WO2022034998A1 - Method for catching monster by using jump rope - Google Patents

Method for catching monster by using jump rope Download PDF

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Publication number
WO2022034998A1
WO2022034998A1 PCT/KR2020/019397 KR2020019397W WO2022034998A1 WO 2022034998 A1 WO2022034998 A1 WO 2022034998A1 KR 2020019397 W KR2020019397 W KR 2020019397W WO 2022034998 A1 WO2022034998 A1 WO 2022034998A1
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Prior art keywords
monster
catching
mission
monsters
probability
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PCT/KR2020/019397
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French (fr)
Korean (ko)
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김동환
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김동환
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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information

Definitions

  • the present invention relates to a method for catching monsters using jump rope.
  • the present invention has a function of transmitting the number of rotations rotated when crossing the rope to a smartphone, and when crossing the rope, the scale is selected according to the amount of impact generated by the shock sensor installed in the middle of the skipping rope, and music can be played It is about performing a fun monster catching game by completing a given mission with these and using the result as a value to increase the probability of catching a monster based on a jump rope with a function to transmit a signal of jumping rope to a smartphone.
  • jump rope which installs a shock sensor in the middle of the skipping rope, and determines the value of the scale according to the strength and weakness of the shock sensor generated when jumping rope so that the musical instrument can be played.
  • jump ropes are used to measure the amount of momentum by transmitting the rotation speed or impact amount of the jump rope to a dedicated app installed on the smartphone, or to generate a sound as a value for playing music to create the effect of playing an instrument.
  • the number of rotations or the amount of impact possessed by the skipping ropes can be linked to a smartphone app with a monster catch function to increase the possibility of various catches, so that it can be a fun jumping rope activity.
  • the present invention is to solve the above problem, and the value generated through the rotation speed sensor and the impact amount measurement sensor installed in the jumping rope determines whether a specific mission has been performed in the smartphone app that catches the monster, and the value is the probability of catching the monster Its purpose is to provide a spectacular monster hunting app that can be used to elevate.
  • the present invention for achieving the above object relates to a method for catching monsters using skipping rope, and a function that can calculate the number of skipping rotations and calculate the number of skipping rotations with a smartphone installed with a monster grabbing app, and a shock sensor installed in the jumping rope It is composed of a skip rope that can be played by selecting a scale according to the amount of impact, and exploring the surrounding environment with a smartphone installed with a monster catch app; Searching for various monsters according to various environments in a specific area and displaying them on the screen; determining whether to catch a monster or not; Continuing the search if the monster is not caught; When catching a monster, selecting a monster catching step to receive a mission; Increasing the probability of catching monsters by performing a mission through skipping rope linked with a smartphone monster catching app according to the mission; Calculating a successful monster catching result reflecting the transmitted mission performance result through skipping rope; If caught, a success notification is displayed and the captured monster is a monster catching method using jump rope,
  • Pokemon Go which is a monster hunting game using a smartphone
  • a game that adds fun by using skipping rope to provide a more realistic and realistic difficulty rather than hunting monsters by simple manipulation. has the effect of providing.
  • FIG. 1 is a schematic configuration diagram showing a game performance interface of a method for catching a monster using skipping rope according to an embodiment of the present invention.
  • Figure 2 is a schematic smartphone app configuration diagram of a method for catching a monster using jump rope according to an embodiment of the present invention.
  • Figure 3 is a schematic flowchart of a method for catching a monster using jump rope according to an embodiment of the present invention.
  • FIG. 1 is a schematic configuration diagram showing a game performance interface of a method for catching a monster using skipping rope according to an embodiment of the present invention.
  • a game performance interface is provided to perform a monster catching method using jump rope.
  • the title 100 of the game is displayed.
  • the surrounding environment 200 being photographed by the smartphone camera is displayed.
  • various types of monsters 300 are displayed in the surrounding environment being photographed with the smartphone camera.
  • the surrounding environment refers to various things such as buildings, statues, symbols, signs, rivers, lakes, fountains, animals, plants, cars, and airplanes.
  • the game user running the monster catching app using jump rope can select (400) monsters and obtain basic information about the monsters.
  • Information 500 about the monster selected by the game user is displayed at the bottom of the game performance interface.
  • Game information includes the name of the monster, the grade of the monster displayed in the number of hearts, the selection button to get additional information about the monster, the numbers for the monster's stamina, strength, agility, and magic, and the choice to choose whether to capture the selected monster or not. It consists of buttons.
  • FIG. 2 is a schematic diagram of a smartphone app configuration of a method for catching a monster using skipping rope according to an embodiment of the present invention.
  • the present invention for achieving the above object is that the image captured by the camera is provided on the app screen and matched to the surrounding environment to generate monsters and to catch among the monsters.
  • the video captured by the camera is provided on the screen of the app, and monsters are created by matching the surrounding environment. From among the monsters, select a catchable target and perform a jump rope mission to increase the chance of catching monsters.
