (steps 306 to 306). 313) is executed.
  • the setting content of “terminal side orientation setting” is normally set to “follow the detection value of a sensor (for example, an attitude sensor such as acceleration)”, in that case, The determination process asking whether to “follow the sensor value” is affirmed (YES in step 304), and thereafter, the sensor value reading process (step 305) is performed, so that the image always faces upward according to the terminal posture at that time.
  • the image orientation determination process (steps 306 to 313) is executed. Therefore, for users who are unfamiliar with the terminal operation, the setting content of “terminal orientation setting” is usually often “following the detection value of the sensor”. According to the terminal orientation, the image displayed on the screen rotates rapidly, and even if the application side has any intention to specify the direction, it is difficult for the user to know this.
  • FIG. 13 shows an example of screen rotation when the request on the application side is a vertically long screen and attached to the camera, and the specification on the terminal side is the vertically long screen and attached to the camera in the standard posture.
  • the rotation angle of the screen is fixed at 0 degree (vertical top).
  • the orientation of the image G matches the orientation of the real space only when the orientation of the terminal 1 that is a smartphone (the orientation of the screen 1a) is the standard orientation.
  • the orientation of the image G and the orientation of the real space do not match in the other screen orientations shown in FIGS.
  • the image G is not displayed in an appropriate state. Therefore, the user simply selects the rotation orientation of the screen 1a so that the orientation of the image G matches the orientation of the real space, and the orientation of the screen 1a requested by the application (vertically long) and the camera 1b alone.
  • a position (superscript) can be acquired.
  • FIG. 14 shows an example of screen rotation when the application side request is a portrait screen and camera superscript, and the terminal side specification is a portrait screen and camera subscript in the standard posture.
  • the rotation angle of the screen is fixed at 180 degrees (vertically below).
  • the orientation of the image G and the orientation of the real space are the same only when the orientation of the terminal 1 that is a smartphone (the orientation of the screen 1a) is a 180-degree rotational orientation.
  • the orientation of the image G and the real space of the other screen postures shown in FIGS. (A), (b), and (d) are the same. Since it does not coincide with the azimuth, the image G is not displayed in an appropriate state.
  • the user simply selects the rotation orientation of the screen 1a so that the orientation of the image G matches the orientation of the real space, and the orientation of the screen 1a requested by the application (vertically long) and the camera 1b alone.
  • a position (superscript) can be acquired.
  • FIG. 15 shows an example of screen rotation when a request on the application side is a vertically long screen and attached to the camera, and a specification on the terminal side is a horizontally long screen and attached to the camera in the standard posture.
  • the screen rotation angle is fixed at 270 degrees (left side).
  • the orientation of the image G and the orientation of the real space are identical only when the orientation of the terminal 2 that is the tablet PC (the orientation of the screen 2a) is a 90-degree rotational orientation.
  • the orientation of the image G and the real space of the other screen postures shown in FIGS. (A), (c), and (d) are the same. Since it does not coincide with the azimuth, the image G is not displayed in an appropriate state.
  • the user simply selects the rotation orientation of the screen 1a so that the orientation of the image G matches the orientation of the real space, and the orientation of the screen 2a requested by the application side (vertically long) and the camera 2b alone.
  • a position (superscript) can be acquired.
  • the camera position does not exactly satisfy the requirements on the application side, but this can be supplemented by an automatic calibration process on the camera side.
  • FIG. 16 shows an example of screen rotation when the request on the application side is a vertically long screen and attached to the camera, and the specification on the terminal side is the vertically long screen and attached to the camera in the standard posture.
  • the screen rotation angle is fixed at 270 degrees (left side).
  • the orientation of the image G and the orientation of the real space are the same only when the orientation of the terminal 1 that is a smartphone (the orientation of the screen 1a) is a 90-degree rotational orientation.
  • the orientation of the image G and the real space of the other screen postures shown in FIGS. (A), (c), and (d) are the same. Since it does not coincide with the azimuth, the image G is not displayed in an appropriate state.
  • the user simply selects the rotation orientation of the screen 1a so that the orientation of the image G matches the orientation of the real space, and the orientation of the screen 2a requested by the application side (vertically long) and the camera 2b alone.
  • a position (superscript) can be acquired.
  • the camera position does not exactly satisfy the requirements on the application side, but this can be supplemented by an automatic calibration process on the camera side.
  • the content of the body action is different for each game.
  • a body action corresponding to the action of hitting a ball such as tennis, table tennis, or baseball
  • a predetermined target portion in a specific area on the camera field of view For example, if it is a body action corresponding to an aiming action in a shooting game (such as a racket, a bat, etc.) Aiming (position and orientation).
  • the locus of the racket tip can be easily recognized by incorporating the high-intensity LED 8a so that it can be seen from the front and back and the tip of the racket as a play equipment.
  • FIG. 5A shows a hand-held table tennis play equipment constructed in a normal racket size
  • FIG. 5B shows a finger-push type play table tennis play equipment constructed in a small size.
  • the bat which is the baseball play equipment 8 shown in FIG. 19B has a color (for example, one of the primary colors red, green, or blue) that can be distinguished from the surrounding colors.
  • the image orientation at the time of game image generation is assumed to correspond to the standard orientation of the screen, and from the image buffer memory to the video RAM.
  • the OS side is configured to perform screen rotation processing according to the screen height and width designation requested by the application side.
  • the application side requests it.
  • the same image rotation is fixed even if the screen rotation processing is executed in advance according to the vertical and horizontal designation of the screen, and the image rotation processing is not performed when transferring from the image buffer memory to the video RAM. Processing can be easily realized.
  • the game image when the game image is generated, a plurality of types of images having different directions are generated in advance, and when transferring from the image buffer memory to the video RAM, one of the images is selected.
  • the image rotation processing in the designated direction can be realized.
  • the present invention when the present invention is applied to an old tablet type terminal in which the screen rotation function is limited to two types of directions (vertical and vertical) , Especially effective.
  • any user of the tablet terminal can easily enjoy a game with a simple operation.

Abstract

[Problem] The purpose of the invention is to design a motion-controlled video game device that employs a tablet terminal and a game application in a manner such that any user using the tablet terminal would be able to casually enjoy games therefor with simple actions. [Solution] A motion-controlled game application causes a tablet terminal to function as a means for causing a display screen to display a game image relating to the application program in a state in which the rotation angle of the game image relative to the display screen is fixed at a specific rotation angle regardless of image display orientation settings set on the tablet terminal. The specific rotation angle is an angle defined such that an appropriate screen rotation position that satisfies requirements for image expansion is automatically obtainable when the rotation position of the display screen is determined so that the orientation in the game image matches the orientation in real space.

