WO2018150720A1 - 情報処理システムおよび情報処理方法 - Google Patents
情報処理システムおよび情報処理方法 Download PDFInfo
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- WO2018150720A1 WO2018150720A1 PCT/JP2017/045621 JP2017045621W WO2018150720A1 WO 2018150720 A1 WO2018150720 A1 WO 2018150720A1 JP 2017045621 W JP2017045621 W JP 2017045621W WO 2018150720 A1 WO2018150720 A1 WO 2018150720A1
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- Prior art keywords
- user
- predetermined area
- game
- emotion
- information
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/216—Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/02—Miscellaneous game characteristics having an effect on the human senses
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/26—Miscellaneous game characteristics the game being influenced by physiological parameters
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
Definitions
- This disclosure relates to an information processing system and an information processing method.
- Patent Document 1 a virtual object such as a treasure box used in a game is virtually installed at a virtual installation location that is associated with the real space by going to a location in the real world, and There has been proposed a system capable of setting a given condition and registering setting information as setting data in a game server.
- Patent Document 2 the terminal is provided with prescriptive information about what will happen to the user, and after the instruction information is unilaterally communicated by the terminal's call function, A system has been proposed that gives a strong motivation to a person to act.
- Patent Document 4 a game system is proposed in which an advertisement is displayed by causing a character to act by a user's operation at a specific place in order for the user to grow the character.
- an item or content can be acquired in the game space by associating it with a specific place in the real space.
- the feelings of the people present in the place were not taken into account.
- the present disclosure proposes an information processing system and an information processing method capable of controlling content provided in association with a place in consideration of human emotions existing at the place.
- At least a communication unit that receives information related to a user's emotion existing in a predetermined region, and the user that exists in the predetermined region identified based on the information received from the communication unit
- a control unit that controls content to be provided to the user that is associated with the predetermined area based on the emotion of the information processing system.
- At least a communication unit that receives information related to a user's emotion existing in a predetermined area, a storage unit that accumulates the user's emotion in units of users, and the communication unit from a content providing server
- the request information requesting the emotion of the user existing in the predetermined area is received, the emotion of the user existing in the predetermined area is extracted from the storage unit, and the content providing server via the communication unit
- a control unit that controls to reply to the content providing server, the content providing server provided to the user associated with the predetermined area based on the emotion of the user existing in the predetermined area
- the processor receives at least information related to a user's emotion existing in the predetermined area by the communication unit, and is specified based on the information received from the communication unit. And controlling the content to be provided to the user that is associated with the predetermined area based on the emotion of the user present in the information processing method.
- the processor receives at least information related to a user's emotion existing in a predetermined area by a communication unit, accumulates the user's emotion in a storage unit in units of users, and the communication
- the communication section extracts the user's emotion existing in the predetermined area from the storage section.
- the content providing server is associated with the predetermined area based on the emotion of the user existing in the predetermined area.
- FIG. 1 is a diagram illustrating an overview of an information processing system according to an embodiment of the present disclosure.
- the information processing system according to the present embodiment uses a captured image obtained by capturing the emotion of a person A existing at a predetermined place P with a camera 11a or a wearable device (not shown) possessed by the person A. It is possible to estimate and recognize based on the detected sensing data, and to control the game contents so as to collect or move game users to a predetermined place P in cooperation with the position information game system.
- FIG. 2 is a diagram illustrating an example of the overall configuration of the information processing system according to the present embodiment.
- the information processing system includes a user terminal device 10a, a wearable device 10b, a camera 11a, a human flow sensor 11b, an emotion management server 2, and a game server 3.
- the emotion management server 2 estimates and accumulates user emotions existing in a predetermined area.
- the emotion management server 2 includes a user terminal device 10a such as a smartphone, a mobile phone terminal, or a tablet terminal, and a wearable device 10b such as a smart band, smart eyeglass, and smart watch worn by the user. It is possible to receive the user's current position and sensing data, perform behavior recognition and display recognition from the sensing data, and estimate the user's emotion in real time. In addition, you may make it transmit to the emotion management server 2 the result estimated to some extent after performing action recognition, display recognition, etc. by the user terminal device 10a or the wearable device 10b side.
- the emotion management server 2 uses, as user emotions existing in the predetermined area, based on detection data from the camera 11a and the human flow sensor 11b, the movement of the person in the predetermined area, the degree of stay, the number of people, the crowdedness, the facial expression, It is also possible to acquire sound (environmental sound, speech sound) and the like.
- the human flow sensor 11b exists on the spot by receiving radio waves emitted from communication terminals owned by people around by Wi-Fi (registered trademark), Bluetooth (registered trademark), and the like, and collecting the detected information. It is possible to grasp the number of communication terminals and obtain the stay period (so-called stay) of each device. In some cases, an ID can be obtained from radio waves emitted from a communication terminal. In this case, it is possible to more accurately grasp each person's stay and flow.
- the game server 3 (an example of a content providing server) is linked to a game application running on each user's client terminal (the user terminal device 10a or the wearable device 10b), and a game screen, game sound, etc. Control to provide.
- the game server 3 acquires real-time emotions of people existing in a predetermined area from the emotion management server 2, and game content (game items, game events, etc.) associated with the location according to the emotions of the people. Control appearance.