  • the game performance interface 100 to perform takes a picture of the surrounding environment, recognizes it, calculates the weight of the environment and the probability that the monster appears, allows the monster to appear, and if you want to catch it, gives a certain mission, and provides it for a certain time of skipping the rope
  • the method of catching monsters is carried out by increasing the probability of catching monsters with the result of mission performance through the rotation speed of the engine and playing a musical instrument by the impact sensor.
  • the game operation unit 200 for controlling the movement of the game assists in performing the game, such as selecting monsters and monster information by touching them with a finger within the smartphone screen where the surrounding environment is captured and augmented reality is implemented, and receiving information, etc. perform the control function.
  • the augmented reality implementation unit 300 which implements the video captured by the smartphone camera in augmented reality and provides it to the game performance interface, provides the image captured by the smartphone camera to the smartphone screen, and the evaluation weight of each photographed surrounding environment and monsters are called from the database according to the appearance probability according to the grade of the monster and provided together on the smartphone screen.
  • the monster providing unit 400 that generates and provides monsters on the augmented reality screen by measuring the importance of the surrounding environment and calculating the appearance probability according to the grade of each monster, for example, divides the grade of the monster into 5 grades and the grade is As it rises, the probability of appearing gradually decreases, and even if it is of the same level, the probability of appearing is higher for normal monsters and lower for special monsters. The probability of appearing is gradually lowered, and the types of monsters that can appear vary according to the type of surrounding environment.
  • the monster information providing unit 500 that provides information of the selected monster provides information about the monsters that appear in augmented reality, and includes wearing information such as the name, grade, skill or defense and attack power of the monster, evasion power or main weapon and armor, etc. , stats such as stamina, strength, agility, and magic are included.
  • the mission generating unit 600 that generates and provides a mission to increase the probability of catching the monster can create a mission based on how many times you can skip the rope within a set time.
  • the higher the number the higher the mission success score and the higher the probability of catching monsters.
  • a mission can be made with a certain measure of the mission music being played by the impact amount of the shock sensor mounted on the jump rope.
  • the shorter the execution time the higher the mission success score and the higher the probability of catching monsters.
  • the mission performance determination unit 700 which determines whether the mission has been executed and notifies the monster catch processing unit, measures the number of rotations and the amount of impact for a given mission in order to increase the probability for catching a monster. It calculates how many mission success points have been obtained and whether the person performed the mission well, and delivers this to the monster-catching smartphone app using jump rope.
  • the monster catch processing unit 800 in which the monster catch is executed based on the increase in the monster catch probability according to the mission performance, provides a basic monster catch probability according to the monster grade, and the success probability is added according to the high and low mission success scores. It means that the success and failure of catching monsters are counted. Of course, the higher the chance, the higher the chance of catching it.
  • the caught monster storage unit 900 that stores the captured monster is stored in the captured monster list if the monster is caught. It is also provided in the form of listing the captured monsters.
  • the monster list storage unit 1000 that stores the list of catchable monsters stores the list of catchable monsters provided by grade, by general and special monster, and by type according to the nature of the monster.
  • the surrounding environment weight database 1100 which has the surrounding environment weight value for creating monsters, is pre-registered for various things such as buildings, statues, symbols, signboards, rivers, lakes, fountains, animals, plants, cars, airplanes, etc. If they are registered, the level of the monster created according to the level of the registered item is also linked. However, in non-registered surrounding environments, monsters of lower grade than those registered are created according to their activity level and the relative size occupied in the surrounding environment.
  • the advertisement providing unit 1200 that provides advertisements to increase the probability of catching a monster is an advertisement set for a monster of a certain level, and when the advertisement is viewed, the probability of catching the monster increases to a certain extent.
  • the advertisement database 1300 storing advertisement information is an advertisement provided by an advertiser, and the corresponding advertisements are characterized by matching monster grades according to the advertisement cost, and the probability of being caught according to the advertisement cost is slightly higher. Therefore, according to the advertisement cost set for the advertisement provided for the same monster, the advertisement providing a higher advertisement cost provides a higher probability of being caught.
  • FIG. 3 is a schematic flowchart of a method for catching a monster using skipping rope according to an embodiment of the present invention.
  • the present invention for achieving the above object relates to a method for catching monsters using skipping rope, and calculating the number of skipping rotations with a smartphone in which the monster catch app is installed and using the smartphone
  • the scale is selected according to the amount of impact and consists of a skip rope that can be played, a step of exploring the surrounding environment with a smartphone with a monster catch app installed (S101); a step of searching for various monsters according to various environments in a specific region and displaying them on the screen (S102); determining whether or not to catch a monster (S103); If the monster is not caught, continuing the search (S104);
  • the monster catching smartphone app is executed and the surrounding environment captured by the camera is provided.
  • step S102 in which various monsters are searched for and displayed on the screen according to various environments in a specific area, the possibility that the monsters may appear in each surrounding environment is determined so that the monsters can be created and provided with a certain probability.
  • the step of determining whether to catch the monster (S103) is to select a monster displayed in the form of augmented reality on the smartphone screen to collect information, and to select a catch button to determine whether or not to catch it.