Description

体感型ビデオゲーム装置Experience-type video game device
 この発明は、カメラを介して認識されるボディアクションを入力とするインタラクティブなビデオゲーム装置である体感型ビデオゲーム装置に関する。 The present invention relates to a bodily sensation video game apparatus which is an interactive video game apparatus that receives a body action recognized through a camera.
 カメラを介して認識されるボディアクションを入力とするインタラクティブなビデオゲーム装置である体感型ビデオゲーム装置は、従来より知られている(例えば、特許文献1,2及び非特許文献1参照)。 2. Description of the Related Art A bodily sensation type video game apparatus that is an interactive video game apparatus that receives a body action recognized via a camera has been known (see, for example, Patent Documents 1 and 2 and Non-Patent Document 1).
 一般に、この種の体感型ビデオゲーム装置は、表示画面を有する画像表示器(通常、据置型テレビで代用)と、プレーヤのボディアクションを撮影するためのカメラ(ゲーム本体装置と一体又は別体)と、体感型ビデオゲーム用のアプリケーションプログラムがインストールされるべきゲーム用コンピュータ(ゲーム装置本体)とを少なくとも包含し、アプリケーションプログラムがゲーム用コンピュータで実行されることにより、カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像が画像表示器の画面上に表示される。 In general, this type of sensation-type video game apparatus includes an image display having a display screen (usually a substitute for a stationary television) and a camera for photographing a player's body action (integrated with or separate from the game main unit). And a game computer (game device main body) to which an application program for a sensation-type video game is to be installed, and the player recognized through the camera by executing the application program on the game computer An interactive game image with the body action as an input is displayed on the screen of the image display.
 このようなカメラを用いてボディアクションを認識する形式の体感型ビデオゲーム装置によれば、加速度センサ等のセンサを用いてボディアクションを認識する形式の体感型ビデオゲーム装置とは異なり、ボディアクション認識のために、センサ内蔵操作具をプレイヤに保持させる必要がなくなり、装置全体のコストダウンを図ることができると共に、プレーヤにとっても、ボディアクション選択の自由度が増すと言った利点がある。 According to such a bodily sensation-type video game device that recognizes body action using a camera, unlike the bodily sensation-type video game device that recognizes body action using a sensor such as an acceleration sensor, body action recognition Therefore, there is no need for the player to hold the operation tool with a built-in sensor, the cost of the entire apparatus can be reduced, and the player also has the advantage that the degree of freedom of body action selection is increased.
特開2002-306846JP2002-306846 WO2007/069618WO2007 / 069618
 もっとも、上述の体感型ビデオゲーム装置にあっても、カメラやゲーム装置本体については、ある程度、自由に持ち運べるものの、その持ち運び先には、据置型テレビの存在が不可欠であることから、設置場所の自由度にはなおも制限があり、いつでもどこでも手軽に持ち運んで遊べると言った便利さには欠けていた。 Of course, even in the above-mentioned experience-type video game device, the camera and the game device main body can be freely carried to some extent, but the presence of a stationary television is indispensable for the carrying destination. The degree of freedom was still limited and lacked the convenience of being able to carry and play anywhere and anytime.
 ここにおいて、本発明者等は、昨今、広く普及しつつあるスマートホン、タブレットPC、タブレット兼用ノートPCと言ったタブレット型端末であれば、上述の体感型ビデオゲーム装置に必要な要素機器、すなわち、表示画面を有する画像表示器と、プレーヤのボディアクションを撮影するためのカメラ(「フロントカメラ」、「インカメラ」、又は「サブカメラ」等と称される)と、体感型ビデオゲーム用のアプリケーションプログラムがインストールされるべきゲーム用コンピュータ(端末内蔵のCPU)が既に備わっており、かつ十分なる携帯性も有することから、体感型ビデオゲーム用のアプリケーションプログラム(以下、「ゲーム用アプリ」と略称する)さえ適切に設計しさえすれば、いつでもどこでも手軽に持ち運んで遊ぶことができ、しかもボディアクションを介して操作可能な体感型ビデオゲーム装置が実現できるとの着想を得た。 In this case, the present inventors are the tablet devices such as smart phones, tablet PCs, and tablet notebook PCs that are becoming widespread in recent years. , An image display having a display screen, a camera (referred to as “front camera”, “in-camera”, or “sub-camera”) for shooting the body action of the player; Since the game computer to which the application program should be installed (CPU built in the terminal) is already provided and has sufficient portability, the application program for the sensation-type video game (hereinafter abbreviated as “game application”). As long as it is properly designed, you can easily carry it anywhere and anytime. It can, moreover inspired the operable sensory video game device via the body action can be realized.
 しかしながら、本発明者等は、このようなタブレット型端末とゲーム用アプリとを用いた体感型ビデオゲーム装置にあっても、タブレット型端末のユーザの誰もが簡単な操作で手軽にゲームを楽しめるようにするためには、なおも、解決すべき課題が存在するとの知見を得た。 However, the present inventors can easily enjoy a game with a simple operation by any user of the tablet-type terminal even in such a sensation-type video game apparatus using the tablet-type terminal and the game application. In order to do so, we have found that there are still problems to be solved.
 すなわち、このようなタブレット型端末とゲーム用アプリとを用いた体感型ビデオゲーム装置に適用されるゲーム用アプリには、例えば、遠近法を用いて奥行き方向の広がりを表現するような画像展開を採用することから、縦長画面となる画面回転姿勢を要求したり、水平方向の広がりを表現するような画像展開を採用することから、横長画面となる画面回転姿勢を要求したり、と言ったように、ゲーム画像の展開方向を理由とする画面回転姿勢に関する要求が存在する。 That is, for a game application applied to a sensation-type video game device using such a tablet-type terminal and a game application, for example, image development that expresses the spread in the depth direction using perspective is used. Because it adopts, it demands a screen rotation posture that becomes a vertically long screen, or it demands a screen rotation posture that becomes a horizontally long screen because it adopts image development that expresses the spread in the horizontal direction. In addition, there is a request regarding the screen rotation posture due to the development direction of the game image.
 また、この種のゲーム用アプリには、例えば、認識精度向上のために、認識対象となるボディアクションを見下ろすような撮影姿勢を採用することから、カメラの撮影用窓が画面上部に位置する画面回転姿勢を要求したり、逆に、見上げるような撮影姿勢を採用することから、カメラの撮影用窓が画面下部に位置する画面回転姿勢を要求したり、と言ったように、認識対象となるボディアクションの撮影姿勢を理由とする画面回転姿勢に関する要求が存在する。 In addition, for this type of game application, for example, in order to improve recognition accuracy, a shooting posture that looks down on the body action to be recognized is adopted, so the camera's shooting window is located at the top of the screen. Because it requires a rotation posture or, conversely, adopts a shooting posture that looks up, the camera's shooting window requires a screen rotation posture that is located at the bottom of the screen. There is a demand for a screen rotation posture due to the body action shooting posture.
 一方、この種のタブレット型端末には、スマートホン、タブレットPC、タブレット兼用ノートPC等々、種々の形態のものが存在するが、いずれも、据付型テレビとは異なり、立て掛けるためのスタンド等の適当な支持具さえ存在すれば、縦長の画面回転姿勢と横長の画面回転姿勢とを自在に選択できる。 On the other hand, there are various types of tablet-type terminals, such as smart phones, tablet PCs, and notebook PCs for tablet use. As long as there is a simple support tool, a vertically long screen rotation posture and a horizontally long screen rotation posture can be freely selected.
 そのため、任意のゲーム用アプリをタブレット型端末にインストールして実行することにより体感型ビデオゲーム装置を実現し、しかも、画面の表示視野を十分に確保してゲーム画像の視認性乃至理解度を良好なものとするためには、ゲーム画像の展開方向を理由とする画面回転姿勢に関する要求が十分に満たされるように、プレーヤをして、必要な画面回転姿勢をとるように、促さねばならない。 For this reason, a video game device is realized by installing and executing an arbitrary game application on a tablet-type terminal, and also has a sufficient display field of view and good visibility and understanding of the game image. In order to achieve this, the player must be encouraged to take the necessary screen rotation posture so that the requirements regarding the screen rotation posture due to the development direction of the game image are sufficiently satisfied.
 加えて、ビデオゲームの種類によっては、ボディアクションの認識精度を十分に確保して入力応答性を良好なものとするために、ボディアクションの撮影姿勢を理由とする画面回転姿勢に関する要求が十分に満たされるように、プレーヤをして、必要な画面回転姿勢をとるように、促さねばならない。 In addition, depending on the type of video game, in order to ensure sufficient body action recognition accuracy and good input responsiveness, there is a sufficient demand for screen rotation posture due to the body action shooting posture. To be satisfied, the player must be encouraged to take the necessary screen rotation posture.
 しかしながら、この種のタブレット型端末におけるサブカメラの撮影用窓については、標準回転姿勢において、画面の上部に配置されている機種が多いものの、画面の下部に配置される機種も中には存在することに加えて、そもそも、標準回転姿勢については、縦長画面となる機種が多いものの、横長画面となる機種も中には存在する。 However, although there are many models of the sub-camera shooting window in this type of tablet-type terminal that are arranged at the upper part of the screen in the standard rotation posture, there are also models that are arranged at the lower part of the screen. In addition, in the first place, there are many models that have a vertically long screen, but there are some models that have a horizontally long screen.
 加えて、この種のタブレット型端末のオペレーティングシステム(以下、「OS」と称する)には、端末側の操作で設定可能な「画像表示方位設定」の設定内容に応じて、標準回転姿勢に対する画像回転角度を任意(0度、90度、180度、270度、センサ追従)に設定可能な画像方位決定機能が用意されている。しかし、「画像表示方位設定」に関する設定操作を行うためには、端末操作に関するある程度の熟知が必要であるから、この種のタブレット型端末のユーザ一般の誰もがこの機能を使いこなせることは期待し得ない。 In addition, an operating system (hereinafter referred to as “OS”) of this type of tablet terminal has an image corresponding to the standard rotation posture according to the setting content of “image display orientation setting” that can be set by the operation on the terminal side. There is an image orientation determination function that can set the rotation angle arbitrarily (0 degrees, 90 degrees, 180 degrees, 270 degrees, sensor follow-up). However, in order to perform setting operations related to “image display orientation setting”, it is necessary to have a certain level of knowledge about terminal operation, so it is expected that all users of this type of tablet terminal will be able to use this function. I don't get it.
 そのため、必要な画面回転姿勢をとらせるために、適当な説明書の添付や説明文の案内表示を介して端末ユーザへの教示を行うとすれば、そのような教示により、端末ユーザが適正な画面回転姿勢を直ちに実現し得るかは甚だ疑問である。このことは、標準回転姿勢やカメラ位置が全ての端末において同一ではないことから、同じゲーム用アプリであっても、端末機種毎に、標準回転姿勢に対する画像回転角度が異なることも考慮すると、なおさらである。 Therefore, if instruction is given to the terminal user via attachment of an appropriate manual or guidance display of an explanatory text in order to take a necessary screen rotation posture, the terminal user can appropriately It is very doubtful whether the screen rotation posture can be realized immediately. This is because the standard rotation posture and camera position are not the same on all terminals, and even if the same game application is used, the image rotation angle with respect to the standard rotation posture differs for each terminal model. It is.
 加えて、この種のタブレット型端末における「画像表示方位設定」の設定内容は、デフォルトにおいては「センサ追従」とされているのが通例であるから、そのような状態において、画面に表示されるゲーム画像は、画面回転姿勢に拘わらず、常に、上向きとされるため、一層、そのゲーム用アプリに対する適正な画面回転姿勢が判りにくくなり、端末ユーザを混乱させる。 In addition, since the setting content of “image display orientation setting” in this type of tablet-type terminal is usually “sensor tracking” by default, it is displayed on the screen in such a state. The game image is always faced upward regardless of the screen rotation posture, so that the proper screen rotation posture for the game application becomes more difficult to understand and confuses the terminal user.
 逆に、ひとたび、「画像表示方位設定」の設定内容がいずれかの回転角度に設定されたのちにあっては、そのような状態において、画面に表示されるゲーム画像は、画面に対して常に一定の回転角度となるため、端末ユーザはその状態にて画像が上向きとなる画面回転姿勢が正しいものと誤解し易く、これによっても、端末ユーザを混乱させる。 On the contrary, once the setting content of “image display orientation setting” is set to any rotation angle, in such a state, the game image displayed on the screen is always on the screen. Since the rotation angle is constant, the terminal user easily misunderstands that the screen rotation posture in which the image is upward is correct, and this also confuses the terminal user.
 その結果、必要な画面回転姿勢をとらせるために、適当な説明書の添付や説明文の案内表示を介して端末ユーザへの教示を行う場合には、往々にして、不適切な画面回転姿勢のままで、体感型ビデオゲームを行うこととなり、ゲーム画像を画面に十分展開できずに視認性を損ねたり、ボディアクションの認識精度の低下により、入力応答性を損ねると言った問題がある。 As a result, in order to provide the necessary screen rotation posture, when instructing the terminal user through attachment of an appropriate manual or guidance display of an explanatory text, an inappropriate screen rotation posture is often used. As such, there is a problem that the sensation type video game is played, and the game image cannot be sufficiently developed on the screen, thereby impairing the visibility, and the input responsiveness is impaired due to a decrease in recognition accuracy of the body action.
 この発明は、上述の問題点に着目してなされたものであり、その目的とするところは、タブレット型端末とゲーム用アプリとを用いた体感型ビデオゲーム装置において、タブレット型端末のユーザの誰もが簡単な操作で手軽にゲームを楽しめるようにすることにある。 The present invention has been made paying attention to the above-mentioned problems, and the object of the present invention is to determine which of the users of the tablet terminal in the sensation-type video game apparatus using the tablet terminal and the game application. The purpose is to make it easy to enjoy the game with simple operations.
 この発明のさらに他の目的並びに作用効果については、明細書の以下の記述を参照することにより、当業者であれば容易に理解されるであろう。 Further objects and operational effects of the present invention will be easily understood by those skilled in the art by referring to the following description of the specification.
 上述の目的は、以下の構成を有する本発明に係る体感型ビデオゲーム装置、アプリケーションプログラム、記録媒体、クライアントアンドサーバ・システム、及びプログラム提供サーバにより解決されるものである。 The above-mentioned object is solved by a bodily sensation type video game apparatus, an application program, a recording medium, a client and server system, and a program providing server according to the present invention having the following configurations.
 <体感型ビデオゲーム装置>
  すなわち、本発明に係る体感型ビデオゲーム装置は、表示画面を有する画像表示器と、プレーヤのボディーアクションを撮影するためのカメラと、体感型ビデオゲーム用のアプリケーションプログラムがインストールされるべきゲーム用コンピュータとを少なくとも包含し、前記ゲーム用コンピュータが前記アプリケーションプログラムを実行することにより、カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像が前記画像表示器の表示画面上に表示されるようにした体感型ビデオゲーム装置であって、前記画像表示器、前記カメラ、及び前記ゲーム用コンピュータは、スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末で構成され、かつ前記アプリケーションプログラムには、前記タブレット型端末を、前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるためのプログラム部分が含まれており、さらに前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである。
<Experienced video game device>
That is, the sensation type video game device according to the present invention includes an image display having a display screen, a camera for photographing a body action of a player, and a game computer in which an application program for the sensation type video game is to be installed. And the game computer executes the application program, so that an interactive game image with the player's body action recognized through the camera as an input is displayed on the display screen of the image display. An experienced video game apparatus that is displayed, wherein the image display device, the camera, and the game computer have a display screen integrally, such as a smartphone, a tablet PC, and the like. Window for the front side of the display screen The application program includes the tablet type terminal regardless of the contents of the image display orientation setting set on the tablet type terminal side. A program portion is included for causing a game image related to the program to function as a means for directing the game image to be displayed on the display screen in a state where the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle. Further, when the rotation orientation of the display screen is determined so that the orientation on the image of the game image and the orientation on the real space coincide with the specific rotation angle, the game image is displayed in a portrait screen or landscape screen. The proper screen rotation posture that satisfies the requirements for image development such as which should be displayed automatically Those defined so as to obtain.
 このような構成によれば、前記ゲーム画像の画像上の方位(例えば、上方)と実空間上の方位(例えば、上方)とが一致するようにして前記表示画面の回転姿勢を決定するだけで、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られることから、例えば、縦長画面用のゲーム画像を横長画面に表示したり、逆に、横長画面用のゲーム画像を縦長画面に表示すると言った画面回転姿勢の誤りによる画像視認性低下を回避することができ、認識対象となるボディアクションが特に厳格な撮影姿勢を要求するものでない限り、タブレット型端末のユーザの誰もが手軽に体感型ビデオゲームを楽しむことが可能となる。 According to such a configuration, the rotation orientation of the display screen is simply determined so that the orientation on the image of the game image (for example, upward) matches the orientation in the real space (for example, upward). Since an appropriate screen rotation posture that satisfies the requirements for image development such as whether to display the game image on a portrait screen or landscape screen is automatically obtained, for example, a game image for a portrait screen is displayed. It is possible to avoid image visibility degradation due to an error in the screen rotation posture, such as displaying on a landscape screen or conversely displaying a game image for a landscape screen on a portrait screen, and the body action to be recognized is particularly strict Unless the user demands a proper shooting posture, any user of the tablet-type terminal can enjoy the experience-based video game easily.
 本発明の好ましい実施の態様(1)においては、前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものであってもよい。 In a preferred embodiment (1) of the present invention, the rotation angle of the display screen is determined so that the specific rotation angle matches the orientation of the game image on the image and the orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
 このような構成によれば、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られることから、例えば、画面上部に位置する撮影用窓から見下ろすように撮影すべきボディアクションを画面下部に位置する撮影用窓から見上げるように撮影したり、逆に、画面下部に位置する撮影用窓から見上げるように撮影すべきボディアクションを画面上部に位置する撮影用窓から見下ろすように撮影すると言った画面回転姿勢の誤りによるボディアクション認識精度低下を回避することができ、認識対象となるボディアクションが特に厳格な撮影姿勢を要求するものであったとしても、タブレット型端末のユーザの誰もが手軽に体感型ビデオゲームを楽しむことが可能となる。 According to such a configuration, when the rotation orientation of the display screen is determined so that the orientation on the image of the game image matches the orientation on the real space, the body action of the player is changed to the shooting window. The camera can automatically obtain a proper screen rotation posture that satisfies the shooting posture requirement of the body action, such as from which angle the camera should shoot. The body action that should be taken as if looking down from the window is taken from the shooting window located at the bottom of the screen, or conversely, the body action that should be taken as seen from the shooting window located at the bottom of the screen is displayed at the top of the screen Body action recognition accuracy decline due to incorrect screen rotation posture, such as shooting down from the shooting window located at As well as a body action to be identified target was to request a particularly strict shooting attitude, everyone of the user of the tablet-type terminal is easy and it is possible to enjoy the experience type video games.
 本発明の好ましい実施の態様(2)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、ものであってもよい。 In a preferred embodiment (2) of the present invention, the specific rotation angle is based on a screen height / width request on the application program side and a screen height / width specification of the terminal derived from the model information of the tablet terminal. It may be determined.
 任意のタブレット型端末において、標準回転姿勢における縦長画面/横長画面の別は、当該タブレット端末の機種情報により一意に定まる。したがって、例えば、ゲーム用アプリの側で、想定される端末機種毎の標準回転姿勢における縦長画面/横長画面の別を示す情報、等々を保持させておけば、当該タブレット型端末の機種に相当する情報を与えるだけで、ゲーム用画像を画面に展開するための適切な縦横姿勢となるように、当該画面の回転角度を容易に求めることができる。 * In any tablet terminal, the distinction between portrait and landscape screens in the standard rotation position is uniquely determined by the model information of the tablet terminal. Therefore, for example, if the game application side holds information indicating whether the portrait screen / landscape screen in the standard rotation posture for each assumed terminal model, etc., it corresponds to the model of the tablet type terminal. By only providing information, the rotation angle of the screen can be easily obtained so as to obtain an appropriate vertical and horizontal posture for developing the game image on the screen.
 本発明の好ましい実施の態様(3)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、ようにしてもよい。 In a preferred embodiment (3) of the present invention, the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
 任意のタブレット型端末において、標準回転姿勢における縦長画面/横長画面の別、カメラの撮影用窓の画面上付き/下付きの別は、当該タブレット端末の機種情報により一意に定まる。したがって、例えば、ゲーム用アプリの側で、想定される端末機種毎の標準回転姿勢における縦長画面/横長画面の別を示す情報、及びカメラの撮影用窓の画面上付き/下付きの別を示す情報等々を保持させておけば、当該タブレット型端末の機種に相当する情報を与えるだけで、ボディアクションを撮影するための適切な撮影姿勢となるように、当該画面の回転角度を容易に求めることができる。
  ところで、当該タブレット型端末の機種に相当する情報を与える方法としては、例えば、アプリをアプリ提供サーバからダウンロードするに際して、当該タブレット型端末の機種情報をユーザに申告させる方法、ゲーム用アプリをアプリ提供サーバからダウンロードしたのち、当該タブレット型端末に対して、その機種情報をユーザに入力させる方法と言ったように、様々な方法が存在する。しかし、そのような方法では、タブレット型端末のユーザに対して、自己のタブレット型端末の正確な機種情報の入力を要求することとなるため、ユーザ側の負担が大きい。
In an arbitrary tablet terminal, whether the screen is vertically long / horizontal in a standard rotation posture or whether the camera shooting window is superscript / subscript is uniquely determined by the model information of the tablet terminal. Therefore, for example, on the game application side, information indicating whether a vertical screen / horizontal screen in a standard rotation posture for each assumed terminal model, and whether the camera shooting window is superscript / subscript If information etc. are kept, simply giving the information corresponding to the model of the tablet type terminal, it is possible to easily determine the rotation angle of the screen so as to obtain an appropriate shooting posture for shooting the body action. Can do.
By the way, as a method of giving information corresponding to the model of the tablet-type terminal, for example, when downloading an application from the application providing server, a method of reporting the model information of the tablet-type terminal to the user, and providing a game application There are various methods such as a method of allowing the user to input model information of the tablet type terminal after downloading from the server. However, in such a method, since the user of the tablet terminal is requested to input accurate model information of the own tablet terminal, the burden on the user side is large.
 これに対して、機種情報としては、アプリケーションプログラムがインストールされたタブレット型端末それ自体から読み出された機種情報を利用するものとすれば、タブレット型端末のユーザに対して、自己のタブレット型端末の正確な機種情報の入力を要求する必要がなくなり、ユーザは入力操作の負担から解放される。 On the other hand, as the model information, if the model information read from the tablet type terminal itself in which the application program is installed is used, the user of the tablet type terminal is notified of his / her own tablet type terminal. It is no longer necessary to request input of accurate model information, and the user is freed from the burden of input operation.
 <アプリケーションプログラム>
  別の一面から見た本発明は、スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末にインストールされるべきアプリケーションプログラムとして把握することもできる。
<Application program>
Viewed from another aspect, the present invention is a commercially available camera having a display screen integrated therein, such as a smartphone, a tablet PC, etc., and a camera with a shooting window facing the front side of the display screen. It can also be understood as an application program to be installed on the tablet terminal.
 すなわち、このアプリケーションプログラムは、前記タブレット型端末を、前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するための手段と、前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるものであって、かつ前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである。 That is, the application program includes a means for displaying an interactive game image on the display screen, with the tablet terminal as an input of a body action of a player recognized via the camera, and the tablet Regardless of the content of the image display orientation setting set on the terminal side, the game image related to the application program is displayed on the display screen in a state where the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle. The display screen is configured to function as a means for directing display, and the specific rotation angle is a rotation orientation of the display screen so that an orientation on the image of the game image coincides with an orientation on a real space. The game image should be displayed on the portrait screen or landscape screen. Proper screen rotation posture that satisfies the requirements on the image development that Tsu is determined so as to automatically obtain.