- FIG. 3 is a block diagram illustrating an example of the configuration of the emotion management server 2 according to the present embodiment.
- the emotion management server 2 includes a control unit 20, a communication unit 21, and a storage unit 22.
- the control unit 20 functions as an arithmetic processing unit and a control unit, and controls the overall operation of the emotion management server 2 according to various programs.
- the control unit 20 is realized by an electronic circuit such as a CPU (Central Processing Unit) or a microprocessor, for example.
- the control unit 20 may include a ROM (Read Only Memory) that stores programs to be used, calculation parameters, and the like, and a RAM (Random Access Memory) that temporarily stores parameters that change as appropriate.
- the control unit 20 also functions as the emotion estimation unit 201.
- the emotion estimation unit 201 estimates user emotion based on information (sensing data) related to user emotion in a predetermined area received from the user terminal device 10a, the wearable device 10b, the camera 11a, the human flow sensor 11b, and the like. For example, the emotion estimation unit 201 recognizes a user's action based on acceleration sensor data, gyro sensor data, geomagnetic sensor data, position information, vibration sensor data, and the like received from the user terminal device 10a or the wearable device 10b. The emotion may be estimated from the recognition result. Moreover, the emotion estimation unit 201 may estimate emotions by analyzing voice data received from the user terminal device 10a or the wearable device 10b.
- the emotion estimation unit 201 is also based on facial expression analysis received from the user terminal device 10a or the wearable device 10b and analysis of biological information (pulse, heart rate, sweating, breathing, body temperature, myoelectric value, brain wave, etc.). Emotions may be estimated. In addition, the emotion estimation unit 201 performs predetermined processing based on the flow of people in the predetermined area received from the camera 11a and the human flow sensor 11b, the stagnation of the people, the number of people, the facial expression of speech, voice data (environmental sound, speech voice), and the like. It is also possible to estimate people's emotions (individual identification may not be possible) in this area.
- the emotion estimation unit 201 stores the estimation result in the storage unit 22 in association with the location, the user, the date and time, and the like.
- the emotion estimation unit 201 acquires game user information (identifier, position information, or the number of users playing a statistical game in a certain area) from the game server 3, and displays the game user's emotions in a predetermined area. It is possible to estimate or estimate the emotions of persons other than the game user.
- the communication unit 21 is connected to the network 4 by wire or wireless, and transmits / receives data to / from an external device via the network 4.
- the communication unit 21 is connected to the network 4 through a wired / wireless LAN (Local Area Network) or Wi-Fi (Wireless Fidelity, registered trademark), for example.
- the communication unit 21 receives information related to user emotion in a predetermined area from the user terminal device 10a, the wearable device 10b, the camera 11a, the human flow sensor 11b, and the like. Further, the communication unit 21 transmits the estimation result of the emotion of the person (1 or more) existing in the predetermined area to the game server 3 in response to a request from the game server 3.
- the storage unit 22 is realized by a ROM (Read Only Memory) that stores programs and calculation parameters used for the processing of the control unit 20, and a RAM (Random Access Memory) that temporarily stores parameters that change as appropriate.
- ROM Read Only Memory
- RAM Random Access Memory
- the storage unit 22 accumulates the emotion information estimated by the emotion estimation unit 201 together with the date and time for each place and each user.
- the configuration of the emotion management server 2 according to this embodiment has been specifically described above.
- FIG. 4 is a block diagram illustrating an example of the configuration of the game server 3 according to the present embodiment.
- the game server 3 includes a control unit 30, a communication unit 31, and a storage unit 32.
- the control unit 30 functions as an arithmetic processing device and a control device, and controls the overall operation in the game server 3 according to various programs.
- the control unit 30 is realized by an electronic circuit such as a CPU (Central Processing Unit) or a microprocessor, for example.
- the control unit 30 may include a ROM (Read Only Memory) that stores programs to be used, calculation parameters, and the like, and a RAM (Random Access Memory) that temporarily stores parameters that change as appropriate.
- control unit 30 also functions as the user information management unit 301 and the game control unit 302.
- the user information management unit 301 registers and manages game user information (identification information, personal game parameters, etc.) in the storage unit 32.
- the game control unit 302 controls a game provided to the user in conjunction with a game application that runs on the user's client terminal, such as control of game content (game items, game events, etc.) associated with a place.
- the game control unit 302 performs content placement control (appearance rate control) in the predetermined area according to the emotion information of the user in the predetermined area.
- the communication unit 31 is connected to the network 4 by wire or wireless, and transmits / receives data to / from an external device via the network 4.
- the communication unit 31 is connected to the network 4 through, for example, a wired / wireless LAN (Local Area Network) or Wi-Fi (Wireless Fidelity, registered trademark).
- the communication unit 31 is connected to the user's client terminal (user terminal device 10a or wearable device 10b) and provides a game screen, game sound, and the like. Moreover, the communication part 31 can request
- the storage unit 32 is realized by a ROM that stores programs and calculation parameters used for the processing of the control unit 30 and a RAM that temporarily stores parameters that change as appropriate.