  • the step (S104) of continuing the search is to continue shooting so that the monster can continuously appear in light of the other environment around the smartphone when it is decided not to catch the monster.
  • the step (S105) of selecting a monster catch and receiving a mission is an action according to the mission in jumping rope equipped with a sensor that measures the number of rotations of jumping rope and a sensor that measures the amount of impact of the shock sensor installed on the jump rope Mission contents are created and provided so that this can be accomplished.
  • a mission can be made with a certain measure of the mission music being played by the impact amount of the shock sensor mounted on the jump rope.
  • the shorter the execution time the higher the mission success score and the higher the probability of catching monsters.
  • step (S106) of increasing the probability of catching monsters by performing a mission through jumping rope linked with the smartphone monster catching app according to the mission (S106) when a given mission is performed through jumping rope, the degree of mission performance is transmitted to the monster catching smartphone app and This is the mission success score so that the higher the score, the higher the chance of catching monsters.
  • the step (S107) of calculating the successful monster catching result reflecting the transmitted mission performance result through skipping rope is set for a special monster in which the catching probability determined according to the grade of the selected monster and a lower probability than that of a normal monster is set. It is calculated whether or not a monster is caught by combining the catch probability and the monster catch probability that has risen according to the mission performance result through jumping rope.
  • a success notification is displayed and the captured monster is stored in the monster collection list (S108).
  • the action video of the caught monster is briefly provided, a congratulatory message is received, and the monster capture is completed and recorded in the collection list.

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  • Engineering & Computer Science (AREA)
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  • Human Computer Interaction (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • User Interface Of Digital Computer (AREA)
  • Rehabilitation Tools (AREA)

Abstract

The present invention relates to a method for catching a monster by using a jump rope. In particular, the present invention relates to a method for catching a monster by using a jump rope, and comprises: a smartphone having a monster catching application installed therein; and a jump rope having a function capable of calculating the number of revolutions of the jump rope and transmitting the calculated number of revolutions to the smartphone, and having an impact sensor installed at the middle thereof so as to play music with scales selected according to the number of impacts, the method for catching a monster by using a jump rope comprising the steps of: exploring a surrounding environment via the smartphone having the monster catching application installed therein; searching for various monsters according to various environments in a specific area, and displaying the found monsters on a screen; determining whether or not to catch a monster; if it is determined not to catch the monster, continuing the search; if it is determined to catch the monster, being assigned a mission by selecting catching of the monster; increasing the probability of catching the monster by performing the mission via the jump rope linked with the monster catching application in the smartphone according to the mission; calculating the result of success in catching the monster, in which the transmitted result of performing the mission via the jump rope has been reflected; and if caught, displaying a success notification, and storing the caught monster in a monster collection list.

Description

줄넘기를 이용한 몬스터 잡기 방법How to catch monsters using jump rope
본 발명은 줄넘기를 이용한 몬스터 잡기 방법에 관한 것이다.The present invention relates to a method for catching monsters using jump rope.
특히, 본 발명은 줄넘기를 넘을 때에 회전한 회전수를 스마트폰에 전송하는 기능을 가진 줄넘기 및 줄넘기를 넘을 때에 줄넘기 줄 가운데 설치된 충격센서에서 발생하는 충격량에 따라 음계가 선택되어 음악을 연주할 수 있는 줄넘기의 신호를 스마트폰에 전송하는 기능을 가진 줄넘기를 기반으로 이것들을 가지고 주어진 미션을 완료하여 그 결과값을 몬스터를 잡는 확률을 상승시키는 값으로 사용하여 재미있는 몬스터 잡기 게임을 수행하는 것에 관한 것이다.In particular, the present invention has a function of transmitting the number of rotations rotated when crossing the rope to a smartphone, and when crossing the rope, the scale is selected according to the amount of impact generated by the shock sensor installed in the middle of the skipping rope, and music can be played It is about performing a fun monster catching game by completing a given mission with these and using the result as a value to increase the probability of catching a monster based on a jump rope with a function to transmit a signal of jumping rope to a smartphone.
일반적으로 줄넘기를 넘을 때 줄넘기 손잡이에서 줄넘기 줄이 회전하는 것을 감지하여 그 회전수를 기계적으로 표시해주는 줄넘기가 있었다. 이를 회전신호를 생성하여 스마트폰에 전송하여 그 회전수에 따라 운동량을 측정해주는 서비스로 현재는 발전하고 있다.In general, when jumping rope, there was a jump rope that sensed the rotation of the rope from the jump rope handle and displayed the number of rotations mechanically. It is currently developing as a service that generates a rotation signal and transmits it to a smartphone to measure momentum according to the number of rotations.
또한 줄넘기 줄 가운데 충격센서를 설치하여 줄넘기를 넘을 때 발생하는 충격센서의 충격량의 강약에 따라 음계의 값을 결정하여 악기를 연주할 수 있도록 하는 줄넘기도 있다.Also, there is the jump rope, which installs a shock sensor in the middle of the skipping rope, and determines the value of the scale according to the strength and weakness of the shock sensor generated when jumping rope so that the musical instrument can be played.