 本発明の好ましい実施の態様(1)においては、前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが整合するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものであってもよい。 In a preferred embodiment (1) of the present invention, the rotation angle of the display screen is determined so that the specific rotation angle matches an orientation on the image of the game image with an orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
 本発明の好ましい実施の態様(2)においては、前記特定の回転角度は、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、ものであってもよい。 In a preferred embodiment (2) of the present invention, the specific rotation angle is the terminal derived from a screen vertical / horizontal request on the application program side and model information of the tablet terminal. It may be determined based on the screen vertical and horizontal specifications.
 本発明の好ましい実施の態様(3)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、ようにしてもよい。 In a preferred embodiment (3) of the present invention, the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
 以上の本発明に係るアプリケーションプログラムによれば、本発明に係る上述の体感型ビデオゲーム装置と同様な作用効果を奏するものである。 According to the above-described application program according to the present invention, the same operational effects as the above-described bodily sensation type video game apparatus according to the present invention are exhibited.
 <記録媒体>
  別の一面から見た本発明は、スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末により実行されるべきアプリケーションプログラムを格納した記録媒体として把握することもできる。
<Recording medium>
Viewed from another aspect, the present invention is a commercially available camera having a display screen integrated therein, such as a smartphone, a tablet PC, etc., and a camera with a shooting window facing the front side of the display screen. It can also be understood as a recording medium storing an application program to be executed by the tablet terminal.
 すなわち、この記録媒体に格納される前記アプリケーションプログラムは、前記タブレット型端末を、前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するための手段と、前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるものであって、かつ前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである。 In other words, the application program stored in the recording medium displays an interactive game image on the display screen using the tablet terminal as an input of the body action of the player recognized through the camera. Regardless of the content of the image display orientation setting set on the tablet terminal and the game image according to the application program, the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle. In the state, it is made to function as a means for directing display on the display screen, and the specific rotation angle is set so that the orientation on the image of the game image matches the orientation on the real space. When the rotation orientation of the display screen is determined, the game image is displayed on the portrait screen or landscape screen. Proper screen rotation posture that satisfies the requirements on the image development that say should be displayed on the record is determined so as to automatically obtain.
 本発明の好ましい実施の態様(1)においては、前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが整合するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものであってもよい。 In a preferred embodiment (1) of the present invention, the rotation angle of the display screen is determined so that the specific rotation angle matches an orientation on the image of the game image with an orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
 本発明の好ましい実施の態様(2)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、ものであってもよい。 In a preferred embodiment (2) of the present invention, the specific rotation angle is based on a screen height / width request on the application program side and a screen height / width specification of the terminal derived from the model information of the tablet terminal. It may be determined.
 本発明の好ましい実施の態様(3)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、ようにしてもよい。 In a preferred embodiment (3) of the present invention, the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
 以上の本発明による記録媒体によれば、本発明に係る上述の体感型ビデオゲーム装置と同様な作用効果を奏するものである。 According to the recording medium of the present invention described above, the same operational effects as those of the above-described sensation type video game apparatus according to the present invention are exhibited.
 <クライアントアンドサーバ・システム>
  別の一面から見た本発明は、プログラム提供サーバと、スマートホン、タブレットPC等のように、表示画面を一体的有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末とを、ネットワークで接続してなるクライアントアンドサーバ・システムとして把握することもできる。
<Client and server system>
Another aspect of the present invention incorporates a program providing server and a camera having a display screen as an integral unit, such as a smartphone and a tablet PC, and a shooting window facing the front side of the display screen. It is also possible to grasp a commercially available tablet terminal as a client and server system connected by a network.
 このクライアントアンドサーバ・システムにおいて、前記プログラム提供サーバには、前記タブレット型端末を、前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するための手段と、前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるものであって、かつ前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである、アプリケーションプログラムが、1種又は2種以上、格納されており、さらに前記プログラム提供サーバは、前記タブレット型端末からダウンロード要求が前記ネットワークを介して到来するのに応答して、前記1種又は2種以上のアプリケーションプログラムの中で、前記タブレット型端末側から指定されたアプリケーションプログラムを、所定の認証を条件として、前記タブレット型端末へ宛てて送信するように構成されており、前記タブレット型端末は、前記ダウロード要求に応答して前記プログラム提供サーバから送信されてくる前記アプリケーションプログラムを受信格納すると共に、所定の起動操作を条件として、前記アプリケーションプログラムを実行することにより、前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するように構成されている、ものである。 In this client and server system, the program providing server displays, on the display screen, an interactive game image using the tablet terminal as an input of the player's body action recognized through the camera. The rotation angle of the game image relative to the display screen is fixed at a specific rotation angle for the game image according to the application program, regardless of the content of the image display orientation set on the tablet terminal In such a state, it is made to function as a means for directing to display on the display screen, and the specific rotation angle is such that the orientation on the image of the game image coincides with the orientation on the real space. When the rotation orientation of the display screen is determined, the game image is Stores one or more application programs that are determined to automatically obtain a proper screen rotation posture that satisfies the image development requirements such as which screen should be displayed. The program providing server further includes the tablet terminal in the one or more types of application programs in response to a download request from the tablet terminal via the network. The application program specified from the side is configured to be transmitted to the tablet terminal on the condition of predetermined authentication, and the tablet terminal responds to the download request from the program providing server. Receiving and storing the transmitted application program; By executing the application program on the condition of a predetermined activation operation, an interactive game image with the player's body action recognized through the camera as an input is displayed on the display screen. It is a thing.
 本発明の好ましい実施の態様(1)においては、前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが整合するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものであってもよい。 In a preferred embodiment (1) of the present invention, the rotation angle of the display screen is determined so that the specific rotation angle matches an orientation on the image of the game image with an orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
 本発明の好ましい実施の態様(2)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、ものであってもよい。 In a preferred embodiment (2) of the present invention, the specific rotation angle is based on a screen height / width request on the application program side and a screen height / width specification of the terminal derived from the model information of the tablet terminal. It may be determined.
 本発明の好ましい実施の態様(3)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、ようにしてもよい。 In a preferred embodiment (3) of the present invention, the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
 以上の本発明によるクライアントアンドサーバ・システムによれば、本発明に係る上述の体感型ビデオゲーム装置と同様な作用効果を奏するものである。 According to the client and server system according to the present invention described above, the same operational effects as the above-described sensation type video game apparatus according to the present invention can be obtained.
 <プログラム提供サーバ>
  別の一面から見た本発明は、プログラム提供サーバと、スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末とを、ネットワークで接続してなるクライアントアンドサーバ・システムを構成する前記プログラム提供サーバとして把握することもできる。
<Program provider server>
According to another aspect of the present invention, there is provided a camera having a display screen integrated with a program providing server, a smartphone, a tablet PC, etc., and a shooting window directed to the front side of the display screen. It is also possible to grasp the built-in commercially available tablet terminal as the program providing server constituting the client and server system connected by the network.
 前記プログラム提供サーバには、前記タブレット型端末を、前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するための手段と、前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるものであって、かつ前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである。 The program providing server includes means for displaying an interactive game image on the display screen using the tablet terminal as an input of a body action of a player recognized through the camera, and the tablet type Regardless of the content of the image display orientation setting set on the terminal side, the game image related to the application program is displayed on the display screen in a state where the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle. The display screen is configured to function as a means for directing display, and the specific rotation angle is a rotation orientation of the display screen so that an orientation on the image of the game image coincides with an orientation on a real space. Image development that tells whether the game image should be displayed on a portrait screen or landscape screen Proper screen rotation posture that satisfies the request is defined as automatically obtained.
 本発明の好ましい実施の態様(1)においては、前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが整合するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものであってもよい。 In a preferred embodiment (1) of the present invention, the rotation angle of the display screen is determined so that the specific rotation angle matches an orientation on the image of the game image with an orientation on the real space. Then, an appropriate screen rotation posture that automatically satisfies the body action shooting posture, such as from which angle the camera should take the body action of the player through the shooting window, is automatically obtained. It may be determined to be.
 本発明の好ましい実施の態様(2)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、ものであってもよい。 In a preferred embodiment (2) of the present invention, the specific rotation angle is based on a screen height / width request on the application program side and a screen height / width specification of the terminal derived from the model information of the tablet terminal. It may be determined.
 本発明の好ましい実施の態様(3)においては、前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、ようにしてもよい。 In a preferred embodiment (3) of the present invention, the specific rotation angle is determined based on the screen length request and the screen request on the application program side and the shooting window position request and the model information of the tablet terminal. It may be determined based on the screen vertical / horizontal specification and the shooting window position specification.
 以上の本発明によるプログラム提供サーバによれば、本発明に係る上述の体感型ビデオゲーム装置と同様な作用効果を奏するものである。 According to the above-described program providing server according to the present invention, the same operational effects as the above-described bodily sensation type video game apparatus according to the present invention are exhibited.
 本発明によれば、タブレット型端末とゲーム用アプリとを用いた体感型ビデオゲーム装置において、タブレット型端末のユーザの誰もが簡単な操作で手軽にゲームを楽しむことが可能となる。 According to the present invention, in a bodily sensation video game apparatus using a tablet terminal and a game application, any user of the tablet terminal can easily enjoy a game with a simple operation.
図1はアプリ提供システム全体の構成を示す説明図である。FIG. 1 is an explanatory diagram showing the configuration of the entire application providing system. 図2はタブレット型端末の一般的なハードウェア構成を示すブロック図である。FIG. 2 is a block diagram showing a general hardware configuration of the tablet terminal. 図3はアプリ提供サーバのハードウェア構成を示すブロック図である。FIG. 3 is a block diagram illustrating a hardware configuration of the application providing server. 図4はアプリダウンロード動作を説明するフローチャートである。FIG. 4 is a flowchart for explaining the application download operation. 図5はアプリ側の処理を説明するフローチャートである。FIG. 5 is a flowchart for explaining processing on the application side. 図6はOS側の表示処理を説明するフローチャートである。FIG. 6 is a flowchart for explaining display processing on the OS side. 図7は画像回転用プログラム部分の構成を示すフローチャートである。FIG. 7 is a flowchart showing the configuration of the image rotation program part. 図8は画像回転角決定処理の詳細フローチャート(アプリ側要求による)である。FIG. 8 is a detailed flowchart of the image rotation angle determination process (according to a request from the application side). 図9は画像回転角決定処理の詳細フローチャート(端末仕様とアプリ側要求とによる)FIG. 9 is a detailed flowchart of image rotation angle determination processing (depending on terminal specifications and application-side requests) 図10はスマートホン各機種毎の画面とサブカメラの位置関係を示す説明図である。FIG. 10 is an explanatory diagram showing the positional relationship between the screen and the sub camera for each model of smart phone. 図11はタブレットPC各機種の画面とサブカメラとの位置関係を示す説明図である。FIG. 11 is an explanatory diagram showing the positional relationship between the screen of each model of tablet PC and the sub camera. 図12はタブレット兼用ノートPCの画面とサブカメラとの位置関係を示す説明図である。FIG. 12 is an explanatory diagram showing the positional relationship between the screen of the tablet PC and the sub camera. 図13は画面に対して画像を回転角度0度に固定したときの説明図(カメラは上付き)である。FIG. 13 is an explanatory diagram (camera is superscript) when the image is fixed at a rotation angle of 0 degree with respect to the screen. 図14は画面に対して画像を回転角度180度に固定したときの説明図(カメラ下付き)である。FIG. 14 is an explanatory diagram (camera subscript) when the image is fixed at a rotation angle of 180 degrees with respect to the screen. 図15は画面に対して画像を回転角90度に固定したときの説明図(カメラ上付き)である。FIG. 15 is an explanatory diagram (with a camera attached) when the image is fixed at a rotation angle of 90 degrees with respect to the screen. 図16は画面に対して画像を回転角90度に固定したときの説明図(カメラ上付き)である。FIG. 16 is an explanatory diagram (with a camera attached) when the image is fixed at a rotation angle of 90 degrees with respect to the screen. 図17は卓球ゲームのプレイ中の説明図である。FIG. 17 is an explanatory diagram of a table tennis game during play. 図18はプレイ中の画面に表示される画像の説明図である。FIG. 18 is an explanatory diagram of an image displayed on the screen during play. 図19は製品の販売形態を示す説明図である。FIG. 19 is an explanatory diagram showing a product sales form. 図20は卓球ゲーム用遊具の説明図である。FIG. 20 is an explanatory diagram of a table tennis game playground equipment.
 以下に、本発明に係る体感型ビデオゲーム装置の好適な実施の一形態を添付図面にしたがって詳細に説明する。 Hereinafter, a preferred embodiment of the sensation type video game apparatus according to the present invention will be described in detail with reference to the accompanying drawings.
 先に説明したように、従来の体感型ビデオゲーム装置は、表示画面を有する画像表示器(通常、据置型テレビで代用)と、プレーヤのボディアクションを撮影するためのカメラ(ゲーム本体装置と一体又は別体)と、体感型ビデオゲーム用のアプリケーションプログラム(すなわち、「ゲーム用アプリ」)がインストールされるべきゲーム用コンピュータ(ゲーム装置本体)とを少なくとも包含し、このゲーム用アプリがゲーム用コンピュータで実行されることにより、カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像が画像表示器の画面上に表示されるように構成されている。 As described above, the conventional sensation-type video game apparatus includes an image display having a display screen (usually a substitute for a stationary television) and a camera for photographing a player's body action (integrated with the game main unit). Or a game computer (game device main body) to be installed with an application program for a sensation-type video game (ie, “game app”), and the game app is a game computer. By executing the above, an interactive game image using the body action of the player recognized through the camera as an input is displayed on the screen of the image display.
 これに対して、本発明に係る体感型ビデオゲーム装置は、上述の画像表示器、カメラ、及びゲーム用コンピュータにより実現される機能を、スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末にて代用するものである。 On the other hand, the sensation type video game apparatus according to the present invention integrates a display screen with functions realized by the above-described image display, camera, and game computer, such as a smartphone and a tablet PC. And a commercially available tablet terminal in which a camera with a shooting window facing the front side of the display screen is incorporated.
 加えて、前記ゲーム用アプリには、前記タブレット型端末を、前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該ゲーム用アプリに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるためのプログラム部分が含まれている。 In addition, in the game application, the game device according to the game application is displayed on the display screen regardless of the image display orientation setting content set on the tablet terminal. A program portion for causing the game image to function as a means for directing the game image to be displayed on the display screen in a state where the rotation angle of the game image is fixed to a specific rotation angle is included.
 ここで、前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められている。 Here, when the rotation orientation of the display screen is determined such that the orientation on the image of the game image and the orientation on the real space coincide with the specific rotation angle, the game image is displayed in a portrait screen or landscape orientation. It is determined so that an appropriate screen rotation posture that satisfies the requirement on image development such as which screen should be displayed is automatically obtained.
 <ゲーム用アプリの提供>
  ゲーム用アプリをどのような提供方法によりタブレット型端末側へとインストールするかについては、SDメモリやUSBメモリ等の可搬型記録媒体を介する提供方法、赤外線等の短距離無線を介して提供する提供方法等々、種々の方法が考えられるが、この実施形態においては、クライアントアンドサーバ・システムであるアプリ提供システムを構築すると共に、インターネット上のアプリ提供サーバからタブレット型端末へとダウンロードするという提供方法が採用されている。
<Provision of game application>
As for how to install the game application on the tablet-type terminal side by using a providing method, a providing method via a portable recording medium such as an SD memory or a USB memory, a provision provided via a short-range radio such as an infrared ray, etc. Various methods are conceivable. In this embodiment, an application providing system that is a client-and-server system is constructed, and a providing method of downloading from an application providing server on the Internet to a tablet terminal is provided. It has been adopted.
 -アプリ提供システムの構成-
  アプリ提供システム全体の構成すを示す説明図が、図1に示されている。同図に示されるように、タブレット型端末6であるところの様々な機種のスマートホン1,1,1・・・や様々な機種のタブレットPC2,2,2・・・は、公知の手法により、インターネット5へと無線接続可能とされており、一方、インターネット5には、アプリ提供サーバ4が公知の手法で接続されている。
-Configuration of application provision system-
An explanatory diagram showing the configuration of the entire application providing system is shown in FIG. As shown in the figure, various types of smartphones 1, 1, 1... And various types of tablet PCs 2, 2, 2,. The internet 5 can be wirelessly connected, while the application providing server 4 is connected to the internet 5 by a known method.
 -タブレット型端末の構成-
  タブレット型端末6の一般的なハードウェア構成を示すブロック図が、図2に示されている。この種のハードウェア構成については、各種の文献により公知であるから、その説明については、本発明の要部を除き、簡単に行う。
-Composition of tablet terminal-
A block diagram showing a general hardware configuration of the tablet terminal 6 is shown in FIG. Since this type of hardware configuration is known from various documents, the description thereof will be briefly made except for the main part of the present invention.
 同図において、マイクロコンピュータ6aは端末全体を統括制御するものであり、公知のマイクロプロセッサや特定の回路機能を実現するASIC、FPGA等で構成されいるのが通例である。 In the figure, the microcomputer 6a performs overall control of the entire terminal, and is generally composed of a known microprocessor, ASIC, FPGA, or the like that realizes a specific circuit function.
 マイク6b及びスピーカ6cは、例えば、音声通話等に使用される。タッチパネル制御部6d及びタッチパネル6cは、表示画面におけるタッチパネル機能を実現するためのものである。バイブレータ6fは、着信通知その他、何らかの状態をユーザに通知するためのものである。ランプ駆動部6g及びLEDランプ6hは、各種の状態表示用のLEDランプの作動用のものである。 The microphone 6b and the speaker 6c are used for voice calls, for example. The touch panel control unit 6d and the touch panel 6c are for realizing a touch panel function on the display screen. The vibrator 6f is for notifying the user of an incoming call notification or any other state. The lamp driving unit 6g and the LED lamp 6h are for operating various LED lamps for status display.
 メインカメラモジュール6iは、その撮影用窓が表示画面の後方へと向けられたメインカメラに関する機能モジュールであって、具体的には、撮影に必要なレンズやイメージセンサ等を含んで構成されている。このメインカメラモジュール6iで取得される画像データは、公知の画像処理エンジンを介して編集されたのち、マイクロコンピュータ6aに内蔵されるバッファ用画像メモリに格納されたのち、必要により、表示画面に表示されたり、後述のフラッシュメモリ6oに保存される。 The main camera module 6i is a functional module related to the main camera whose shooting window is directed to the rear of the display screen, and specifically includes a lens, an image sensor, and the like necessary for shooting. . The image data acquired by the main camera module 6i is edited via a known image processing engine, stored in a buffer image memory built in the microcomputer 6a, and then displayed on a display screen as necessary. Or stored in a flash memory 6o described later.
 サブカメラモジュール6jは、その撮影用窓が表示画面の前方へと向けられたサブカメラ(インカメラ、フロントカメラ等とも称される)に関する機能モジュールであって、本発明の要部を構成するものである。このサブカメラモジュールについても、撮影に必要なレンズやイメージセンサ等を含んで構成されている。このサブカメラモジュール6jで取得される画像データは、公知の画像処理エンジンを介して編集されたのち、マイクロコンピュータ6aに内蔵されるバッファ用画像メモリに格納され、必要により(例えば、自分撮影等々)、表示画面に表示されたり、後述のフラッシュメモリ6oに保存される。本発明の場合、このバッファメモリに格納される編集された画像データは、プレーヤの行うボディアクション認識のために供される。 The sub camera module 6j is a functional module related to a sub camera (also referred to as an in camera, a front camera, etc.) whose shooting window is directed to the front of the display screen, and constitutes a main part of the present invention. It is. This sub camera module is also configured to include a lens, an image sensor, and the like necessary for photographing. The image data acquired by the sub camera module 6j is edited via a known image processing engine, and then stored in a buffer image memory built in the microcomputer 6a. If necessary (for example, self-photographing) Displayed on the display screen or stored in a flash memory 6o described later. In the case of the present invention, the edited image data stored in the buffer memory is provided for body action recognition performed by the player.
 無線通信部6kは、当該タブレット型端末を、公知の手法により、無線LAN等を介してインターネットに接続する場合等に用いられる。キー入力装置6lは、電源投入ボタンや各種の押しボタン式操作キーで構成され、必要な指示を当該タブレット型端末に与えるために利用される。 The wireless communication unit 6k is used when the tablet terminal is connected to the Internet via a wireless LAN or the like by a known method. The key input device 61 is composed of a power-on button and various push button operation keys, and is used to give necessary instructions to the tablet terminal.