- the storage unit 32 according to the present embodiment stores various parameters related to game content (for example, the appearance rate of game content in a predetermined area), game user information, and the like.
- the configuration of the game server 3 according to the present embodiment has been specifically described above.
- control is performed so that an emotion of an arbitrary user existing in a predetermined area is estimated in real time, and game contents are provided in association with the predetermined area so that the situation of the predetermined area becomes good.
- the user target for estimating the emotion is not limited to the game user playing the game, and may be a non-game user who is not playing the game.
- FIG. 5 is a flowchart showing the operation process of the emotion management server 2 in the first embodiment.
- the emotion management server 2 receives information about the user's emotion within a predetermined area from each sensor terminal (step S103).
- the user's emotion may be received from the user terminal device 10a or the wearable device 10b together with the position information, or sensing data may be received from the camera 11a or the human flow sensor 11b installed in a predetermined area.
- the emotion management server 2 estimates the emotion information of the user in the predetermined area by the emotion estimation unit 201 and records it in the storage unit 22 (step S106). Specifically, the emotion estimation unit 201 determines the population density (people flow, people retention, number of people) in a predetermined area, the percentage of people smiling, the percentage of people who have positive emotions, etc. Based on the above, the degree of liveliness, the degree of happiness, or the degree of excitement of the predetermined area is estimated.
- the emotion management server 2 repeats the above steps S103 to S106, and when there is an emotion information acquisition request in the predetermined area from the game server 3 (step S109 / Yes), the emotion management server 2 in the predetermined area responds to the request. Emotion information (real-time emotion information) is returned to the game server 3 (step S112). At this time, the emotion management server 2 may return the emotion information in the predetermined area in association with the position information.
- FIG. 6 is a flowchart showing the operation process of the game server 3 in the first embodiment.
- the game server 3 acquires the requested emotion information in the predetermined area or a plurality of areas from the emotion management server 2 (step S133).
- the emotion information to be acquired may be emotion information associated with the position information of each user's client device.
- an appropriate access right may be issued in advance to ensure that the information is not used inappropriately. That is, the game server 3 can access the emotion management server 2 for information acquisition by receiving authentication in advance.
- Such an authentication mechanism may be prepared by the emotion management server 2, or an authentication mechanism may be provided separately.
- emotion information when acquiring emotion information of an unspecified number of users in a predetermined area, it is possible that emotional states are collected from a macro viewpoint (the degree of bustling and excitement of the entire predetermined area is provided as emotion information). It is also possible to permit access to information without having to be aware of the privacy of each individual and without obtaining strictly defined access rights. For example, a simple method of exchanging IDs and passwords issued in advance via an encrypted communication path is conceivable.
- the game control unit 302 of the game server 3 determines, based on the emotional state in the predetermined area, whether or not to newly distribute game content in the predetermined area in order to improve the predetermined area. (Step S136). For example, when the predetermined area is not crowded (population density is low, smile is low), new game content associated with the predetermined area is distributed to activate the predetermined area.
- the content of the game content depends on the game, for example, it is a game item or a game event, and the game user needs to actually visit the place in order to acquire the game content (the game control unit 302 is The game content is given to the user according to the current position information of the user). Therefore, since the game user obtains the game content, it is possible to increase the degree of liveliness of the place by visiting the place.
- the game control unit 302 sets the game content to be arranged in the predetermined area (step S142). More specifically, the game control unit 302 can substantially arrange new game content in the predetermined area simply by changing the appearance rate (game parameter) of the target game content in the predetermined area. It becomes possible. Further, the game control unit 302 may notify the game user within the game application that new game content has been arranged (or the appearance frequency has been changed).
- a second embodiment will be described with reference to FIG.
- a game user's emotion existing in a predetermined area is estimated in real time, and control is performed so that game content is provided in association with the predetermined area so that the situation of the predetermined area becomes good.
- the second embodiment is different from the first embodiment in that the user target whose emotion is estimated is limited to the game user who is playing the game.
- FIG. 7 is a flowchart showing the operation process of the emotion management server 2 in the second embodiment. As shown in FIG. 7, first, the emotion management server 2 receives information about the user's emotion within a predetermined area from each sensor terminal (step S203).
- the emotion management server 2 receives user information from the game server 3 (step S206). From the game server 3, user information in which the game user ID and current position information are associated with each other can be periodically transmitted.
- the game user ID is a global identifier
- the emotion state of the game user can be specified in the emotion management server 2 by the ID. Even if the user ID is not a global identifier, the user can be identified by associating the game user ID with the user ID managed by the emotion management server 2 in advance. is there.
- the emotion management server 2 estimates the emotion information of the game user in the predetermined area by the emotion estimation unit 201 and records it in the storage unit 22 (step S209).
- “game user” basically indicates a user who is playing a game (in real time).
- the present embodiment is not limited to this, and a game application is a user who is not currently playing a game.
- the user installed in the client terminal may also be included.
- the emotion management server 2 repeats the above steps S203 to S209, and when there is a request for acquiring emotion information (of the game user) in the predetermined area from the game server 3 (step S212 / Yes), In response, emotion information (real-time emotion information) in the predetermined area is returned to the game server 3 (step S215).