이러한 줄넘기들은 해당 줄넘기의 회전수 또는 충격량을 스마트폰에 설치된 전용 앱에 그 값을 전송하여 운동량을 측정하던가 또는 음악을 연주하는 값으로 하여 소리를 발생시켜 악기를 연주하는 듯한 효과를 내는데 사용되고 있다.These jump ropes are used to measure the amount of momentum by transmitting the rotation speed or impact amount of the jump rope to a dedicated app installed on the smartphone, or to generate a sound as a value for playing music to create the effect of playing an instrument.
여기서 해당 줄넘기들이 가지고 있는 회전수 또는 충격량을 가지고 몬스터 잡기 기능이 있는 스마트폰 앱과 연동하여 다양한 잡을 가능성을 높여주는 역할을 수행하게 하여 재미있는 줄넘기 활동이 될 수 있도록 할 수 있다. Here, the number of rotations or the amount of impact possessed by the skipping ropes can be linked to a smartphone app with a monster catch function to increase the possibility of various catches, so that it can be a fun jumping rope activity.
본 발명은 전술한 문제점을 해결하기 위한 것으로서, 줄넘기에 설치된 회전수 감지센서 및충격량 측정 센서를 통해 생성된 값을 몬스터를 잡는 스마트폰 앱에서 특정 미션을 수행하였는지 판단하여 그 값을 몬스터를 잡을 확률을 상승시키는데 사용하여 아슬아슬한 몬스터 사냥 앱을 제공하는 그 목적이 있다.The present invention is to solve the above problem, and the value generated through the rotation speed sensor and the impact amount measurement sensor installed in the jumping rope determines whether a specific mission has been performed in the smartphone app that catches the monster, and the value is the probability of catching the monster Its purpose is to provide a breathtaking monster hunting app that can be used to elevate.
전술한 목적을 달성하기 위한 본 발명은 줄넘기를 이용한 몬스터 잡기 방법에 관한 것으로서, 몬스터 잡기 앱이 설치되어 있는 스마트폰과 줄넘기 회전수를 계산하여 스마트폰으로 전송할 수 있는 기능 및 줄넘기 가운데 충격센서가 설치되어 있어 충격량에 따라 음계가 선택되어 연주를 할 수 있는 줄넘기로 구성된 것으로써, 몬스터 잡기 앱이 설치된 스마트폰으로 주변의 환경을 탐색하는 단계; 특정 지역의 다양한 환경에 따라 다양한 몬스터가 탐색되어 화면에 표시되는 단계; 몬스터를 잡을지 말지를 결정하는 단계; 몬스터를 잡지 않을 경우 탐색을 계속하는 단계; 몬스터를 잡을 경우 몬스터 잡기를 선택하여 미션을 부여 받는 단계; 미션에 따라 스마트폰 몬스터 잡기 앱과 연동된 줄넘기를 통한 미션을 수행하여 몬스터 잡을 확률을 상승시키는 단계; 전송된 줄넘기를 통한 미션 수행 결과를 반영한 몬스터 잡기 성공 결과가 계산되는 단계; 만일 잡았으면 성공 알림이 표시되고 잡은 몬스터는 몬스터 수집 목록에 저장되는 단계를 포함하는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법이다.The present invention for achieving the above object relates to a method for catching monsters using skipping rope, and a function that can calculate the number of skipping rotations and calculate the number of skipping rotations with a smartphone installed with a monster grabbing app, and a shock sensor installed in the jumping rope It is composed of a skip rope that can be played by selecting a scale according to the amount of impact, and exploring the surrounding environment with a smartphone installed with a monster catch app; Searching for various monsters according to various environments in a specific area and displaying them on the screen; determining whether to catch a monster or not; Continuing the search if the monster is not caught; When catching a monster, selecting a monster catching step to receive a mission; Increasing the probability of catching monsters by performing a mission through skipping rope linked with a smartphone monster catching app according to the mission; Calculating a successful monster catching result reflecting the transmitted mission performance result through skipping rope; If caught, a success notification is displayed and the captured monster is a monster catching method using jump rope, characterized in that it includes the step of being stored in the monster collection list.
이상에서 설명한 바와 같이 본 발명에 따르면, 기존의 스마트폰을 이용한 몬스터 사냥게임인 포켓몬고에서 단순한 조작에 의한 몬스터 사냥이 아니라 보다 실감나고 현실적인 난이도를 제공하기 위해 줄넘기를 사용하여 그 재미를 더해주는 게임을 제공하는 효과가 있다.As described above, according to the present invention, in Pokemon Go, which is a monster hunting game using a smartphone, a game that adds fun by using skipping rope to provide a more realistic and realistic difficulty rather than hunting monsters by simple manipulation. has the effect of providing.