 画像表示部6n及び表示コントローラ6mは画像表示器(液晶式画像表示器、有機EL式画像表示器、等々)を構成するものであって、表示コントローラ6mは、表示デバイスである画像表示部6mとマイクロコンピュータに内蔵される図示しないビデオRAM(表示されるべき画像データを格納するメモリ)との間にあって、画像表示制御を司るものである。画像表示部6nに表示させる画像を回転させるためには、様々な公知の手法か存在する。例えば、ビデオRAMから画像表示部6aへと画像データを転送する際に、画像データの回転操作を行う第1の手法、バッファメモリ上の画像データをビデオRAMに書き込む際に、OS側で画像データの回転操作を行う第2の手法、さらには、バッファメモリ上の画像データをその生成段階から回転させておく第3の手法、等々が存在する。以下に述べる実施形態においては、第2の手法が採用される。 The image display unit 6n and the display controller 6m constitute an image display (liquid crystal image display, organic EL image display, etc.), and the display controller 6m includes an image display unit 6m that is a display device. It controls image display control between a video RAM (not shown) built in the microcomputer (memory for storing image data to be displayed). There are various known methods for rotating an image to be displayed on the image display unit 6n. For example, when transferring image data from the video RAM to the image display unit 6a, a first method for rotating the image data. When writing the image data on the buffer memory to the video RAM, the image data on the OS side. There are a second method for performing the rotation operation, a third method for rotating the image data on the buffer memory from the generation stage, and the like. In the embodiment described below, the second method is adopted.
 フラッシュメモリ6oは、ダウンロードされる各種のアプリケーションプログラムの格納のほか、各種の設定データの格納に利用される。RAM6pは、各種演算処理のためのワーキング領域等として利用される。 The flash memory 6o is used not only for storing various application programs to be downloaded but also for storing various setting data. The RAM 6p is used as a working area for various arithmetic processes.
 -アプリ提供サーバの構成-
  アプリ提供サーバのハードウェア構成を示すブロック図が、図3に示されている。この種のハードウェア構成については、各種の文献により公知であるから、その説明については、本発明の要部を除き、簡単に行う。
-Configuration of application providing server-
A block diagram showing the hardware configuration of the application providing server is shown in FIG. Since this type of hardware configuration is known from various documents, the description thereof will be briefly made except for the main part of the present invention.
 同図に示されるように、アプリ提供サーバ4は、サーバ装置の全体制御を司るCPU等からなる制御部4a、ROM、RAM、又はハードディスク等からなり、前述した各種の体感型ゲーム用アプリを含む各種のプログラムや各種のデータ等を記憶するための記憶部4b、外部機器とLAN又はインターネット等を介して通信を行うための通信部4c、表示処理を行うための表示部4d、外部機器との入出力を行うI/F部4e、入力操作を行うための入力操作部4f等から構成される。なお、記憶部4bは、ストレージ等としてサーバ装置とは別に設けられていてもよい。 As shown in the figure, the application providing server 4 includes a control unit 4a including a CPU that controls the entire server device, a ROM, a RAM, a hard disk, and the like, and includes the various types of bodily sensation game applications described above. A storage unit 4b for storing various programs and various data, a communication unit 4c for communicating with an external device via a LAN or the Internet, a display unit 4d for performing display processing, and an external device An I / F unit 4e that performs input and output, an input operation unit 4f that performs input operations, and the like are included. The storage unit 4b may be provided as a storage or the like separately from the server device.
 -ゲーム用アプリの代金回収-
  体感ゲーム用アプリとしては、卓球ゲーム、野球ゲーム、テニスゲーム、ボクシングゲーム、ガンファイトゲーム、アイスホッケーゲーム、アメリカンフットボールゲーム、バスケットボールゲーム、ドラム演奏ゲーム、トランスフォーマゲーム、フィッシングゲーム、レーシングゲーム、武器を使用したバトルゲーム等々と言ったように、種々のゲーム用アプリが存在する。
-Collecting money for game apps-
Table tennis games, baseball games, tennis games, boxing games, gunfight games, ice hockey games, American football games, basketball games, drum playing games, transformer games, fishing games, racing games, weapons There are various game applications, such as a battle game that has been played.
 これらのゲーム用アプリそのものの提供は、前述のアプリ提供システムを介してアプリ提供サーバ4から行うものであるが、その代金回収については、この実施形態においては、インターネット上の仮想店舗ではなく、スーパーマーケット、コンビニエンスストア、街の玩具店等々の実店舗における商品販売を通じて行われる。 The game application itself is provided from the application providing server 4 through the above-described application providing system. However, in this embodiment, the price collection is not a virtual store on the Internet but a supermarket. This is done through product sales at actual stores such as convenience stores and city toy stores.
 例えば、図19に示されるように、各ゲーム用アプリの種別毎に、商品パッケージ7が用意される。なお、同図(a)における商品パッケージ7は、体感型の卓球ゲームに対応するものであり、その中には、卓球ゲームのプレイに欠かせない遊具(この例では、指挿入保持式の小型ラケット)8のほか、ゲーム種別毎に商品パッケージの個々を特定可能な各商品パッケージに固有な商品パッケージコード(例えば、数値とアルファベットとの組み合わせによる16桁の文字列コード)を表示したカードが含まれている。同図(b)における商品パッケージ7は、体感型の野球ゲームに対応するものであり、その中には、野球ゲームのプレイに欠かせない遊具(この例では、指挿入保持式の小型バット)8のほか、ゲーム種別毎に商品パッケージの個々を特定可能な各商品パッケージに固有な商品パッケージコード(例えば、数値とアルファベットとの組み合わせによる16桁の文字列コード)を表示したカードが含まれている。なお、商品パッケージ7には、さらに、一般的なスマートホンやタブレットPCを適切な角度で立て掛け支持するための簡易型支持具12(例えば、図17参照)が、含まれていてもよい。 For example, as shown in FIG. 19, a product package 7 is prepared for each type of game application. Note that the product package 7 in FIG. 6A corresponds to a sensation-type table tennis game, and includes a playground equipment (in this example, a finger insertion holding type small-sized device that is indispensable for playing a table tennis game). In addition to 8 rackets, there is a card that displays a product package code (for example, a 16-digit character string code consisting of a combination of numerical values and alphabets) unique to each product package that can identify each product package for each game type It is. The product package 7 in FIG. 6B corresponds to a bodily sensation-type baseball game, and includes a play equipment that is indispensable for playing a baseball game (in this example, a small bat with a finger insertion holding type). In addition to 8, a card displaying a product package code (for example, a 16-digit character string code in combination of a numerical value and an alphabet) unique to each product package that can identify each product package for each game type is included. Yes. The product package 7 may further include a simple support 12 (see, for example, FIG. 17) for leaning and supporting a general smart phone or tablet PC at an appropriate angle.
 したがって、ユーザは、スーパーマーケット、コンビニエンスストア、街の玩具店等々の実店舗において、好みのゲーム種別に対応する商品パッケージ7を購入することにより、そのゲームに必要な遊具8、商品パッケージコードが表示されたカード(図示せず)、及び必要な場合には、簡易支持具12を取得することができる一方、販売側にあっては、代金回収を行うとができるのである。 Therefore, when a user purchases a product package 7 corresponding to a favorite game type at a real store such as a supermarket, a convenience store, a city toy store, etc., the play equipment 8 and the product package code necessary for the game are displayed. The card (not shown) and, if necessary, the simple support 12 can be obtained, while the sales side can collect the price.
 -アプリダウンロード動作-
  アプリダウンロード動作の説明図が、図4に示されている。ユーザは、スーパーマーケット、コンビニエンスストア、街の玩具店等々の実店舗において、好みのゲーム種別に対応する商品パッケージ7を購入したのち、パンフレット、包装箱の表示等々適当な宣伝媒体を通じて取得した、あるいは、検索サイトを通じて取得したURLを頼りとして、自己のタブレット型端末6からアプリ提供サーバ4への接続を行う。
-Application download operation-
An explanatory diagram of the application download operation is shown in FIG. After purchasing a product package 7 corresponding to a desired game type at a real store such as a supermarket, a convenience store, a city toy store, etc., the user acquired through an appropriate advertising medium such as a pamphlet or a display of a packaging box, or Relying on the URL acquired through the search site, connection is made from the tablet terminal 6 to the application providing server 4.
 この状態において、タブレット型端末側において所定のユーザ操作が行われると、タブレット型端末6は、アプリ提供サーバ4へ宛ててダウンロードリクエストを送信したのち、アプリ提供サーバ4から認証コードリクエストが返送されてくるのを待機する(ステップ101)。 In this state, when a predetermined user operation is performed on the tablet type terminal side, the tablet type terminal 6 transmits a download request to the application providing server 4, and then an authentication code request is returned from the application providing server 4. Waiting to come (step 101).
 ダウンロードリクエストを受信したアプリ提供サーバ4の側では(ステップ111)、タブレット型端末6へ宛てて認証コードリクエストを送信したのち(ステップ112)、タブレット型端末6から認証コードが返送されてくるのを待機する。 On the side of the application providing server 4 that has received the download request (step 111), the authentication code request is sent to the tablet terminal 6 (step 112), and then the authentication code is returned from the tablet terminal 6. stand by.
 タブレット型端末6は、認証コードリクエストが受信されるのを待って(ステップ102)、アプリ提供サーバ4へ宛てて認証コードを送信したのち(ステップ103)、アプリ提供サーバ4から認証エラーが返送されるか(ステップ104)、又は目的とする体感ゲームアプリが返送されてくるのを(ステップ105)待機する。ここで、認証コードとしては、先に、商品パッケージ7の購入により取得されたカードに表示された商品パッケージコードが利用される。 The tablet terminal 6 waits for an authentication code request to be received (step 102), transmits the authentication code to the application providing server 4 (step 103), and then returns an authentication error from the application providing server 4. (Step 104), or waits for the intended bodily sensation game application to be returned (Step 105). Here, as the authentication code, the product package code displayed on the card previously acquired by purchasing the product package 7 is used.
 アプリ提供サーバ4は、タブレット型端末6から認証コードが返送されてくるのを待って、所定の認証処理(例えば、その認証コードとして送られてきた商品パッケージコードが販売済みのものであって、ダウンロード未完のものか、あるいは所定のダウンロード許可条件に合致するものかの判定)を実行したのち(ステップ113)、認証成功の場合には(ステップ114YES)、タブレット型端末6へと指定の体感ゲーム用アプリを送信するのに対して(ステップ115)、認証失敗の場合には(ステップ114NO)、タブレット型端末6へと認証エラーコードを送信する。 The application providing server 4 waits for the authentication code to be returned from the tablet-type terminal 6, and the predetermined authentication process (for example, the product package code sent as the authentication code is already sold, After determining whether or not the download is incomplete or meets the predetermined download permission condition (step 113), if the authentication is successful (step 114 YES), the designated sensation game is given to the tablet terminal 6 When the authentication application fails (step 114), the authentication error code is transmitted to the tablet terminal 6.
 タブレット型端末6の側では、アプリ提供サーバ4から体感ゲーム用アプリが送られてきたときには、これを受信したのち(ステップ105)、所定の記憶領域(例えば、フラッシュメモリ6o等)に保存したのち、所定のアプリ起動操作を待って、これを実行する一方、認証エラーコードが送られてきたときには、直ちに、処理を終了する。 On the tablet-type terminal 6 side, when an application for experiencing games is received from the application providing server 4, after receiving it (step 105), it is stored in a predetermined storage area (for example, the flash memory 6o). While waiting for a predetermined application activation operation and executing this, when an authentication error code is sent, the processing is immediately terminated.
 <タブレット型端末の機種とその形態、並びに、画像回転に関するOSの仕組み>
  本発明の特徴の一つである「ゲーム画像の回転角度を特定の回転角度に固定する点」は、本発明の適用可能性のあるタブレット型端末には、画面形状やカメラ位置の異なる様々な機種のものが存在することに加え、画像の回転制御に関するOSの一般的な構成を知って、はじめて明確に理解できるものと思われる。そこで、以下に、この種のタブレット型端末の機種とその形態、並びに、それらの端末に組み込まれたOSにおける画像回転の仕組みについて概説する。
<Model and form of tablet terminal and OS mechanism for image rotation>
One of the features of the present invention is that “the rotation angle of the game image is fixed at a specific rotation angle” means that the tablet terminal to which the present invention is applicable has various screen shapes and camera positions different from each other. In addition to the existence of models, it is considered that the general configuration of the OS related to image rotation control can be understood clearly only after knowing the general configuration of the OS. Therefore, an outline of the model and form of this type of tablet terminal and the mechanism of image rotation in the OS incorporated in those terminals will be described below.
 -スマートホン各機種毎の画面とサブカメラとの位置関係-
  スマートホン各機種毎の画面とサブカメラとの位置関係を示す説明図が、図10に示されている。同図(a)~(f)に示されるように、スマートホン1には様々な機種のものが存在するが、標準姿勢における画面1aの形状についてみると、サイズやアスペクト比については幾分の相違が認められるものの、本発明者等の調査範囲における限りにおいては、すべての機種において、縦長となることが認められた。一方、サブカメラの撮影用窓1bの位置についてみると、殆どの機種において、上付き(画面1aの上部に配置)であるものの、中には、同図(d)に示されるように、下付き(画面1aの下部に配置)のものも存在することが認められた。
-Positional relationship between the screen and sub camera for each smartphone model-
An explanatory diagram showing the positional relationship between the screen and the sub camera for each model of the smart phone is shown in FIG. As shown in FIGS. 4A to 4F, there are various types of smart phones 1. However, regarding the shape of the screen 1a in the standard posture, the size and aspect ratio are somewhat. Although a difference is recognized, as long as it is within the scope of the inventors' investigation, it was recognized that all models were vertically long. On the other hand, regarding the position of the shooting window 1b of the sub camera, although it is superscript (arranged at the top of the screen 1a) in most models, as shown in FIG. It is recognized that there are also those with a mark (located at the bottom of the screen 1a).
 -タブレットPC各機種毎の画面とサブカメラとの位置関係-
  タブレットPC各機種毎の画面とサブカメラとの位置関係を示す説明図が、図11に示されている。同図(a)~(c)に示されるように、タブレットPC2にも様々な機種のものが存在するが、標準姿勢における画面2aの形状についてみると、多くの機種においては縦長となるものの、同図(c)に示されるように、横長となるものも存在することが認められた。一方、サブカメラの撮影用窓2bの位置についてみると、本発明者等の調査範囲における限りにおいては、すべての機種において上付き(画面2aの上部に配置)であることが認められた。
-Positional relationship between screen and sub camera for each model of tablet PC-
An explanatory diagram showing the positional relationship between the screen and the sub camera for each model of tablet PC is shown in FIG. As shown in (a) to (c) of the figure, there are various types of tablet PCs 2, but regarding the shape of the screen 2a in the standard posture, many models are vertically long. As shown in FIG. 5C, it was recognized that there was a horizontally long one. On the other hand, regarding the position of the sub-camera shooting window 2b, it was recognized that all models were superscript (arranged at the upper part of the screen 2a) as far as the present inventors' investigation scope was concerned.
 -タブレット兼用ノートPC各機種毎の画面とサブカメラとの位置関係-
  タブレット兼用ノートPCの画面とサブカメラとの位置関係を示す説明図が、図12に示されている。同図に示されるように、タブレット兼用ノートPC3に関する限り、標準姿勢における画面3aの形状は、すべての機種において横長となることが認められた。一方、サブカメラの撮影用窓3bの位置についてみると、本発明者等の調査範囲における限りにおいては、すべての機種において上付き(画面3aの上部に配置)であることが認められた。
-Positional relationship between the screen and sub camera for each tablet PC model-
FIG. 12 shows an explanatory diagram showing the positional relationship between the screen of the tablet PC and the sub camera. As shown in the figure, as far as the tablet PC 3 is concerned, it was recognized that the shape of the screen 3a in the standard posture is horizontally long in all models. On the other hand, as for the position of the shooting window 3b of the sub-camera, it was recognized that it was superscript (arranged in the upper part of the screen 3a) in all models as far as the present inventors' investigation range.
 -画像の回転制御に関するOSの構成-
  この種のタブレット型端末6におけるOSとしては、アップル社のiOS、グーグル社のAndroid、マイクロソフト社のWindows(いずれも登録商標)等々のように、種々のものが知られているが、いずれのOSにおいても、標準姿勢に対する画面の回転角度については、アプリを介して設定可能な「アプリ側方位設定」と端末側の操作で設定可能な「端末側方位設定」からなる2つの設定情報が関与することが認められる。
-OS configuration for image rotation control-
Various OSs such as Apple's iOS, Google's Android, and Microsoft's Windows (both are registered trademarks) are known as the OS in this type of tablet-type terminal 6. However, the screen rotation angle with respect to the standard orientation involves two pieces of setting information consisting of “app-side orientation setting” that can be set via an application and “terminal-side orientation setting” that can be set by operation on the terminal side. It is recognized that
 「アプリ側方位設定」の内容としては、例えば、以下の6種類の設定値を選択的にとることができる。なお、古い機種においては、設定値3と設定値4とが存在しない場合もある。
  ・設定値1:縦上(標準回転姿勢に対する回転角0度)
  ・設定値2:右横(標準回転姿勢に対する回転角90度)
  ・設定値3:縦下(標準回転姿勢に対する回転角180度)
  ・設定値4:左横(標準回転姿勢に対する回転角270度)
  ・設定値5:センサ(加速度センサ等の姿勢センサの検出姿勢にしたがう)
  ・設定値6:端末(端末側方位設定にしたがう)
As the contents of “application side orientation setting”, for example, the following six types of setting values can be selectively taken. In the old model, the setting value 3 and the setting value 4 may not exist.
・ Set value 1: Vertical (rotation angle 0 degrees with respect to standard rotation posture)
Setting value 2: Right side (rotation angle 90 degrees with respect to the standard rotation posture)
・ Set value 3: Vertical down (rotation angle 180 degrees with respect to the standard rotation posture)
Setting value 4: Left side (rotation angle 270 degrees with respect to the standard rotation posture)
・ Setting value 5: Sensor (according to the detected posture of the posture sensor such as an acceleration sensor)
・ Setting value 6: Terminal (according to the terminal orientation setting)
 「端末側方位設定」の内容としては、例えば、以下の5種類の設定値を選択的にとることができる。なお、古い機種においては、設定値3と設定値4とが存在しない場合もある。
  ・設定値1:縦上(標準回転姿勢に対する回転角0度)
  ・設定値2:右横(標準回転姿勢に対する回転角90度)
  ・設定値3:縦下(標準回転姿勢に対する回転角180度)
  ・設定値4:左横(標準回転姿勢に対する回転角270度)
  ・設定値5:センサ(加速度センサ等の姿勢センサの検出姿勢にしたがう)
As the contents of “terminal side orientation setting”, for example, the following five types of setting values can be selectively taken. In the old model, the setting value 3 and the setting value 4 may not exist.
・ Set value 1: Vertical (rotation angle 0 degrees with respect to standard rotation posture)
Setting value 2: Right side (rotation angle 90 degrees with respect to the standard rotation posture)
・ Set value 3: Vertical down (rotation angle 180 degrees with respect to the standard rotation posture)
Setting value 4: Left side (rotation angle 270 degrees with respect to the standard rotation posture)
・ Setting value 5: Sensor (according to the detected posture of the posture sensor such as an acceleration sensor)
 そして、最終的な画像表示方位を決定するについて、アプリ側方位設定の内容は、端末側方位設定の内容に優先する。すなわち、アプリ側方位設定の設定内容が設定値1~5のいずれかにあるとき、最終的な画像表示方位は、端末側方位設定の設定内容の如何に拘わらず、アプリ側方位設定の設定内容である設定値1~5にしたがって決定される。端末側方位設定の設定内容が有効となるのは、アプリ側方位設定の設定内容が設定値6(「端末」)であるときに限られる。すなわち、アプリ側方位設定の内容が設定値6(「端末」)であるときには、最終的な画像表示方位は、端末側方位設定値の設定内容(設定値1~5)にしたがう。 And for determining the final image display orientation, the content of the application side orientation setting takes precedence over the content of the terminal side orientation setting. That is, when the setting content of the application side azimuth setting is in any of the setting values 1 to 5, the final image display azimuth is the setting content of the application side azimuth setting regardless of the setting content of the terminal side azimuth setting. It is determined according to the set values 1 to 5 as follows. The setting contents of the terminal side azimuth setting are valid only when the setting contents of the application side azimuth setting are the setting value 6 (“terminal”). That is, when the application side azimuth setting content is the setting value 6 (“terminal”), the final image display azimuth follows the setting content of the terminal side azimuth setting value (setting values 1 to 5).
 <ゲーム画像の回転角度を特定の回転角度に固定する動作>
  次に、以上説明したタブレット型端末の機種とその形態、並びに、画像回転に関するOSの仕組みを前提として、本発明の要部の構成について詳細に説明する。
<Operation to fix the rotation angle of the game image to a specific rotation angle>
Next, the configuration of the main part of the present invention will be described in detail on the premise of the model and form of the tablet-type terminal described above and the OS mechanism relating to image rotation.
 先に説明したように、本発明に係るゲーム用アプリには、タブレット型端末をして、サブカメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を表示画面上に表示するための手段と、タブレット型端末6を、タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該ゲーム用アプリに係るゲーム画像を、表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、表示画面に表示するように仕向ける手段として機能させるための「プログラム部分」が含まれている。 As described above, in the game application according to the present invention, an interactive game image using a tablet terminal as an input of the player's body action recognized via the sub camera is displayed on the display screen. Regardless of the content of the image display orientation set on the tablet-type terminal side and the means for displaying the tablet-type terminal 6, the game image related to the game application is displayed at a rotation angle of the game image with respect to the display screen. A “program portion” is included for functioning as a means for directing to be displayed on the display screen in a state in which is fixed at a specific rotation angle.
 ここで、「特定の回転角度」とは、ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである。 Here, the “specific rotation angle” means that if the orientation of the display screen is determined so that the orientation on the image of the game image matches the orientation on the real space, the game image is displayed on the portrait screen or landscape screen. It is determined so that an appropriate screen rotation posture that satisfies the requirement on image development such as which one should be displayed is automatically obtained.
 また、「特定の回転角度」とは、ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、プレーヤのボディアクションを、撮影用窓を介してどの角度からカメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるようにしてもよい。 Further, the “specific rotation angle” means that when the rotation orientation of the display screen is determined so that the orientation on the image of the game image matches the orientation on the real space, the body action of the player is changed to the shooting window. An appropriate screen rotation posture that also satisfies the requirements on the shooting posture of the body action such as from which angle the camera should be shot may be obtained automatically.
 そして、上述の「プログラム部分」が、タブレット型端末6をして所望の手段として機能させることができるのは、アプリ側の処理とOS側の表示処理とが互いに協働するからである。 The reason why the above-mentioned “program part” can cause the tablet-type terminal 6 to function as a desired means is that the processing on the application side and the display processing on the OS side cooperate with each other.
 -アプリ側の処理の説明-
  アプリ側の処理を説明するフローチャートが、図5に示されている。同図において、所定のアプリ起動操作によりアプリの実行が開始されると、先ず、初期処理(ステップ201)が実行される。
-Description of application processing-
A flowchart for explaining the processing on the application side is shown in FIG. In the figure, when execution of an application is started by a predetermined application activation operation, first, initial processing (step 201) is executed.
 この初期処理(ステップ201)では、アプリ提供サーバ4からダウンロードされたゲーム用アプリを当該タブレット型端末用にカスタマイズ(ローカライズ)するための様々な処理が実行され、それらの処理の1つとして、本発明の要部である画像に関する回転角度固定処理、すなわち、タブレット型端末6を、タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該ゲーム用アプリに係るゲーム画像を、表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、表示画面に表示するように仕向ける手段として機能させるための処理が実行される(図7のフローチャート参照)。ここで、「特定の回転角度」とは、ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである。 In this initial process (step 201), various processes for customizing (localizing) the game application downloaded from the application providing server 4 for the tablet-type terminal are performed. Rotation angle fixing processing relating to an image that is a main part of the invention, that is, the tablet type terminal 6 displays a game image related to the game application regardless of the content of the image display orientation setting set on the tablet type terminal side. A process for functioning as a means for directing the game image to be displayed on the display screen in a state where the rotation angle of the game image with respect to the screen is fixed to a specific rotation angle is executed (see the flowchart in FIG. 7). Here, the “specific rotation angle” means that if the orientation of the display screen is determined so that the orientation on the image of the game image matches the orientation on the real space, the game image is displayed on the portrait screen or landscape screen. It is determined so that an appropriate screen rotation posture that satisfies the requirement on image development such as which one should be displayed is automatically obtained.
 この回転角度固定処理の内容は、当該ゲーム用アプリが動作可能なタブレット型端末の機種範囲をどこまで想定するかによって多少異なる。例えば、想定される機種範囲を、標準姿勢において画面が縦長となりかつ撮影用窓が画面の上付きとなる機種(それだけでも、かなりの数の機種が含まれる)だけに絞るのであれば(図7のステップ402「縦長かつ上付き」)、固定されるべき画面回転角度は、下記のように、アプリ側における要求だけで決定することができる(ステップ403,404及び図8のフローチャート参照)。なお、図7のフローチャートにおいて、ステップ401は、当該アプリに予め組み込まれかつ対象となる端末仕様を特定する情報を、当該アプリから読み出す処理である。
  