- the emotion information sent back to the game server 3 is emotion information of individual game users (individually identifiable state)
- access control may be provided in consideration of privacy. It is assumed that the game server 3 obtains a predetermined high level access right from the emotion management server 2 and requests emotion information. For example, a method of using a certificate issued by a third party to authenticate whether or not the access from the game server 3 is valid can be considered.
- the emotion information returned to the game server 3 is data (average smile level, degree of excitement, etc.) obtained by statistically analyzing emotion information of a plurality of game users in a predetermined area, and is specified as emotion information of individual game users. If it is not obtained, there is no need for the access right as described above.
- the game server 3 sends an acquisition request to the emotion management server 2 to acquire the emotional state of the game user in the predetermined area, so that the emotion of the game user in the predetermined area becomes better.
- the game server 3 arranges special game content in the predetermined area and uses it. By notifying the user, it can be expected to increase the active rate.
- Predetermined places where items etc. appear in location information games are places where non-game users are also using a lot, and if too many game users gather and become crowded, non-game users may feel uncomfortable It is to be done.
- FIG. 8 is a flowchart showing the operation process of the emotion management server 2 in the third embodiment. As shown in FIG. 8, first, the emotion management server 2 receives information about the user's emotion within a predetermined area from each sensor terminal (step S303).
- the emotion management server 2 receives user information from the game server 3 (step S306).
- the emotion management server 2 estimates the emotion information of the non-game user in the predetermined area by the emotion estimation unit 201 and records it in the storage unit 22 (step S309).
- the non-game user is specified as a user other than the user specified by the game user ID included in the user information received in step S306. Note that the distinction between game users and non-game users does not have to be strictly discriminated by ID. For example, when only the current position information of the game user is transmitted from the game server 3, the emotion estimation unit 201 may regard a user near the game user as a game user.
- the emotion management server 2 repeats the above steps S303 to S309, and if there is a request for acquiring emotion information of a non-game user within a predetermined area from the game server 3 (step S312 / Yes), the request is accepted. Then, emotion information (real-time emotion information) in the predetermined area is returned to the game server 3 (step S315).
- the emotion estimation unit 201 returns, as emotion information of the non-game user in the predetermined area, a statistical emotion state based on the emotion information of all the non-game users in the predetermined area, not the specific emotion of the individual. May be.
- the emotion estimation unit 201 estimates the emotion information of the game user in the predetermined area, and considers this to consider that the negative emotion of the non-game user in the predetermined area is caused by the game user. It is also possible. For example, if the number of game users in a predetermined area is about 100 people, and the feeling is very pleasant, while the number of non-game users is about 1000, but about half of them are unpleasant, the game users There may be some influence on the user. In addition, when there are a large number of game users in a predetermined area and there are not a few non-game users who are extremely uncomfortable, many game users feel uncomfortable by many game users. Probability is high.
- FIG. 9 is a flowchart showing the operation process of the game server 3 in the third embodiment.
- the game server 3 acquires the requested emotion information in the predetermined area or a plurality of areas from the emotion management server 2 (step S333).
- the game control unit 302 of the game server 3 determines whether or not the game content in the predetermined area should be suppressed based on the emotional state of the user who is not playing the game in the predetermined area (non-game user). (Step S336). Specifically, for example, when the non-game user's emotion is estimated to be uncomfortable, the game control unit 302 deletes the game content from the predetermined area and controls it so that it will not appear in the future. It can be moved to a region to avoid negative effects on non-game users. In this embodiment, the unpleasant feeling of the user who is not playing the game is considered to be attributed to the game user. However, in order to make a more accurate determination, for example, game content is arranged in the predetermined area. It may be compared with emotion information when it was not.
- the game control unit 302 sets the game content not to be placed in the predetermined area (step S342). Specifically, the game control unit 302 can substantially erase the game content from within the predetermined area simply by setting the appearance rate (game parameter) of the target game content in the predetermined area to “0”. it can.
- the emotion management server 2 Since the operation process of the emotion management server 2 according to the fourth embodiment is the same as that of the third embodiment described with reference to FIG. 8, detailed description thereof is omitted here. That is, the emotion management server 2 returns the emotion information of the non-game user in the predetermined area to the game server 3 in response to the acquisition request from the game server 3.
- FIG. 10 is a flowchart showing an operation process of the game server 3 in the fourth embodiment. As shown in FIG. 10, first, the game server 3 acquires the requested emotion information in the predetermined area or in a plurality of areas from the emotion management server 2 (step S433).
- the game control unit 302 of the game server 3 determines whether or not the game content should be arranged for the troubled user based on the emotional state of the user who is not playing the game in the predetermined area (step). S436).
- the game control unit 302 sets the game content to be arranged within a predetermined area (step S442).
- the game control unit 302 may arrange special content that is more likely to attract customers than normal content, such as rare characters, in order to collect more game users in a predetermined area.
- the game control unit 302 may arrange content that preferentially attracts game users who frequently visit the predetermined area.
- a fifth embodiment will be described with reference to FIG.
- an emotion of a non-game user in a predetermined area is estimated, and a game user does not come close to an area where there are many rough people (an area with poor security), and an already existing game.
- By controlling the user to move to a nearby area it is possible to ensure the safety of the game user.