도 1은 본 발명의 일 실시 예에 따른 줄넘기를 이용한 몬스터 잡기 방법의 게임수행인터페이스를 나타내는 개략적인 구성도.1 is a schematic configuration diagram showing a game performance interface of a method for catching a monster using skipping rope according to an embodiment of the present invention.
도 2는 본 발명의 일 실시 예에 따른 줄넘기를 이용한 몬스터 잡기 방법의 개략적인 스마트폰 앱 구성도.Figure 2 is a schematic smartphone app configuration diagram of a method for catching a monster using jump rope according to an embodiment of the present invention.
도 3은 본 발명의 일 실시 예에 따른 줄넘기를 이용한 몬스터 잡기 방법의 개략적인 흐름도.Figure 3 is a schematic flowchart of a method for catching a monster using jump rope according to an embodiment of the present invention.
이하 첨부된 도면을 참조하여 본 발명의 실시 예에 대해 상세히 설명하면 다음과 같다.Hereinafter, an embodiment of the present invention will be described in detail with reference to the accompanying drawings.
도 1은 본 발명의 일 실시 예에 따른 줄넘기를 이용한 몬스터 잡기 방법의 게임수행인터페이스를 나타내는 개략적인 구성도이다. 1 is a schematic configuration diagram showing a game performance interface of a method for catching a monster using skipping rope according to an embodiment of the present invention.
도 1에서 표시된 바와 같이, 줄넘기를 이용한 몬스터 잡기 방법을 수행하기 위해 게임수행인터페이스가 제공된다.As shown in FIG. 1 , a game performance interface is provided to perform a monster catching method using jump rope.
우선 게임의 제목(100)이 표시된다. 그리고 스마트폰 카메라로 촬영되고 있는 주변 환경(200)이 표시된다. 그리고 스마트폰 카메라로 촬영되고 있는 주변 환경에 여러 종류의 몬스터(300)들이 표시된다.First, the title 100 of the game is displayed. Then, the surrounding environment 200 being photographed by the smartphone camera is displayed. In addition, various types of monsters 300 are displayed in the surrounding environment being photographed with the smartphone camera.
여기서 주변 환경은 건물, 동상, 상징물, 간판, 강, 호수, 분수, 동물, 식물, 자동차, 비행기 등 다양한 것들을 말한다.Here, the surrounding environment refers to various things such as buildings, statues, symbols, signs, rivers, lakes, fountains, animals, plants, cars, and airplanes.
그리고 줄넘기를 이용한 몬스터 잡기 앱을 실행시키고 있는 게임 이용자는 몬스터들을 선택(400)하고 해당 몬스터들에 대한 기본 정보를 얻을 수 있다. 게임수행인터페이스 맨 아래에 게임 이용자에 의해 선택된 몬스터에 대한 정보(500)가 표시된다. And the game user running the monster catching app using jump rope can select (400) monsters and obtain basic information about the monsters. Information 500 about the monster selected by the game user is displayed at the bottom of the game performance interface.
게임정보는 몬스터의 이름, 하트의 개수로 표시되는 몬스터의 등급, 몬스터에 대한 추가 정보를 얻을 수 있는 선택버튼, 몬스터의 체력, 힘, 민첩, 마법에 대한 수치 및 선택한 몬스터를 잡을 지를 선택하는 선택 버튼으로 구성되어 있다. Game information includes the name of the monster, the grade of the monster displayed in the number of hearts, the selection button to get additional information about the monster, the numbers for the monster's stamina, strength, agility, and magic, and the choice to choose whether to capture the selected monster or not. It consists of buttons.
도 2는 본 발명의 일 실시 예에 따른 줄넘기를 이용한 몬스터 잡기 방법의 개략적인 스마트폰 앱 구성도이다. 도 2에 표시한 구성도에 표시된 바와 같이, 전술한 목적을 달성하기 위한 본 발명은 카메라로 촬영된 영상이 앱 화면에 제공되고 그 주변 환경에 매칭되어 몬스터들이 생성되고 해당 몬스터들 중에 잡을 수 있는 대상을 선택하여 주어지는 줄넘기 미션을 수행하여 잡을 수 있는 가능성을 올려서 몬스터를 수집하는 게임을 수행하는 게임수행인터페이스(100); 게임의 움직임을 컨트롤하는 게임 조작부(200); 스마트폰 카메라로 촬영된 동영상을 증강현실로 구현하여 게임수행인터페이스에 제공하는 증강현실구현부(300); 주변 환경의 중요도를 측정하고 각각의 몬스터의 등급에 따른 출현 확률을 계산하여 몬스터를 증강현실화면에 생성하여 제공하는 몬스터제공부(400); 선택된 몬스터의 정보를 제공하는 몬스터정보제공부(500); 몬스터잡기를 선택할 경우 해당 몬스터를 잡을 수 있는 확률을 상승시키기 위한 미션을 생성하여 제공하는 미션생성부(600); 미션이 실행되었는지 판단하여 몬스터잡기처리부에 통보해주는 미션수행판단부(700); 미션수행에 따른 몬스터잡기확률의 상승을 바탕으로 몬스터 잡기가 실행되는 몬스터잡기처리부(800); 잡힌 몬스터를 저장하고 있는 잡힌 몬스터저장부(900); 잡을 수 있는 몬스터의 목록을 저장하고 있는 몬스터목록저장부(1000); 몬스터생성을 위한 주변 환경 가중치 값을 가지고 있는 주변환경가중치데이터베이스(1100); 몬스터 잡기 확률을 올릴 수 있도록 광고를 제공하는 광고제공부(1200); 광고 정보를 저장하고 있는 광고데이터베이스(1300)를 포함한다.2 is a schematic diagram of a smartphone app configuration of a method for catching a monster using skipping rope according to an embodiment of the present invention. As shown in the configuration diagram shown in Fig. 2, the present invention for achieving the above object is that the image captured by the camera is provided on the app screen and matched to the surrounding environment to generate monsters and to catch among the