    アプリ側の要求         画像の回転角度
  
  画面縦長かつカメラ上付き     回転角度0度(縦上)
  画面縦長かつカメラ下付き     回転角度180度(縦下)
  画面縦長かつカメラ指定なし    回転角度0度(縦上)
                   又は180度(縦下)
  画面横長かつカメラ上付き     回転角度90度(右横)
                   又は270度(左横)
  画面横長かつカメラ下付き     回転角度90度(右横)
                   又は270度(左横)
  画面横長かつカメラ指定なし    回転角度90度(右横)
                   又は270度(左横)
  
The content of the rotation angle fixing process is slightly different depending on how far the model range of the tablet terminal in which the game application can operate is assumed. For example, if the assumed model range is narrowed down to a model in which the screen is vertically long and the shooting window is attached to the top of the screen in a standard posture (it includes a considerable number of models) (FIG. 7). Step 402 (vertically long and superscript)), the screen rotation angle to be fixed can be determined only by a request on the application side as described below (see Steps 403 and 404 and the flowchart of FIG. 8). In the flowchart of FIG. 7, step 401 is a process of reading from the application information that is pre-installed in the application and that specifies the target terminal specification.

Application request Image rotation angle
Long screen and camera top Rotation angle 0 degree (vertical)
Vertical screen with camera bottom Rotation angle 180 degrees (bottom)
Vertical screen and no camera specified Rotation angle 0 degree (vertical top)
Or 180 degrees (bottom down)
Horizontal screen and camera top Rotation angle 90 degrees (right side)
Or 270 degrees (left side)
Horizontal screen and with a camera rotation angle 90 degrees (right side)
Or 270 degrees (left side)
Horizontal screen and no camera specified Rotation angle 90 degrees (right side)
Or 270 degrees (left side)
 これに対して想定される機種範囲を、標準姿勢において、画面が横長となる機種にまで広げたり、あるいは撮影用窓が画面の下付きとなる機種にまで広げるとなると(図7のステップ402「端末使用に従う」)、固定されるべき画面回転角度は、アプリ側における要求だけでは一義的に決定することはできず、その都度、端末側の仕様を確認しなければ、決定することはできない(図7のステップ405,406,407,408参照)。 On the other hand, when the model range assumed is expanded to a model in which the screen is horizontally long in the standard posture, or is expanded to a model in which the shooting window is a subscript of the screen (Step 402 in FIG. 7). According to device usage ”), the screen rotation angle to be fixed cannot be determined uniquely only by the request on the app side, and it cannot be determined without checking the specifications on the terminal side each time ( (See steps 405, 406, 407, and 408 in FIG. 7).
 ここで、端末側の仕様(標準姿勢における縦長/横長の別、標準姿勢における上付き/下付きの別)と、その端末の機種情報(機種番号や符号等の直接的に機種を特定するものに限らず、機種を間接的に特定することができる何らかの固有情報等も含む)との関係は一義的に定まるものであるから、予めそれらの関係を求めてテーブルとして各ゲーム用アプリに組み込んでおけば、インストールされた端末から読み出された機種情報に基づいて(ステップ405)、上述のテーブルを引くことにより、当該端末の仕様(標準姿勢における縦長/横長の別、標準姿勢における上付き/下付きの別)を認識し(ステップ406)、その上で、アプリ側の要求(画面縦長かつカメラ上付き、画面縦長かつカメラ下付き、画面縦長かつカメラ指定なし、画面横長かつカメラ指定なし)を満たす画像の回転角度(縦上、縦下、右横、左横)を的確に求めることができる(ステップ407,408)。 Here, the specifications of the terminal (vertical / horizontal in the standard orientation, superscript / subscript in the standard orientation) and the model information of the terminal (model number, code, etc., directly specifying the model) (Including any specific information that can indirectly identify the model, etc.) is uniquely determined, so that the relationship is obtained in advance and incorporated into each game application as a table. Then, based on the model information read from the installed terminal (step 405), by drawing the above table, the specifications of the terminal (vertical / horizontal in standard posture, superscript / in standard posture) Recognize the subscript (step 406), and then request the application (screen portrait and camera superscript, screen portrait and camera subscript, screen portrait and camera specified Screen horizontally and an image satisfying no camera specification) rotation angle (vertical on the vertical under the right side can be determined accurately left side) (step 407, 408).
 すなわち、機種情報に基づいて、標準姿勢において画面が縦長となりかつ撮影用窓が画面の下付きとなる機種と判定される場合には(図9のステップ603YES)、画像の回転角度は、下記のようになる(ステップ604)。
  
    アプリ側の要求         画像の回転角度
  
  画面縦長かつカメラ上付き     回転角度180度(縦下)
  画面縦長かつカメラ下付き     回転角度0度(縦上)
  画面縦長かつカメラ指定なし    回転角度0度(縦上)
                   又は180度(縦下)
  画面横長かつカメラ上付き     回転角度90度(右横)
                   又は270度(左横)
  画面横長かつカメラ下付き     回転角度90度(右横)
                   又は270度(左横)
  画面横長かつカメラ指定なし    回転角度90度(右横)
                   又は270度(左横)
  
That is, when it is determined that the screen is vertically long and the shooting window is a subscript of the screen based on the model information (YES in step 603 in FIG. 9), the rotation angle of the image is as follows. (Step 604).