- the emotion management server 2 Since the operation process of the emotion management server 2 according to the fifth embodiment is the same as that of the third embodiment described with reference to FIG. 8, detailed description thereof is omitted here. That is, the emotion management server 2 returns the emotion information of the non-game user in the predetermined area to the game server 3 in response to the acquisition request from the game server 3.
- FIG. 11 is a flowchart showing an operation process of the game server 3 in the fifth embodiment. As shown in FIG. 11, first, the game server 3 acquires the requested emotion information in the predetermined area or a plurality of areas from the emotion management server 2 (step S533).
- the game control unit 302 of the game server 3 is based on the emotional state of a user who is not playing a game in a predetermined area (an angry user, an aggressive user, an irritated user). It is determined whether or not the placement of the game content should be suppressed (should be reduced) because there is a user who is screaming, a user screaming, etc. (step S536). In addition, the game control unit 302 determines that the arrangement of the game content should be suppressed not only in the presence or absence of a rough user in a predetermined area, but also in a state in which a large number of users feel a fear. It may be.
- step S539 / Yes when it is determined that the game content should be suppressed (step S539 / Yes), the game control unit 302 sets the game content in the predetermined area to move to an adjacent area (step S542). Thereby, it becomes possible to move the user in the predetermined area to an adjacent area.
- the game control unit 302 performs setting so that special content exists in an area away from the predetermined area (step S545). Thereby, it is possible to prevent the game user from approaching the predetermined area.
- the game control unit 302 notifies the game user to leave the predetermined area (when the game user remains in the predetermined area even after the game content suppression control) (step S548). Further, an instruction may be issued to the game user so as not to approach the predetermined area even in the proximity area.
- a computer-readable storage medium storing the computer program is also provided.
- the game server 3 acquires the emotion information of the user in the predetermined area from the emotion management server 2, but the present embodiment is not limited to this, and the game server 3
- the information regarding the emotion of the user may be received from each sensor terminal, and emotion estimation may be performed.
- this technique can also take the following structures.
- At least a communication unit that receives information related to the user's emotion existing in a predetermined area; Controls content to be provided to the user associated with the predetermined area based on the emotion of the user existing in the predetermined area, which is specified based on the information received from the communication unit.
- a control unit; An information processing system comprising: (2) The communication unit is From the client device, the information on the emotion of the user is received directly or indirectly together with the position information indicating the position of the client device, The controller is Provided to the user associated with the predetermined area based on the user's emotion existing in the predetermined area specified by the position information received from the communication unit and the information related to the user's emotion The information processing system according to (1), wherein content to be controlled is controlled. (3) The communication unit is From the sensor that senses the user present in the predetermined area, directly or indirectly receiving the information about the user's emotion, The control unit is provided based on the information received from the communication unit, and is provided to the user that is associated with the predetermined region based on the emotion of the user currently existing in the predetermined region.
- the information processing system which controls content to be performed.
- the controller is Control to increase or decrease the game content to be provided to the user who is playing the game, which is associated with the predetermined area, based on the emotion of the user existing in the predetermined area, (1) The information processing system according to any one of (3) to (3).
- the controller is Controlling the game content to be provided to the user playing the game, which is associated with the predetermined area, based on the emotion of the user playing the game existing in the predetermined area;
- the information processing system according to any one of (1) to (3).
- the controller is The information processing system according to (5), wherein when the emotion of the user playing the game is negative, control is performed to increase the game content associated with the predetermined area.
- the controller is When it is presumed that a user playing a game existing in the predetermined area has a feeling that it is boring, it should be provided to the user playing the game associated with the predetermined area 6.
- the information processing system according to any one of (1) to (5), wherein control is performed so that game content is changed to special content.
- the controller is Controlling game content to be provided to a user playing the game, which is associated with the predetermined area, based on an emotion of a user who is not playing a game existing in the predetermined area; The information processing system according to any one of (7) to (7).
- the controller is If it is determined that a user who is not playing a game existing in the predetermined area feels uncomfortable; The information processing system according to (8), wherein control is performed so as to reduce game content associated with the predetermined area and to be provided to a user playing the game. (10) The controller is If it is determined that a user who is not playing a game existing in the predetermined area is in trouble, the predetermined area is controlled so as to associate rare content that is expected to attract more customers than normal contents. The information processing system according to any one of (9). (11) The controller is If it is determined that a user who is not playing a game existing in the predetermined area is rough, control is performed so as to reduce game content associated with the predetermined area and provided to the user who is playing the game.
- the controller is The control unit according to (11), wherein control is performed so as to associate game content to be provided to the user playing the game, which is associated with the predetermined area, with an area located around the predetermined area Information processing system.
- the controller is (11) controlling the communication unit to notify the client device of the user so as to leave the predetermined area when the user playing the game exists in the predetermined area; Or the information processing system as described in (12).
- At least a communication unit that receives information related to the user's emotion existing in a predetermined area;
- a storage unit for storing the user's emotion in units of users;
- request information requesting the user's emotion existing in the predetermined area is received from the content providing server from the communication unit;
- a control unit that extracts the user's emotion existing in the predetermined area from the storage unit, and controls to return to the content providing server via the communication unit;
- the content providing server controls content to be provided to the user that is associated with the predetermined area based on the emotion of the user existing in the predetermined area.