monsters. A game performance interface 100 for performing a game of collecting monsters by increasing the possibility of catching by performing a skipping rope mission given by selecting a target; a game operation unit 200 for controlling the movement of the game; Augmented reality implementation unit 300 to implement the video taken with the smartphone camera in augmented reality to provide the game performance interface; A monster providing unit 400 that measures the importance of the surrounding environment and calculates the appearance probability according to the grade of each monster to generate and provide the monster on the augmented reality screen; Monster information providing unit 500 for providing information on the selected monster; When selecting to catch a monster, a mission generating unit 600 that generates and provides a mission to increase the probability of catching the corresponding monster; a mission performance determination unit 700 for notifying the monster catch processing unit by determining whether the mission has been executed; Monster catching processing unit 800 that executes catching monsters based on an increase in the probability of catching monsters according to the mission performance; The caught monster storage unit 900 for storing the caught monster; Monster list storage unit (1000) for storing a list of monsters that can be caught; A surrounding environment weight database 1100 having a surrounding environment weight value for creating a monster; An advertisement providing unit 1200 that provides advertisements to increase the probability of catching monsters; and an advertisement database 1300 storing advertisement information.
카메라로 촬영된 영상이 앱 화면에 제공되고 그 주변 환경에 매칭되어 몬스터들이 생성되고 해당 몬스터들 중에 잡을 수 있는 대상을 선택하여 주어지는 줄넘기 미션을 수행하여 잡을 수 있는 가능성을 올려서 몬스터를 수집하는 게임을 수행하는 게임수행인터페이스(100)는 주변 환경을 촬영하여 인식하고 해당 환경의 가중치와 몬스터가 출현할 확률을 계산하여 몬스터가 출연하도록 하고 이를 잡기를 원할 경우 일정한 미션을 부여하며 이를 줄넘기의 일정 시간 동안의 회전수 및 충격센서에 의한 악기 연주 등을 통한 미션 수행 결과 값을 가지고 몬스터를 잡을 확률을 상승시켜 몬스터를 잡는 방법을 수행하게 된다. The video captured by the camera is provided on the screen of the app, and monsters are created by matching the surrounding environment. From among the monsters, select a catchable target and perform a jump rope mission to increase the chance of catching monsters. The game performance interface 100 to perform takes a picture of the surrounding environment, recognizes it, calculates the weight of the environment and the probability that the monster appears, allows the monster to appear, and if you want to catch it, gives a certain mission, and provides it for a certain time of skipping the rope The method of catching monsters is carried out by increasing the probability of catching monsters with the result of mission performance through the rotation speed of the engine and playing a musical instrument by the impact sensor.
게임의 움직임을 컨트롤하는 게임 조작부(200)는 주변 환경이 촬영되어 증강현실이 구현되는 스마트폰 화면 내에서 손가락으로 몬스터 및 몬스터 정보 등을 터치하여 선택하고 정보 등을 제공받는 등 게임을 수행하는데 보조하는 컨트롤 기능을 수행한다.The game operation unit 200 for controlling the movement of the game assists in performing the game, such as selecting monsters and monster information by touching them with a finger within the smartphone screen where the surrounding environment is captured and augmented reality is implemented, and receiving information, etc. perform the control function.
스마트폰 카메라로 촬영된 동영상을 증강현실로 구현하여 게임수행인터페이스에 제공하는 증강현실구현부(300)는 스마트폰 카메라로 촬영된 영상이 스마트폰 화면으로 제공되고 각각의 촬영된 주변 환경의 평가 가중치 및 몬스터의 등급에 따른 출현 확률에 따라 몬스터가 데이터베이스에서 불러져서 함께 스마트폰 화면에 제공되는 효과를 나타낸다.The augmented reality implementation unit 300, which implements the video captured by the smartphone camera in augmented reality and provides it to the game performance interface, provides the image captured by the smartphone camera to the smartphone screen, and the evaluation weight of each photographed surrounding environment and monsters are called from the database according to the appearance probability according to the grade of the monster and provided together on the smartphone screen.