Application request Image rotation angle
Long screen and camera top Rotation angle 180 degrees (bottom)
Vertical screen and with a camera rotation angle 0 degree (vertical)
Vertical screen and no camera specified Rotation angle 0 degree (vertical top)
Or 180 degrees (bottom down)
Horizontal screen and camera top Rotation angle 90 degrees (right side)
Or 270 degrees (left side)
Horizontal screen and with a camera rotation angle 90 degrees (right side)
Or 270 degrees (left side)
Horizontal screen and no camera specified Rotation angle 90 degrees (right side)
Or 270 degrees (left side)
 また、機種情報に基づいて、標準姿勢において画面が横長となりかつ撮影用窓が画面の上付きとなる機種と判定される場合には(図9のステップ605YES)、画像の回転角度は、下記のようになる(ステップ606)。
  
    アプリ側の要求         画像の回転角度
  
  画面縦長かつカメラ上付き     回転角度90度(右横)
                   又は270度(左横)
  画面縦長かつカメラ下付き     回転角度90度(右横)
                   又は270度(左横)
  画面縦長かつカメラ指定なし    回転角度90度(右横)
                   又は270度(左横)
  画面横長かつカメラ上付き     回転角度0度(縦上)
  画面横長かつカメラ下付き     回転角度180度(縦下)
  画面横長かつカメラ指定なし    回転角度0度(縦上)
                   又は180度(縦下)
  
Further, when it is determined that the screen is horizontally long in the standard posture and the shooting window is the top of the screen based on the model information (YES in step 605 in FIG. 9), the rotation angle of the image is as follows. (Step 606).

Application request Image rotation angle
The screen is vertically long and the camera is attached at a rotation angle of 90 degrees (right side)
Or 270 degrees (left side)
Vertical screen with camera under rotation angle 90 degrees (right side)
Or 270 degrees (left side)
Long screen and no camera rotation angle 90 degrees (right side)
Or 270 degrees (left side)
Horizontal screen and camera top Rotation angle 0 degree (vertical top)
Horizontal screen with camera under rotation angle 180 degrees (bottom down)
Horizontal screen and no camera specified Rotation angle 0 degree (vertical top)
Or 180 degrees (bottom down)
 また、機種情報に基づいて、標準姿勢において画面が横長となりかつ撮影用窓が画面の下付きとなる機種と判定される場合には(図9のステップ607参照)、画像の回転角度は、下記のようになる(ステップ608)。
  
    アプリ側の要求         画像の回転角度
  
  画面縦長かつカメラ上付き     回転角度90度(右横)
                   又は270度(左横)
  画面縦長かつカメラ下付き     回転角度90度(右横)
                   又は270度(左横)
  画面縦長かつカメラ指定なし    回転角度90度(右横)
                   又は270度(左横)
  画面横長かつカメラ上付き     回転角度180度(縦下)
  画面横長かつカメラ下付き     回転角度0度(縦上)
  画面横長かつカメラ指定なし    回転角度0度(縦上)
                   又は180度(縦下)
  
When it is determined that the screen is horizontally long and the shooting window is a subscript of the screen based on the model information (see step 607 in FIG. 9), the image rotation angle is (Step 608).