- Processor Receiving at least information related to a user's emotion existing in a predetermined area by the communication unit; Controls content to be provided to the user associated with the predetermined area based on the emotion of the user existing in the predetermined area, which is specified based on the information received from the communication unit. And Including an information processing method.
- (16) Processor Receiving at least information related to a user's emotion existing in a predetermined area by the communication unit; Accumulating the user's emotions in a storage unit in units of users; When request information requesting the user's emotion existing in the predetermined area is received from the content providing server from the communication unit; Extracting the user's emotion existing in the predetermined area from the storage unit, and controlling to return to the content providing server via the communication unit; Including The information providing method, wherein the content providing server controls content to be provided to the user, which is associated with the predetermined region, based on an emotion of the user existing in the predetermined region.
- Emotion management server 20 Control unit 201 Emotion estimation unit 21 Communication unit 22 Storage unit 3 Game server 30 Control unit 31 Communication unit 32 Storage unit 301 User information management unit 302 Game control unit 4 Network 10a User terminal device 10b Wearable device 11a Camera 11b Human flow sensor
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Abstract
Description
1.本開示の一実施形態による情報処理システムの概要
2.構成
2-1.感情管理サーバ2の構成
2-2.ゲームサーバ3の構成
3.各実施例
3-1.第1の実施例
3-2.第2の実施例
3-3.第3の実施例
3-4.第4の実施例
3-5.第5の実施例
4.まとめ
図1は、本開示の一実施形態による情報処理システムの概要について説明する図である。図1に示すように、本実施形態による情報処理システムは、所定の場所Pに存在する人物Aの感情をカメラ11aにより撮像した撮像画像や人物Aが所持しているウェアラブルデバイス(不図示)により検知したセンシングデータに基づいて推定、認識し、位置情報ゲームシステムと連携して所定の場所Pへゲームユーザを集めるまたは遠ざけるようゲーム内容を制御することが可能である。
<2-1.感情管理サーバ2の構成>
図3は、本実施形態による感情管理サーバ2の構成の一例を示すブロック図である。図3に示すように、感情管理サーバ2は、制御部20、通信部21、および記憶部22を有する。
図4は、本実施形態によるゲームサーバ3の構成の一例を示すブロック図である。図4に示すように、ゲームサーバ3は、制御部30、通信部31、および記憶部32を有する。
制御部30は、演算処理装置および制御装置として機能し、各種プログラムに従ってゲームサーバ3内の動作全般を制御する。制御部30は、例えばCPU(Central Processing Unit)、マイクロプロセッサ等の電子回路によって実現される。また、制御部30は、使用するプログラムや演算パラメータ等を記憶するROM(Read Only Memory)、及び適宜変化するパラメータ等を一時記憶するRAM(Random Access Memory)を含んでいてもよい。
通信部31は、有線または無線によりネットワーク4と接続し、ネットワーク4を介して外部装置とデータの送受信を行う。通信部31は、例えば有線/無線LAN(Local Area Network)、またはWi-Fi(Wireless Fidelity、登録商標)等によりネットワーク4と通信接続する。
記憶部32は、制御部30の処理に用いられるプログラムや演算パラメータ等を記憶するROM、および適宜変化するパラメータ等を一時記憶するRAMにより実現される。例えば本実施形態による記憶部32は、ゲームコンテンツに関する各種パラメータ(例えば、所定の領域におけるゲームコンテンツの出現率等)や、ゲームユーザ情報等を記憶する。
続いて、本実施形態による情報処理システムについて複数の実施例を用いて具体的に説明する。
まず、第1の実施例について図5~図6を参照して説明する。第1の実施例では、所定の領域に存在する任意のユーザの感情をリアルタイムで推定し、所定の領域の状況が良好になるように、当該領域内に紐付けてゲームコンテンツを提供するよう制御する。第1の実施例では、感情を推定するユーザ対象はゲームをプレイしているゲームユーザに限定されず、ゲームをプレイしていない非ゲームユーザであってもよい。
次に、第2の実施例について図7を参照して説明する。第2の実施例では、所定の領域に存在するゲームユーザの感情をリアルタイムで推定し、所定の領域の状況が良好になるように、当該領域内に紐付けてゲームコンテンツを提供するよう制御する。第2の実施例では、感情を推定するユーザ対象をゲームをプレイしているゲームユーザに限定している点が、第1の実施例と異なる。