주변 환경의 중요도를 측정하고 각각의 몬스터의 등급에 따른 출현 확률을 계산하여 몬스터를 증강현실화면에 생성하여 제공하는 몬스터제공부(400)는 예를들어 몬스터의 등급을 5등급으로 나누고 해당 등급이 상승함에 따라 출현할 수 있는 확률이 점점 낮아지고 또한 같은 등급이라도 일반 몬스터인 경우 출현 확률이 더 높고 특별 몬스터인 경우 더 낮게 책정되어 있으며 주변 환경의 중요도를 5등급으로 나누고 해당 등급이 상승함에 따라 몬스터의 출현할 수 있는 확률이 점점 낮아지고 또한 주변 환경의 종류에 따라 출현할 수 있는 몬스터의 종류도 달라지도록 하는 것이다.The monster providing unit 400 that generates and provides monsters on the augmented reality screen by measuring the importance of the surrounding environment and calculating the appearance probability according to the grade of each monster, for example, divides the grade of the monster into 5 grades and the grade is As it rises, the probability of appearing gradually decreases, and even if it is of the same level, the probability of appearing is higher for normal monsters and lower for special monsters. The probability of appearing is gradually lowered, and the types of monsters that can appear vary according to the type of surrounding environment.
선택된 몬스터의 정보를 제공하는 몬스터정보제공부(500)는 증강현실로 나타나는 몬스터들에 대해서 정보를 제공하는 것으로 몬스터의 이름, 등급, 스킬이나 방어력 및 공격력, 회피력이나 주요 무기 및 방어구 등의 착용정보, 체력, 힘, 민첩, 마력과 같은 스텟 등이 포함된다.The monster information providing unit 500 that provides information of the selected monster provides information about the monsters that appear in augmented reality, and includes wearing information such as the name, grade, skill or defense and attack power of the monster, evasion power or main weapon and armor, etc. , stats such as stamina, strength, agility, and magic are included.
몬스터잡기를 선택할 경우 해당 몬스터를 잡을 수 있는 확률을 상승시키기 위한 미션을 생성하여 제공하는 미션생성부(600)는 줄넘기를 정해진 시간 안에 몇 회를 넘을 수 있는가를 가지고 미션을 만들 수 있다. 물론 많이 넘을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라간다.If you select to catch a monster, the mission generating unit 600 that generates and provides a mission to increase the probability of catching the monster can create a mission based on how many times you can skip the rope within a set time. Of course, the higher the number, the higher the mission success score and the higher the probability of catching monsters.
또는 줄넘기 넘는 정해진 횟수를 얼마 만에 넘을 수 있는가를 가지고 미션을 만들 수 있다. 물론 시간이 짧을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라간다.Alternatively, you can create a mission based on how long you can jump the set number of jumps. Of course, the shorter the time, the higher the mission success score and the higher the probability of catching monsters.
또는 줄넘기에 장착되어 있는 충격센서의 충격량에 의해 미션 음악의 일정 소절이 연주되는 것을 가지고 미션을 만들 수 있다. 물론 정확한 일치도가 높을수록 그리고 수행 시간이 짧을 수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라간다.Alternatively, a mission can be made with a certain measure of the mission music being played by the impact amount of the shock sensor mounted on the jump rope. Of course, the higher the exact match and the shorter the execution time, the higher the mission success score and the higher the probability of catching monsters.
또는 줄넘기에 장착되어 있는 충격센서의 충격에 따라 자동으로 연주되는 음악의 일정 소절을 가지고 미션을 만들 수 있다. 물론 수행 시간이 짧을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라간다.Alternatively, you can create a mission with a certain measure of music that is automatically played according to the impact of the shock sensor mounted on the jump rope. Of course, the shorter the execution time, the higher the mission success score and the higher the probability of catching monsters.
미션이 실행되었는지 판단하여 몬스터잡기처리부에 통보해주는 미션수행판단부(700)는 몬스터를 잡기 위한 확률을 증가시키기 위해 주어진 미션에 대해 회전수 및 충격량을 측정하여 스마트폰에 그 값을 전송할 수 있는 줄넘기가 해당 미션을 잘 수행하였는지 얼마의 미션성공점수를 얻었는지 계산하여 이를 줄넘기를 이용한 몬스터 잡기 스마트폰 앱에 전달해주는 것이다.The mission performance determination unit 700, which determines whether the mission has been executed and notifies the monster catch processing unit, measures the number of rotations and the amount of impact for a given mission in order to increase the probability for catching a monster. It calculates how many mission success points have been obtained and whether the person performed the mission well, and delivers this to the monster-catching smartphone app using jump rope.
미션수행에 따른 몬스터잡기확률의 상승을 바탕으로 몬스터 잡기가 실행되는 몬스터잡기처리부(800)는 몬스터 등급에 따라 기본적인 몬스터잡기확률이 제공되고 여기에 미션성공점수의 높고 낮음에 따라 성공확률이 추가되어 몬스터잡기 성공 및 실패가 계산되는 것을 말한다. 물론 확률이 높을수록 잡을 확률도 높아지게 된다.The monster catch processing unit 800, in which the monster catch is executed based on the increase in the monster catch probability according to the mission performance, provides a basic monster catch probability according to the monster grade, and the success probability is added according to the high and low mission success scores. It means that the success and failure of catching monsters are counted. Of course, the higher the chance, the higher the chance of catching it.