Application request Image rotation angle
The screen is vertically long and the camera is attached at a rotation angle of 90 degrees (right side)
Or 270 degrees (left side)
Vertical screen with camera under rotation angle 90 degrees (right side)
Or 270 degrees (left side)
Long screen and no camera rotation angle 90 degrees (right side)
Or 270 degrees (left side)
Horizontal screen and camera top Rotation angle 180 degrees (bottom)
Horizontal screen and under camera rotation angle 0 degree (vertical)
Horizontal screen and no camera specified Rotation angle 0 degree (vertical top)
Or 180 degrees (bottom down)
 以後、こうして決定された画像の回転角度の内容により、前述の「アプリ側方位設定」の内容が更新される結果、後述するように、OS側の表示処理が実行されると、こうして更新されたのちの「アプリ側方位設定」の内容が参照されることにより(図6のステップ301参照)、表示画面に表示されるゲーム画像の表示方位は、ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求、及び/又は、ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、プレーヤのボディアクションを、撮影用窓を介してどの角度からカメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られることになる。なお、上述の例からも明らかなように、標準姿勢において画面が横長となりかつ撮影用窓が上付き又は下付きとなる機種(タブレットPCに多い)に関しては、これを縦長姿勢とすると、どうしても、撮影用窓は右横又は左横に位置してしまい、アプリ側の要求を完全には満足させることはできないが、これについては、別途、カメラ側の視野キャリブレーション処理等々によりある程度は解決することができるので、さほど、問題となることはない。 Thereafter, the content of the above-mentioned “application side orientation setting” is updated by the content of the rotation angle of the image thus determined. As a result, as described later, when the display processing on the OS side is executed, the content is updated in this way. By referring to the content of “application side orientation setting” later (see step 301 in FIG. 6), the display orientation of the game image displayed on the display screen is the orientation on the image of the game image and the real space. When the rotation orientation of the display screen is determined so that the orientations coincide with each other, a request for image development such as whether the game image should be displayed on a vertically long screen or a horizontally long screen and / or on the image of the game image If the rotation orientation of the display screen is determined so that the orientation of the player and the orientation in the real space coincide with each other, the body action of the player should be taken with the camera from any angle through the shooting window Proper screen rotation attitude that also meet the requirements of on the photographing posture of the body action, which said that will be automatically obtained. As is clear from the above example, regarding a model in which the screen is horizontally long in the standard posture and the shooting window is superscript or subscript (often in a tablet PC), if this is a vertically long posture, The shooting window is located on the right or left side, and the application's request cannot be fully satisfied. However, this can be solved to some extent by a separate camera side view calibration process. So it does n’t matter so much.
 こうして、初期処理が完了すると(ステップ201)、続いて、体感型ビデオゲーム装置本来の処理(ステップ202~208)が実行されて、カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像が画像表示器の表示画面上に表示される。 In this way, when the initial process is completed (step 201), the original process (steps 202 to 208) of the bodily sensation video game apparatus is executed, and the player's body action recognized through the camera is input. An interactive game image is displayed on the display screen of the image display.
 すなわち、図5において、ゲーム画像生成及び表示指示処理(ステップ202)が実行されると、例えば、図18に示されるように、スマートホン1の画面1a上にはインタラクティブなゲーム画像G(この例では、卓球の対戦相手によるボール打ち込み動作に相当する動画像)が表示され、続いて、予定されたボディアクション(この例では、ラケットにてボールを打ち返す動作に相当するボディアクション)の認識処理(ステップ203)が実行される。 That is, in FIG. 5, when the game image generation and display instruction process (step 202) is executed, for example, as shown in FIG. 18, an interactive game image G (this example) is displayed on the screen 1a of the smartphone 1. Then, a moving image corresponding to a ball driving action by a table tennis opponent is displayed, and then a recognition process of a scheduled body action (in this example, a body action corresponding to an action of hitting a ball with a racket) ( Step 203) is executed.
 このボディアクション認識処理(ステップ203)では、例えば、撮影用窓1bを介してサブカメラで撮影されかつ画像処理エンジンにより適宜に編集された動画像に基づいて、プレーヤの行った実際のボディアクション(例えば、ボールを打ち返すために行ったラケットスイング)に相当する輝点(LEDマーカ)の動きと、予め想定されるボディアクション(例えば、ボールの打ち返しに成功したときのラケットスイング)に相当する輝点(LEDマーカ)の動きとの照合が、所定の許容幅及び所定の許容時間(ステップ205)をもって実行される。 In this body action recognition process (step 203), for example, an actual body action (by a player) (based on a moving image shot by the sub camera via the shooting window 1b and appropriately edited by the image processing engine) For example, the movement of a bright spot (LED marker) corresponding to a racket swing performed for hitting a ball) and a bright spot corresponding to a presumed body action (for example, a racket swing when the ball is successfully hit) The collation with the movement of the (LED marker) is executed with a predetermined allowable width and a predetermined allowable time (step 205).
 ここで、両ボディアクションの照合一致が、所定の時間内(ステップ205NO)かつ所定の許容幅をもって確認されると、想定されたボディアクションが検出されたと判定されて(ステップ204YES)、次の、検出アクションに応じた画像生成及び表示指示(ステップ206)が実行される。この処理(ステップ206)では、例えば、プレーヤにより打ち返されたボールが対戦相手に向かって飛んで行ったのち、さらに、対戦相手から打ち返されたボールがプレーヤに向けて飛んでくる動きに相当する動画像の生成及び表示指示が行われる。 Here, if the matching match of both body actions is confirmed within a predetermined time (NO in step 205) and with a predetermined allowable range, it is determined that the assumed body action has been detected (YES in step 204), and An image generation and display instruction corresponding to the detection action (step 206) is executed. In this process (step 206), for example, after the ball bounced back by the player flies toward the opponent, the moving image corresponding to the movement of the ball bounced back from the opponent toward the player An image generation and display instruction is performed.
 以上の処理(ステップ203、204、206)が、ゲーム継続中を条件として(ステップ208NO)、繰り返されることにより、プレーヤと相手方との間での仮想的な卓球ラリーを楽しくことができるのである。 By repeating the above processing ( steps 203, 204, 206) on condition that the game is continuing (step 208 NO), a virtual table tennis rally between the player and the opponent can be enjoyed.
 一方、プレーヤのボディアクションが不成功であることに起因して、想定されたボディアクションが所定時間内に検出されないと(ステップ204NO、ステップ205YES)、続いて、想定アクションが検出されなかったことに応じた画像生成及び表示指示(ステップ207)が実行される。この処理(ステップ207)では、例えば、プレーヤがボールを打ち損じたのち、対戦相手方がサーブを行って、そのボールが打ち込まれてくる動きに相当する動画像の生成及び表示指示が行われる。 On the other hand, because the body action of the player is unsuccessful, the assumed body action is not detected within a predetermined time (step 204 NO, step 205 YES), and then the assumed action is not detected. A corresponding image generation and display instruction (step 207) is executed. In this process (step 207), for example, after the player misses the ball, the opponent performs a serve, and an instruction to generate and display a moving image corresponding to the movement in which the ball is shot is performed.
 なお、図18において、符号9が付されているのは、サブカメラのイメージセンサで取得された動画像中の輝点(LEDマーカ)の位置を示す遊具カーソルである。プレーヤは、この遊具カーソル9の画面内位置に基づいて、実空間における自分のラケットスイングがゲーム画像内においては、どのようなスイングに相当するかを確認しつつ、適正なスイングを学習することができる。 In FIG. 18, reference numeral 9 denotes a playground equipment cursor indicating the position of a bright spot (LED marker) in a moving image acquired by an image sensor of a sub camera. Based on the position of the playground equipment cursor 9 on the screen, the player can learn an appropriate swing while confirming what kind of swing the player's racket swing in the real space corresponds to in the game image. it can.
 卓球ゲームのプレイ中の説明図が、図17に示されている。タブレット型端末6は、いつでもどこでも容易に持ち運びが可能であるから、図示のように、適当なデスク10の上に適当な支持具12でタブレット型端末6を適当な角度に立て掛けたのち、椅子11に座ったままの姿勢で、プレーヤ13が画面に向かって遊具8を操作すると言ったように、この種の体感型ビデオゲームをいつでもどこでも手軽に楽しむことが可能となる。 FIG. 17 shows an explanatory diagram during the play of the table tennis game. Since the tablet-type terminal 6 can be easily carried anytime and anywhere, as shown in the figure, the tablet-type terminal 6 is leaned on an appropriate desk 10 with an appropriate support 12 at an appropriate angle, and then the chair 11 It is possible to easily enjoy this kind of sensation-type video game anytime and anywhere, as the player 13 operates the play equipment 8 toward the screen while sitting down.
 -OS側の表示処理の説明-
  OS側の表示処理を説明するフローチャートが、図6に示されている。この処理は、図5に示されるフローチャートにおいて、表示指示が行われるたびに(例えば、ステップ202、206、207等)、実行される。
-Explanation of display processing on the OS side-
A flowchart for explaining the display processing on the OS side is shown in FIG. This process is executed each time a display instruction is given in the flowchart shown in FIG. 5 (for example, steps 202, 206, 207, etc.).
 同図において、処理が開始されると、「アプリ側方位設定」の内容が読み込まれる(ステップ301)。ここで、「アプリ側方位設定」の設定内容は、先に説明したように、図5のフローチャートにおける初期処理(ステップ201)において、縦上(標準回転姿勢に対する回転角0度)、右横(標準回転姿勢に対する回転角90度)、縦下(標準回転姿勢に対する回転角180度)、及び左横(標準回転姿勢に対する回転角270度)のいずれかに、設定されている。 In the figure, when the process is started, the content of “application side orientation setting” is read (step 301). Here, as described above, the setting contents of the “app-side orientation setting” are as follows. In the initial process (step 201) in the flowchart of FIG. The rotation angle is set to any one of a rotation angle of 90 degrees with respect to the standard rotation attitude, a vertical direction (rotation angle of 180 degrees with respect to the standard rotation attitude), and a left side (rotation angle with respect to the standard rotation attitude of 270 degrees).
 そのため、続く「端末設定にしたがう」かの判定処理は否定され(ステップ302NO)、直ちに、「アプリ側方位設定」の設定内容にしたがった画像方位決定処理(ステップ306~313)が実行されることとなる。 Therefore, the subsequent determination process of “according to the terminal setting” is denied (NO in step 302), and the image orientation determination process (steps 306 to 313) according to the setting content of “application side orientation setting” is immediately executed. It becomes.
 すなわち、「アプリ側方位設定」の設定内容が「右横」であれば(ステップ306YES)、右方向表示処理(ステップ310)が実行され、設定内容が「左横」であれば(ステップ307YES)、左方向表示処理(ステップ311)が実行され、設定内容が「縦上」であれば(ステップ308YES)、縦上方向表示処理(ステップ312)が実行され、さらに設定内容が「縦下」であれば(ステップ309YES)、縦下方向表示処理(ステップ313)が実行される。 That is, if the setting content of “application side orientation setting” is “right side” (step 306 YES), right direction display processing (step 310) is executed, and if the setting content is “left side” (step 307 YES). If the left direction display process (step 311) is executed and the setting content is “vertically up” (step 308 YES), the vertically upward direction display process (step 312) is executed, and the setting content is “vertically down”. If there is (YES in step 309), the vertically downward display process (step 313) is executed.
 ここで、各方向の表示処理(ステップ310~313)においては、生成された画像に相当する画像データを画面の基準姿勢に対応する方向にて記憶するバッファメモリの画像データをビデオRAMへ転送して書き込む際に、指定された方向(「右横」、「左横」、「縦上」、「縦下」)へ画像方位変換が生ずるように、画像データの方位を回転させる処理が実行されることとなる。 Here, in the display processing in each direction (steps 310 to 313), the image data in the buffer memory that stores the image data corresponding to the generated image in the direction corresponding to the reference orientation of the screen is transferred to the video RAM. The image data orientation is rotated so that the image orientation is changed in the specified direction ("right side", "left side", "upside", "downside"). The Rukoto.
 なお、本発明とは直接には関係しないが、「アプリ側方位設定」の設定内容はデフォルトにあっては「端末設定にしたがう」に設定されているのが通例であるため、その場合には、「端末側設定にしたがう」かの判定処理は肯定され(ステップ302YES)、以後、「端末側方位設定」の設定内容にしたがった画像方位決定処理が実行される。 Although it is not directly related to the present invention, since the setting content of “application side orientation setting” is normally set to “according to terminal setting” in the default, in that case The determination process of “according to the terminal side setting” is affirmed (YES in step 302), and thereafter, the image orientation determination process according to the setting content of the “terminal side orientation setting” is executed.
 すなわち、「端末側方位設定」の設定内容を読み込んだのち(ステップ303)、それが「センサ値に従う」でない場合には(ステップ304NO)、先に説明したと同様に、「端末側方位設定」の設定内容にしたがった画像方位決定処理(ステップ306~313)が実行されることとなる。したがって、端末側において何らかの手動操作を行うことにより、「端末側方位設定」の設定内容がいずれかの方向へと設定されていた場合には、その方向へ向けた画像方位決定処理(ステップ306~313)が実行されるのである。 That is, after reading the setting content of “terminal side orientation setting” (step 303), if it is not “according to sensor value” (step 304NO), as described above, “terminal side orientation setting” The image orientation determination process (steps 306 to 313) according to the set contents is executed. Accordingly, if the setting content of “terminal side orientation setting” is set in any direction by performing some manual operation on the terminal side, image orientation determination processing in that direction (steps 306 to 306). 313) is executed.
 なお、「端末側方位設定」の設定内容はデフォルトにあっては「センサ(例えば、加速度等の姿勢センサ)の検出値に従う」に設定されているのが通例であるため、その場合には、「センサ値に従う」かを問う判定処理は肯定されて(ステップ304YES)、以後、センサ値の読み込み処理(ステップ305)が行われる結果、そのときどきの端末姿勢にしたがって、画像が常に上向きとなるような画像方位決定処理(ステップ306~313)が実行されるのである。したがって、端末操作に不慣れなユーザの場合には、「端末側方位設定」の設定内容は、通常、「センサの検出値に従う」のままになっていることが多く、その場合には、そのときどきの端末姿勢にしたがって、画面に表示される画像は、めまぐるしく回転してしまい、アプリ側になんらかの方向指定の意図があったとしても、ユーザの側でそのことを知ることは困難となるのである。 In addition, since the setting content of “terminal side orientation setting” is normally set to “follow the detection value of a sensor (for example, an attitude sensor such as acceleration)”, in that case, The determination process asking whether to “follow the sensor value” is affirmed (YES in step 304), and thereafter, the sensor value reading process (step 305) is performed, so that the image always faces upward according to the terminal posture at that time. The image orientation determination process (steps 306 to 313) is executed. Therefore, for users who are unfamiliar with the terminal operation, the setting content of “terminal orientation setting” is usually often “following the detection value of the sensor”. According to the terminal orientation, the image displayed on the screen rotates rapidly, and even if the application side has any intention to specify the direction, it is difficult for the user to know this.
 <本発明に係る画像回転処理の具体例>
  以下に、本発明によれば、アプリ側の要求と端末側の仕様とに応じて、どのような画像回転処理が生ずるかを幾つかの具体例を挙げて説明する。
<Specific Example of Image Rotation Processing According to the Present Invention>
In the following, according to the present invention, what kind of image rotation processing occurs according to the request on the application side and the specification on the terminal side will be described with some specific examples.
 -具体例1-
  アプリ側の要求が、縦長画面かつカメラ上付きであり、かつ端末側の仕様が標準姿勢において縦長画面かつカメラ上付きであるときの画面回転例が、図13に示されている。
-Specific Example 1-
FIG. 13 shows an example of screen rotation when the request on the application side is a vertically long screen and attached to the camera, and the specification on the terminal side is the vertically long screen and attached to the camera in the standard posture.
 同図に示されるように、この場合、画面の回転角度は0度(縦上)に固定される。そうすると、同図(a)に示されるように、スマートホンである端末1の姿勢(画面1aの姿勢)を標準姿勢とした場合に限り、画像Gの方位と実空間の方位とが一致して、画像Gは適正な状態で表示されるのに対して、同図(b)~(d)に示される他の画面姿勢においては、画像Gの方位と実空間の方位とは一致しないから、画像Gは適正な状態で表示されることはない。そのため、ユーザは、画像Gの方位と実空間の方位とが一致するように、画面1aの回転姿勢を選択するだけで、独りでに、アプリ側の要求する画面1aの姿勢(縦長)並びにカメラ1bの位置(上付き)を獲得することができる。 As shown in the figure, in this case, the rotation angle of the screen is fixed at 0 degree (vertical top). Then, as shown in FIG. 5A, the orientation of the image G matches the orientation of the real space only when the orientation of the terminal 1 that is a smartphone (the orientation of the screen 1a) is the standard orientation. While the image G is displayed in an appropriate state, the orientation of the image G and the orientation of the real space do not match in the other screen orientations shown in FIGS. The image G is not displayed in an appropriate state. Therefore, the user simply selects the rotation orientation of the screen 1a so that the orientation of the image G matches the orientation of the real space, and the orientation of the screen 1a requested by the application (vertically long) and the camera 1b alone. A position (superscript) can be acquired.
 -具体例2-
  アプリ側の要求が、縦長画面かつカメラ上付きであり、かつ端末側の仕様が標準姿勢において縦長画面かつカメラ下付きであるときの画面回転例が、図14に示されている。
-Specific example 2-
FIG. 14 shows an example of screen rotation when the application side request is a portrait screen and camera superscript, and the terminal side specification is a portrait screen and camera subscript in the standard posture.
 同図に示されるように、この場合、画面の回転角度は180度(縦下)に固定される。そうすると、同図(c)に示されるように、スマートホンである端末1の姿勢(画面1aの姿勢)を180度回転姿勢とした場合に限り、画像Gの方位と実空間の方位とが一致して、画像Gは適正な状態で表示されるのに対して、同図(a)、(b)、及び(d)に示される他の画面姿勢においては、画像Gの方位と実空間の方位とは一致しないから、画像Gは適正な状態で表示されることはない。そのため、ユーザは、画像Gの方位と実空間の方位とが一致するように、画面1aの回転姿勢を選択するだけで、独りでに、アプリ側の要求する画面1aの姿勢(縦長)並びにカメラ1bの位置(上付き)を獲得することができる。 As shown in the figure, in this case, the rotation angle of the screen is fixed at 180 degrees (vertically below). Then, as shown in FIG. 5C, the orientation of the image G and the orientation of the real space are the same only when the orientation of the terminal 1 that is a smartphone (the orientation of the screen 1a) is a 180-degree rotational orientation. Then, while the image G is displayed in an appropriate state, the orientation of the image G and the real space of the other screen postures shown in FIGS. (A), (b), and (d) are the same. Since it does not coincide with the azimuth, the image G is not displayed in an appropriate state. Therefore, the user simply selects the rotation orientation of the screen 1a so that the orientation of the image G matches the orientation of the real space, and the orientation of the screen 1a requested by the application (vertically long) and the camera 1b alone. A position (superscript) can be acquired.
 -具体例3-
  アプリ側の要求が、縦長画面かつカメラ上付きであり、かつ端末側の仕様が標準姿勢において横長画面かつカメラ上付きであるときの画面回転例が、図15に示されている。
-Specific example 3-
FIG. 15 shows an example of screen rotation when a request on the application side is a vertically long screen and attached to the camera, and a specification on the terminal side is a horizontally long screen and attached to the camera in the standard posture.
 同図に示されるように、この場合、画面の回転角は270度(左横)に固定される。そうすると、同図(b)に示されるように、タブレットPCである端末2の姿勢(画面2aの姿勢)を90度回転姿勢とした場合に限り、画像Gの方位と実空間の方位とが一致して、画像Gは適正な状態で表示されるのに対して、同図(a)、(c)、及び(d)に示される他の画面姿勢においては、画像Gの方位と実空間の方位とは一致しないから、画像Gは適正な状態で表示されることはない。そのため、ユーザは、画像Gの方位と実空間の方位とが一致するように、画面1aの回転姿勢を選択するだけで、独りでに、アプリ側の要求する画面2aの姿勢(縦長)並びにカメラ2bの位置(上付き)を獲得することができる。 As shown in the figure, in this case, the screen rotation angle is fixed at 270 degrees (left side). Then, as shown in FIG. 5B, the orientation of the image G and the orientation of the real space are identical only when the orientation of the terminal 2 that is the tablet PC (the orientation of the screen 2a) is a 90-degree rotational orientation. Then, while the image G is displayed in an appropriate state, the orientation of the image G and the real space of the other screen postures shown in FIGS. (A), (c), and (d) are the same. Since it does not coincide with the azimuth, the image G is not displayed in an appropriate state. Therefore, the user simply selects the rotation orientation of the screen 1a so that the orientation of the image G matches the orientation of the real space, and the orientation of the screen 2a requested by the application side (vertically long) and the camera 2b alone. A position (superscript) can be acquired.
 なお、このとき、カメラ位置は正確にはアプリ側の要求を満たしていないが、これについては、別途、カメラ側の自動キャリブレーション処理で補うことができる。 Note that, at this time, the camera position does not exactly satisfy the requirements on the application side, but this can be supplemented by an automatic calibration process on the camera side.
 -具体例4-
  アプリ側の要求が、縦長画面かつカメラ上付きであり、かつ端末側の仕様が標準姿勢において縦長画面かつカメラ上付きであるときの画面回転例が、図16に示されている。
-Specific Example 4-
FIG. 16 shows an example of screen rotation when the request on the application side is a vertically long screen and attached to the camera, and the specification on the terminal side is the vertically long screen and attached to the camera in the standard posture.
 同図に示されるように、この場合、画面の回転角は270度(左横)に固定される。そうすると、同図(b)に示されるように、スマートホンである端末1の姿勢(画面1aの姿勢)を90度回転姿勢とした場合に限り、画像Gの方位と実空間の方位とが一致して、画像Gは適正な状態で表示されるのに対して、同図(a)、(c)、及び(d)に示される他の画面姿勢においては、画像Gの方位と実空間の方位とは一致しないから、画像Gは適正な状態で表示されることはない。そのため、ユーザは、画像Gの方位と実空間の方位とが一致するように、画面1aの回転姿勢を選択するだけで、独りでに、アプリ側の要求する画面2aの姿勢(縦長)並びにカメラ2bの位置(上付き)を獲得することができる。 As shown in the figure, in this case, the screen rotation angle is fixed at 270 degrees (left side). Then, as shown in FIG. 5B, the orientation of the image G and the orientation of the real space are the same only when the orientation of the terminal 1 that is a smartphone (the orientation of the screen 1a) is a 90-degree rotational orientation. Then, while the image G is displayed in an appropriate state, the orientation of the image G and the real space of the other screen postures shown in FIGS. (A), (c), and (d) are the same. Since it does not coincide with the azimuth, the image G is not displayed in an appropriate state. Therefore, the user simply selects the rotation orientation of the screen 1a so that the orientation of the image G matches the orientation of the real space, and the orientation of the screen 2a requested by the application side (vertically long) and the camera 2b alone. A position (superscript) can be acquired.
 なお、このとき、カメラ位置は正確にはアプリ側の要求を満たしていないが、これについては、別途、カメラ側の自動キャリブレーション処理で補うことができる。 Note that, at this time, the camera position does not exactly satisfy the requirements on the application side, but this can be supplemented by an automatic calibration process on the camera side.
 <その他>
  -ボディアクションの内容-
  ボディアクションの内容は、各ゲーム毎に区々であり、例えば、テニス、卓球、野球と言ったボールを打ち返す動作に相当するボディアクションの場合には、カメラ視野上の特定領域における所定着目部分(例えば、ラケット、バット等々)のスイング軌跡(位置、方向、速度等々)となり、射撃ゲームにおける照準動作に相当するボディアクションであれば、カメラ視野所の特定領域における所定着目部分(例えば、銃口等)の狙い合わせ(位置や向き)となる。
<Others>
-Contents of body action-
The content of the body action is different for each game. For example, in the case of a body action corresponding to the action of hitting a ball such as tennis, table tennis, or baseball, a predetermined target portion in a specific area on the camera field of view ( For example, if it is a body action corresponding to an aiming action in a shooting game (such as a racket, a bat, etc.) Aiming (position and orientation).
 -所定着目部分の認識手法-
  所定着目部分の認識手法についても区々であり、形状認識技術を利用して画像中から直接に認識するものもあれば、プレーヤに保持させた点状マーカ(例えば、発光ダイオードの輝点)の像を頼りに、間接的に認識するものもある。図20の例にあっては、遊具であるラケットの先端に、表裏並びに先端からも見えるようにして、高輝度LED8aを組み込むことで、ラケット先端の軌跡を容易に認識可能としている。なお、同図(a)は通常のラケットサイズに構成した手持ちタイプの卓球用遊具であり、同図(b)は小型サイズに構成した指通りタイプの卓球用遊具である。また、図19(b)に示される野球用遊具8であるバットは、周囲の色彩とは顕著に区別可能な色彩(例えば、原色の赤、緑、青のいずれか)が付されている。
-Recognizing method of the target part
There are also various methods for recognizing a predetermined target portion, and some of them can be recognized directly from an image using shape recognition technology, while others of point markers (for example, bright spots of light emitting diodes) held by the player are used. Some rely on images and recognize them indirectly. In the example of FIG. 20, the locus of the racket tip can be easily recognized by incorporating the high-intensity LED 8a so that it can be seen from the front and back and the tip of the racket as a play equipment. FIG. 5A shows a hand-held table tennis play equipment constructed in a normal racket size, and FIG. 5B shows a finger-push type play table tennis play equipment constructed in a small size. Also, the bat which is the baseball play equipment 8 shown in FIG. 19B has a color (for example, one of the primary colors red, green, or blue) that can be distinguished from the surrounding colors.
 -画像回転処理-
  先の実施形態(図6のステップ310、311、312、及び313)においては、ゲーム画像生成の際における画像姿勢については、画面の標準姿勢に対応するものとしておいて、画像バッファメモリからビデオRAMへの転送の際に、アプリ側から要求される画面の縦横指定に応じて、OS側が画面回転処理を行うように構成したが、逆に、ゲーム画像生成の際に、アプリ側から要求される画面の縦横指定に合わせて、画面の回転処理を予め実行しておいて、画像バッファメモリからビデオRAMへの転送の際には、画像回転処理は行わないようにしても、同様な画像回転固定処理は容易に実現することができる。さらに、ゲーム画像生成の際に、方向の異なる複数種の画像を予め生成しておいて、画像バッファメモリからビデオRAMへの転送の際には、それらの画像の一つを選択するようにしても、指定された方向への画像回転処理を実現することができる。このように複数種の画像を生成保持するものについては、画面の回転機能が2種類の方向(縦上と右横)に制限される旧型のタブレット型端末に本発明を適用する場合などには、特に、有効である。
-Image rotation processing-
In the previous embodiment ( steps 310, 311, 312 and 313 in FIG. 6), the image orientation at the time of game image generation is assumed to correspond to the standard orientation of the screen, and from the image buffer memory to the video RAM. When transferring to, the OS side is configured to perform screen rotation processing according to the screen height and width designation requested by the application side. Conversely, when the game image is generated, the application side requests it. The same image rotation is fixed even if the screen rotation processing is executed in advance according to the vertical and horizontal designation of the screen, and the image rotation processing is not performed when transferring from the image buffer memory to the video RAM. Processing can be easily realized. Furthermore, when the game image is generated, a plurality of types of images having different directions are generated in advance, and when transferring from the image buffer memory to the video RAM, one of the images is selected. In addition, the image rotation processing in the designated direction can be realized. In the case of generating and holding a plurality of types of images as described above, when the present invention is applied to an old tablet type terminal in which the screen rotation function is limited to two types of directions (vertical and vertical) , Especially effective.
 -その他のカスタマイズ処理-
  本発明においては、できるだけ多くの端末機種に対して共通のゲームアプリを用意することで、アプリ制作者側での費用低減並びにユーザ側での機種申告の煩雑さ回避を意図するものであるが、勿論、共通なゲームアプリでサイズや仕様の異なる端末に適用するためには、個々の端末毎にその他必要なカスタマイズ処理(画面サイズやアスペクト比の調整、カメラの視野校正、等々)が必要であることは勿論であるが、それらのカスタマイズ処理については、既に、幾つかの公知の手法が確立しているため、それらの確立された公知手法を適宜に組み合わせることで、実用上、問題となることはない。
-Other customization processes-
In the present invention, by preparing a common game application for as many terminal models as possible, it is intended to reduce the cost on the application producer side and avoid the complexity of the model declaration on the user side, Of course, in order to apply it to terminals with different sizes and specifications in a common game application, other necessary customization processing (screen size and aspect ratio adjustment, camera field of view calibration, etc.) is required for each terminal. Of course, since some known methods have already been established for the customization process, it is practically problematic to appropriately combine these established known methods. There is no.
 本発明によれば、タブレット型端末とゲーム用アプリとを用いた体感型ビデオゲーム装置において、タブレット型端末のユーザの誰もが簡単な操作で手軽にゲームを楽しむことが可能となる。 According to the present invention, in a bodily sensation video game apparatus using a tablet terminal and a game application, any user of the tablet terminal can easily enjoy a game with a simple operation.
1   スマートホン
1a  表示画面
1b  サブカメラの撮影用窓
2   タブレットPC
2a  表示画面
2b  サブカメラの撮影用窓
3   タブレット兼用ノートPC
3a  表示画面
3b  サブカメラの撮影用窓
3A  タブレット部分
3B  キーボード部分
4   アプリ提供サーバ
4a  制御部
4b  記憶部
4c  通信部
4d  表示部
4e  I/F部
4f  入力操作部
5   インターネット
6   タブレット型端末
6a  マイクロコンピュータ
6b  マイク
6c  スピーカ
6d  タッチパネル制御部
6e  タッチパネル
6f  バイブレータ
6g  ランプ駆動部
6h  LEDランプ
6i  メインカメラモジュール
6j  サブカメラモジュール
6k  無線通信部
6l  キー入力装置
6m  表示コントローラ
6n  画像表示部
6o  フラッシュメモリ
6p  RAM
7   パッケージ
8   遊具
8a  点状マーカを構成する高輝度LED
9   遊具マーカ
10  デスク
11  椅子
12  支持具
13  プレーヤ
G   画像
1 Smartphone 1a Display screen 1b Sub camera shooting window 2 Tablet PC
2a Display screen 2b Sub-camera shooting window 3 Tablet / notebook PC
3a Display screen 3b Sub camera shooting window 3A Tablet part 3B Keyboard part 4 Application providing server 4a Control unit 4b Storage unit 4c Communication unit 4d Display unit 4e I / F unit 4f Input operation unit 5 Internet 6 Tablet type terminal 6a Microcomputer 6b Microphone 6c Speaker 6d Touch panel control unit 6e Touch panel 6f Vibrator 6g Lamp drive unit 6h LED lamp 6i Main camera module 6j Sub camera module 6k Wireless communication unit 6l Key input device 6m Display controller 6n Image display unit 6o Flash memory 6p RAM
7 Package 8 Playground equipment 8a High-intensity LED constituting a point marker
9 Playground equipment marker 10 Desk 11 Chair 12 Support tool 13 Player G Image