続いて、第3の実施例について図8~図9を参照して説明する。第3の実施例では、所定の領域に存在する非ゲームユーザの感情をリアルタイムで推定し、非ゲームユーザが(その場所に集まってしまっているゲームユーザに対して)不快に思っている場合、当該所定領域へのゲームコンテンツの配信を抑制するよう制御する。
続いて、第4の実施例について図10を参照して説明する。第4の実施例では、所定の領域に存在する非ゲームユーザが困っている場合に、当該領域内に特別なゲームコンテンツを配置することで、より多くのゲームユーザを呼び寄せ、困っている人を助ける可能性を高めることができる。
次に、第5の実施例について図11を参照して説明する。第5の実施例では、所定の領域における非ゲームユーザの感情を推定し、荒れている人が多く存在するエリア(治安の悪いエリア)には、ゲームユーザが近付かないよう、また、既に居るゲームユーザに対しては近隣の領域に移動する制御することで、ゲームユーザの安全性を確保することを可能とする。
上述したように、本開示の実施形態による情報処理システムでは、場所に関連付けて提供されるコンテンツを、その場所に存在する人間の感情を考慮して制御することが可能となる。
(1)
少なくとも、所定の領域に存在するユーザの感情に関する情報を受信する通信部と、
前記通信部より受信された前記情報に基づき特定される、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する制御部と、
を備える、情報処理システム。
(2)
前記通信部は、
クライアント装置から、当該クライアント装置の位置を示す位置情報と共に前記ユーザの感情に関する前記情報を直接的または間接的に受信し、
前記制御部は、
前記通信部より受信した前記位置情報と前記ユーザの感情に関する前記情報により特定される、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する、前記(1)に記載の情報処理システム。
(3)
前記通信部は、
前記所定の領域に存在する前記ユーザをセンシングするセンサから、当該ユーザの感情に関する前記情報を直接的又は間接的に受信し、
前記制御部は、前記通信部より受信された前記情報に基づき特定される、現在、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する、前記(1)または(2)に記載の情報処理システム。
(4)
前記制御部は、
前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、ゲームを行っているユーザに提供されるべきゲームコンテンツを増やすまたは減らすように制御する、前記(1)~(3)のいずれか1項に記載の情報処理システム。
(5)
前記制御部は、
前記所定の領域に存在するゲームを行っているユーザの感情に基づき、前記所定の領域に関連付けられている、前記ゲームを行っている前記ユーザに提供されるべきゲームコンテンツを制御する、前記(1)~(3)のいずれか1項に記載の情報処理システム。
(6)
前記制御部は、
前記ゲームを行っている前記ユーザの感情がネガティブな場合、前記所定の領域に関連付けられる前記ゲームコンテンツを増やすよう制御する、前記(5)に記載の情報処理システム。
(7)
前記制御部は、
前記所定の領域に存在するゲームを行っているユーザがつまらないという感情を抱いていると推定されるとき、前記所定の領域に関連付けられている、前記ゲームを行っている前記ユーザに提供されるべきゲームコンテンツをスペシャルコンテンツに変更するように制御する、前記(1)~(5)のいずれか1項に記載の情報処理システム。
(8)
前記制御部は、
前記所定の領域に存在するゲームを行っていないユーザの感情に基づき、前記所定の領域に関連付けられている、前記ゲームを行っているユーザに提供されるべきゲームコンテンツを制御する、前記(1)~(7)のいずれか1項に記載の情報処理システム。
(9)
前記制御部は、
前記所定の領域に存在するゲームを行っていないユーザが不快に思っていると判断すると;
前記所定の領域に関連付けられている、前記ゲームを行っているユーザに提供されるべきゲームコンテンツを減らすように制御する、前記(8)に記載の情報処理システム。
(10)
前記制御部は、
前記所定の領域に存在するゲームを行っていないユーザが困っていると判断すると、前記所定の領域に、ノーマルコンテンツよりも集客力が見込まれるレアコンテンツを関連付けるように制御する、前記(1)~(9)のいずれか1項に記載の情報処理システム。
(11)
前記制御部は、
前記所定の領域に存在するゲームを行っていないユーザが荒れていると判断すると、前記所定の領域に関連付けられている、前記ゲームを行っているユーザに提供されるべきゲームコンテンツを減らすように制御する、前記(1)~(10)のいずれか1項に記載の情報処理システム。
(12)
前記制御部は、
前記所定の領域に関連付けられていた、前記ゲームを行っている前記ユーザに提供されるべきゲームコンテンツを、所定の領域の周辺に位置する領域に関連付けるように制御する、前記(11)に記載の情報処理システム。
(13)
前記制御部は、
前記所定の領域に、前記ゲームを行っている前記ユーザが存在するとき、当該所定の領域から離れるように、当該ユーザのクライアント装置に通知するように、前記通信部を制御する、前記(11)または(12)に記載の情報処理システム。
(14)
少なくとも、所定の領域に存在するユーザの感情に関する情報を受信する通信部と、
前記ユーザの感情を、ユーザ単位で蓄積する記憶部と、
前記通信部より、コンテンツ提供サーバから前記所定の領域に存在する前記ユーザの感情を要求する要求情報を受信すると;
前記記憶部より、前記所定の領域に存在する前記ユーザの感情を抽出し、前記通信部を介して前記コンテンツ提供サーバに返信するように制御する制御部と、
を備え、
前記コンテンツ提供サーバは、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する、情報処理システム。
(15)
プロセッサが、
少なくとも、所定の領域に存在するユーザの感情に関する情報を通信部により受信することと、
前記通信部より受信された前記情報に基づき特定される、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御することと、
を含む、情報処理方法。
(16)
プロセッサが、
少なくとも、所定の領域に存在するユーザの感情に関する情報を通信部により受信することと、
前記ユーザの感情を、ユーザ単位で記憶部に蓄積することと、