Claims (20)

  1.  表示画面を有する画像表示器と、プレーヤのボディーアクションを撮影するためのカメラと、体感型ビデオゲーム用のアプリケーションプログラムがインストールされるべきゲーム用コンピュータとを少なくとも包含し、前記ゲーム用コンピュータが前記アプリケーションプログラムを実行することにより、カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像が前記画像表示器の表示画面上に表示されるようにした体感型ビデオゲーム装置であって、
     前記画像表示器、前記カメラ、及び前記ゲーム用コンピュータは、スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末で構成され、かつ
     前記アプリケーションプログラムには、前記タブレット型端末を、前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるためのプログラム部分が含まれており、さらに
     前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである、体感型ビデオゲーム装置。
    An image display having a display screen; a camera for photographing a body action of a player; and a game computer on which an application program for a sensation-type video game is to be installed. An interactive video game apparatus in which an interactive game image is displayed on the display screen of the image display device by executing a program and inputting a player's body action recognized through a camera. And
    The image display device, the camera, and the game computer each have a display screen, such as a smartphone, a tablet PC, and the like, and a camera with a shooting window facing the front side of the display screen. A game according to the application program, which is composed of a commercially available tablet terminal incorporated therein, and the application program includes the tablet terminal regardless of the content of the image display orientation setting set on the tablet terminal side. A program portion for causing the image to function as a means for displaying the image on the display screen in a state where the rotation angle of the game image with respect to the display screen is fixed to a specific rotation angle; The rotation angle of the game image coincides with the orientation on the image of the game image and the orientation on the real space. When the rotation orientation of the display screen is determined in this way, an appropriate screen rotation orientation that satisfies the requirements for image development such as whether the game image should be displayed on a portrait screen or landscape screen is automatically obtained. An experience-type video game apparatus that is defined as described above.
  2.  前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものである、請求項1に記載の体感型ビデオゲーム装置。 When the rotation orientation of the display screen is determined such that the orientation on the image of the game image and the orientation on the real space coincide with the specific rotation angle, the body action of the player is changed to the shooting window. 2. It is determined so that an appropriate screen rotation posture can be automatically obtained that satisfies the photographing posture requirement of the body action such as from which angle the camera should be photographed via The experience-type video game device described in 1.
  3.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、請求項1に記載の体感型ビデオゲーム装置。 The bodily sensation type according to claim 1, wherein the specific rotation angle is determined based on a screen vertical / horizontal request on the application program side and a screen vertical / horizontal specification of the terminal derived from model information of the tablet terminal. Video game device.
  4.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、請求項2に記載の体感型ビデオゲーム装置。 The specific rotation angle is based on the screen height request and shooting window position request on the application program side, and the screen height and width specifications and shooting window position specifications of the terminal derived from the model information of the tablet terminal. The bodily sensation type video game device according to claim 2, which is determined.
  5.  スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末にインストールされるべきアプリケーションプログラムであって、
     前記タブレット型端末を、
     前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するための手段と、
     前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるものであって、かつ
     前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである、アプリケーションプログラム。
    An application program to be installed on a commercially available tablet terminal having a display screen integrated therein, such as a smart phone, a tablet PC, etc., and a camera with a shooting window facing the front side of the display screen. Because
    The tablet terminal
    Means for displaying an interactive game image on the display screen, with the player's body action recognized via the camera as an input;
    Regardless of the content of the image display orientation setting set on the tablet-type terminal side, the game image according to the application program, with the rotation angle of the game image relative to the display screen fixed to a specific rotation angle, The display screen is configured to function as a means for directing display on a display screen, and the specific rotation angle is such that an orientation on an image of the game image and an orientation on a real space coincide with each other. When the rotation orientation of the game is determined, an appropriate screen rotation orientation that satisfies the requirements for image development such as whether the game image should be displayed on a portrait screen or landscape screen is automatically obtained. Is an application program.
  6.  前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが整合するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものである、請求項5に記載のアプリケーションプログラム。 When the rotation orientation of the display screen is determined such that the orientation on the game image matches the orientation on the real space with the specific rotation angle, the body action of the player is changed to the shooting window. 6. An appropriate screen rotation posture that automatically satisfies the requirements on the shooting posture of the body action, such as from which angle the camera should be shot, is determined automatically. Application program described in.
  7.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、請求項5に記載の体感型ビデオゲーム装置。 The bodily sensation type according to claim 5, wherein the specific rotation angle is determined based on a screen vertical / horizontal request on the application program side and a screen vertical / horizontal specification of the terminal derived from model information of the tablet terminal. Video game device.
  8.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、請求項6に記載の体感型ビデオゲーム装置。 The specific rotation angle is based on the screen height request and shooting window position request on the application program side, and the screen height and width specifications and shooting window position specifications of the terminal derived from the model information of the tablet terminal. The sensible video game device according to claim 6, wherein the sensible video game device is determined.
  9.  スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末により実行されるべきアプリケーションプログラムを格納した記録媒体であって、
     前記アプリケーションプログラムには、
     前記タブレット型端末を、
     前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するための手段と、
     前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるものであって、かつ
     前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである、記録媒体。
    An application program to be executed by a commercially available tablet terminal having a display screen integrated therein, such as a smart phone, a tablet PC, etc., and incorporating a camera whose shooting window faces the front side of the display screen A storage medium storing
    The application program includes
    The tablet terminal
    Means for displaying an interactive game image on the display screen, with the player's body action recognized via the camera as an input;
    Regardless of the content of the image display orientation setting set on the tablet-type terminal side, the game image according to the application program, with the rotation angle of the game image relative to the display screen fixed to a specific rotation angle, The display screen is configured to function as a means for directing display on a display screen, and the specific rotation angle is such that an orientation on an image of the game image and an orientation on a real space coincide with each other. When the rotation orientation of the game is determined, an appropriate screen rotation orientation that satisfies the requirements for image development such as whether the game image should be displayed on a portrait screen or landscape screen is automatically obtained. A recording medium.
  10.  前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが整合するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものである、請求項9に記載の記録媒体。 When the rotation orientation of the display screen is determined such that the orientation on the game image matches the orientation on the real space with the specific rotation angle, the body action of the player is changed to the shooting window. 10. An appropriate screen rotation posture satisfying the requirement on the shooting posture of the body action such as from which angle the camera should be shot through is determined automatically. The recording medium described in 1.
  11.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、請求項9に記載の体感型ビデオゲーム装置。 The bodily sensation type according to claim 9, wherein the specific rotation angle is determined based on a screen vertical / horizontal request on the application program side and a screen vertical / horizontal specification of the terminal derived from model information of the tablet terminal. Video game device.
  12.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、請求項10に記載の体感型ビデオゲーム装置。 The specific rotation angle is based on the screen height request and shooting window position request on the application program side, and the screen height and width specifications and shooting window position specifications of the terminal derived from the model information of the tablet terminal. The sensation type video game device according to claim 10, wherein the sensation type video game device is determined.
  13.  プログラム提供サーバと、
     スマートホン、タブレットPC等のように、表示画面を一体的有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末とを、ネットワークで接続してなるクライアントアンドサーバ・システムであって、
     前記プログラム提供サーバには、
     前記タブレット型端末を、
     前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するための手段と、
     前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるものであって、かつ
     前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである、アプリケーションプログラムが、1種又は2種以上、格納されており、さらに
     前記プログラム提供サーバは、
     前記タブレット型端末からダウンロード要求が前記ネットワークを介して到来するのに応答して、前記1種又は2種以上のアプリケーションプログラムの中で、前記タブレット型端末側から指定されたアプリケーションプログラムを、所定の認証を条件として、前記タブレット型端末へ宛てて送信するように構成されており、
     前記タブレット型端末は、
     前記ダウロード要求に応答して前記プログラム提供サーバから送信されてくる前記アプリケーションプログラムを受信格納すると共に、所定の起動操作を条件として、前記アプリケーションプログラムを実行することにより、前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するように構成されている、クライアントアンドサーバ・システム。
    A program providing server;
    Connect a commercially available tablet terminal such as a smart phone, tablet PC, etc., which has a display screen as a whole and has a camera with a shooting window facing the front side of the display screen. A client and server system,
    In the program providing server,
    The tablet terminal
    Means for displaying an interactive game image on the display screen, with the player's body action recognized via the camera as an input;
    Regardless of the content of the image display orientation setting set on the tablet-type terminal side, the game image according to the application program, with the rotation angle of the game image relative to the display screen fixed to a specific rotation angle, The display screen is configured to function as a means for directing display on a display screen, and the specific rotation angle is such that an orientation on an image of the game image and an orientation on a real space coincide with each other. When the rotation orientation of the game is determined, an appropriate screen rotation orientation that satisfies the requirements for image development such as whether the game image should be displayed on a portrait screen or landscape screen is automatically obtained. 1 or 2 or more types of application programs are stored, and the program providing server includes:
    In response to a download request coming from the tablet terminal via the network, an application program designated by the tablet terminal is selected from the one or more application programs. It is configured to send to the tablet type terminal on the condition of authentication,
    The tablet type terminal
    Receiving and storing the application program transmitted from the program providing server in response to the download request and executing the application program on the condition of a predetermined activation operation, the application program is recognized through the camera. A client and server system configured to display an interactive game image on the display screen using a player's body action as an input.
  14.  前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが整合するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものである、請求項13に記載のクライアントアンドサーバ・システム。 When the rotation orientation of the display screen is determined such that the orientation on the game image matches the orientation on the real space with the specific rotation angle, the body action of the player is changed to the shooting window. 14. An appropriate screen rotation posture that satisfies the requirement on the photographing posture of the body action, such as from which angle the camera should be photographed via, is automatically determined. Client and server system as described in.
  15.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、請求項13に記載の体感型ビデオゲーム装置。 The bodily sensation type according to claim 13, wherein the specific rotation angle is determined based on a screen vertical / horizontal request on the application program side and a screen vertical / horizontal specification of the terminal derived from model information of the tablet terminal. Video game device.
  16.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、請求項14に記載の体感型ビデオゲーム装置。 The specific rotation angle is based on the screen height request and shooting window position request on the application program side, and the screen height and width specifications and shooting window position specifications of the terminal derived from the model information of the tablet terminal. The sensible video game device according to claim 14, wherein the sensible video game device is determined.
  17.  プログラム提供サーバと、
     スマートホン、タブレットPC等のように、表示画面を一体的に有すると共に、撮影用窓が前記表示画面の前面側に向けられたカメラが組み込まれた市販のタブレット型端末とを、ネットワークで接続してなるクライアントアンドサーバ・システムを構成する前記プログラム提供サーバであって、
     前記プログラム提供サーバには、
     前記タブレット型端末を、
     前記カメラを介して認識されたプレーヤのボディアクションを入力とした、インタラクティブなゲーム画像を前記表示画面上に表示するための手段と、
     前記タブレット型端末側で設定された画像表示方位設定の内容に拘わらず、当該アプリケーションプログラムに係るゲーム画像を、前記表示画面に対する前記ゲーム画像の回転角度を特定の回転角度に固定した状態で、前記表示画面に表示するように仕向ける手段として機能させるものであって、かつ
     前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが一致するようにして前記表示画面の回転姿勢を決定すると、当該ゲーム画像を縦長画面又は横長画面のいずれに表示させるべきかと言った画像展開上の要求を満足する適正な画面回転姿勢が自動的に得られるように定められたものである、プログラム提供サーバ。
    A program providing server;
    Connected to a commercially available tablet terminal such as a smart phone, tablet PC, etc., which has a display screen and has a camera with a shooting window facing the front side of the display screen. The program providing server constituting the client and server system comprising:
    In the program providing server,
    The tablet terminal
    Means for displaying an interactive game image on the display screen, with the player's body action recognized via the camera as an input;
    Regardless of the content of the image display orientation setting set on the tablet-type terminal side, the game image according to the application program, with the rotation angle of the game image relative to the display screen fixed to a specific rotation angle, The display screen is configured to function as a means for directing display on a display screen, and the specific rotation angle is such that an orientation on an image of the game image and an orientation on a real space coincide with each other. When the rotation orientation of the game is determined, an appropriate screen rotation orientation that satisfies the requirements for image development such as whether the game image should be displayed on a portrait screen or landscape screen is automatically obtained. A program providing server.
  18.  前記特定の回転角度とは、前記ゲーム画像の画像上の方位と実空間上の方位とが整合するようにして前記表示画面の回転姿勢を決定すると、前記プレーヤのボディアクションを、前記撮影用窓を介してどの角度から前記カメラで撮影すべきかと言ったボディアクションの撮影姿勢上の要求をも満足する適正な画面回転姿勢が自動的に得られるように定められたものである、請求項17に記載のサーバ。 When the rotation orientation of the display screen is determined such that the orientation on the game image matches the orientation on the real space with the specific rotation angle, the body action of the player is changed to the shooting window. 18. An appropriate screen rotation posture that satisfies the requirement on the photographing posture of the body action such as from which angle the camera should be photographed via is determined so as to be automatically obtained. Server described in.
  19.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様とに基づいて決定される、請求項17に記載の体感型ビデオゲーム装置。 The bodily sensation type according to claim 17, wherein the specific rotation angle is determined based on a screen vertical / horizontal request on the application program side and a screen vertical / horizontal specification of the terminal derived from model information of the tablet terminal. Video game device.
  20.  前記特定の回転角度は、前記アプリケーションプログラム側の画面縦横要求並びに撮影用窓位置要求と、当該タブレット型端末の機種情報から導き出された当該端末の画面縦横仕様並びに撮影用窓位置仕様とに基づいて決定される、請求項18に記載の体感型ビデオゲーム装置。 The specific rotation angle is based on the screen height request and shooting window position request on the application program side, and the screen height and width specifications and shooting window position specifications of the terminal derived from the model information of the tablet terminal. 19. The sensation type video game device according to claim 18, wherein the sensation type video game device is determined.
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