前記通信部より、コンテンツ提供サーバから前記所定の領域に存在する前記ユーザの感情を要求する要求情報を受信すると;
前記記憶部より、前記所定の領域に存在する前記ユーザの感情を抽出し、前記通信部を介して前記コンテンツ提供サーバに返信するように制御することと、
を含み、
前記コンテンツ提供サーバは、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する、情報処理方法。
20 制御部
201 感情推定部
21 通信部
22 記憶部
3 ゲームサーバ
30 制御部
31 通信部
32 記憶部
301 ユーザ情報管理部
302 ゲーム制御部
4 ネットワーク
10a ユーザ端末装置
10b ウェアラブルデバイス
11a カメラ
11b 人流センサ
Claims (16)
- 少なくとも、所定の領域に存在するユーザの感情に関する情報を受信する通信部と、
前記通信部より受信された前記情報に基づき特定される、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する制御部と、
を備える、情報処理システム。 - 前記通信部は、
クライアント装置から、当該クライアント装置の位置を示す位置情報と共に前記ユーザの感情に関する前記情報を直接的または間接的に受信し、
前記制御部は、
前記通信部より受信した前記位置情報と前記ユーザの感情に関する前記情報により特定される、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する、請求項1に記載の情報処理システム。 - 前記通信部は、
前記所定の領域に存在する前記ユーザをセンシングするセンサから、当該ユーザの感情に関する前記情報を直接的又は間接的に受信し、
前記制御部は、前記通信部より受信された前記情報に基づき特定される、現在、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する、請求項1に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、ゲームを行っているユーザに提供されるべきゲームコンテンツを増やすまたは減らすように制御する、請求項1に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に存在するゲームを行っているユーザの感情に基づき、前記所定の領域に関連付けられている、前記ゲームを行っている前記ユーザに提供されるべきゲームコンテンツを制御する、請求項1に記載の情報処理システム。 - 前記制御部は、
前記ゲームを行っている前記ユーザの感情がネガティブな場合、前記所定の領域に関連付けられる前記ゲームコンテンツを増やすよう制御する、請求項5に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に存在するゲームを行っているユーザがつまらないという感情を抱いていると推定されるとき、前記所定の領域に関連付けられている、前記ゲームを行っている前記ユーザに提供されるべきゲームコンテンツをスペシャルコンテンツに変更するように制御する、請求項1に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に存在するゲームを行っていないユーザの感情に基づき、前記所定の領域に関連付けられている、前記ゲームを行っているユーザに提供されるべきゲームコンテンツを制御する、請求項1に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に存在するゲームを行っていないユーザが不快に思っていると判断すると;
前記所定の領域に関連付けられている、前記ゲームを行っているユーザに提供されるべきゲームコンテンツを減らすように制御する、請求項8に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に存在するゲームを行っていないユーザが困っていると判断すると、前記所定の領域に、ノーマルコンテンツよりも集客力が見込まれるレアコンテンツを関連付けるように制御する、請求項1に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に存在するゲームを行っていないユーザが荒れていると判断すると、前記所定の領域に関連付けられている、前記ゲームを行っているユーザに提供されるべきゲームコンテンツを減らすように制御する、請求項1に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に関連付けられていた、前記ゲームを行っている前記ユーザに提供されるべきゲームコンテンツを、所定の領域の周辺に位置する領域に関連付けるように制御する、請求項11に記載の情報処理システム。 - 前記制御部は、
前記所定の領域に、前記ゲームを行っている前記ユーザが存在するとき、当該所定の領域から離れるように、当該ユーザのクライアント装置に通知するように、前記通信部を制御する、請求項11に記載の情報処理システム。 - 少なくとも、所定の領域に存在するユーザの感情に関する情報を受信する通信部と、
前記ユーザの感情を、ユーザ単位で蓄積する記憶部と、
前記通信部より、コンテンツ提供サーバから前記所定の領域に存在する前記ユーザの感情を要求する要求情報を受信すると;
前記記憶部より、前記所定の領域に存在する前記ユーザの感情を抽出し、前記通信部を介して前記コンテンツ提供サーバに返信するように制御する制御部と、
を備え、
前記コンテンツ提供サーバは、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する、情報処理システム。 - プロセッサが、
少なくとも、所定の領域に存在するユーザの感情に関する情報を通信部により受信することと、
前記通信部より受信された前記情報に基づき特定される、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御することと、
を含む、情報処理方法。 - プロセッサが、
少なくとも、所定の領域に存在するユーザの感情に関する情報を通信部により受信することと、
前記ユーザの感情を、ユーザ単位で記憶部に蓄積することと、
前記通信部より、コンテンツ提供サーバから前記所定の領域に存在する前記ユーザの感情を要求する要求情報を受信すると;
前記記憶部より、前記所定の領域に存在する前記ユーザの感情を抽出し、前記通信部を介して前記コンテンツ提供サーバに返信するように制御することと、
を含み、
前記コンテンツ提供サーバは、前記所定の領域に存在する前記ユーザの感情に基づき、前記所定の領域に関連付けられている、前記ユーザに提供されるべきコンテンツを制御する、情報処理方法。
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