잡힌 몬스터를 저장하고 있는 잡힌 몬스터저장부(900)는 만일 몬스터가 잡히면 잡힌 몬스터는 잡힌 몬스터 목록에 수록되어 보관된다. 이는 잡힌 몬스터의 모습을 나열시키는 형태로도 제공된다.The caught monster storage unit 900 that stores the captured monster is stored in the captured monster list if the monster is caught. It is also provided in the form of listing the captured monsters.
잡을 수 있는 몬스터의 목록을 저장하고 있는 몬스터목록저장부(1000)는 등급별, 일반 및 특별 몬스터별, 몬스터의 성격에 따른 종류별 제공되는 잡을 수 있는 몬스터의 목록이 저장되는 것이다.The monster list storage unit 1000 that stores the list of catchable monsters stores the list of catchable monsters provided by grade, by general and special monster, and by type according to the nature of the monster.
몬스터생성을 위한 주변 환경 가중치 값을 가지고 있는 주변환경가중치데이터베이스(1100)는 건물, 동상, 상징물, 간판, 강, 호수, 분수, 동물, 식물, 자동차, 비행기 등 다양한 것들에 대해 미리 등록된 것들인지 등록된 것들이면 해당 등록된 것에 대한 등급에 따라 생성되는 몬스터의 등급도 연동되도록 되어 있다. 다만 등록되어있지 않는 주변 환경들은 그것의 활동하는 정도, 주변 환경에서 차지하는 상대적인 크기에 따라 등록된 것들에 비해 낮은 등급의 몬스터들이 생성되도록 되어 있다.The surrounding environment weight database 1100, which has the surrounding environment weight value for creating monsters, is pre-registered for various things such as buildings, statues, symbols, signboards, rivers, lakes, fountains, animals, plants, cars, airplanes, etc. If they are registered, the level of the monster created according to the level of the registered item is also linked. However, in non-registered surrounding environments, monsters of lower grade than those registered are created according to their activity level and the relative size occupied in the surrounding environment.
몬스터 잡기 확률을 올릴 수 있도록 광고를 제공하는 광고제공부(1200)는 일정 등급의 몬스터에 설정되어 있는 광고로써 해당 광고를 보면 해당 몬스터를 잡을 확률이 일정부분 상승하도록 되어 있다.The advertisement providing unit 1200 that provides advertisements to increase the probability of catching a monster is an advertisement set for a monster of a certain level, and when the advertisement is viewed, the probability of catching the monster increases to a certain extent.
광고 정보를 저장하고 있는 광고데이터베이스(1300)는 광고주에 의해 제공되는 광고로써 해당 광고들은 광고비에 따라 몬스터 등급이 서로 매칭되어 있고 광고비에 따라 잡힐 확률도 조금 더 높은 것이 특징이다. 따라서 같은 몬스터에 대해 제공되는 광고에 책정된 광고비에 따라 더 많은 광고비를 제공한 광고가 더 높은 잡을 확률을 제공하게 된다.The advertisement database 1300 storing advertisement information is an advertisement provided by an advertiser, and the corresponding advertisements are characterized by matching monster grades according to the advertisement cost, and the probability of being caught according to the advertisement cost is slightly higher. Therefore, according to the advertisement cost set for the advertisement provided for the same monster, the advertisement providing a higher advertisement cost provides a higher probability of being caught.
도 3은 본 발명의 일 실시 예에 따른 줄넘기를 이용한 몬스터 잡기 방법의 개략적인 흐름도이다.3 is a schematic flowchart of a method for catching a monster using skipping rope according to an embodiment of the present invention.
도 3에 표시한 흐름도에 표시된 바와 같이, 전술한 목적을 달성하기 위한 본 발명은 줄넘기를 이용한 몬스터 잡기 방법에 관한 것으로서, 몬스터 잡기 앱이 설치되어 있는 스마트폰과 줄넘기 회전수를 계산하여 스마트폰으로 전송할 수 있는 기능 및 줄넘기 가운데 충격센서가 설치되어 있어 충격량에 따라 음계가 선택되어 연주를 할 수 있는 줄넘기로 구성된 것으로써, 몬스터 잡기 앱이 설치된 스마트폰으로 주변의 환경을 탐색하는 단계(S101); 특정 지역의 다양한 환경에 따라 다양한 몬스터가 탐색되어 화면에 표시되는 단계(S102); 몬스터를 잡을지 말지를 결정하는 단계(S103); 몬스터를 잡지 않을 경우 탐색을 계속하는 단계(S104); 몬스터를 잡을 경우 몬스터 잡기를 선택하여 미션을 부여 받는 단계(S105); 미션에 따라 스마트폰 몬스터 잡기 앱과 연동된 줄넘기를 통한 미션을 수행하여 몬스터 잡을 확률을 상승시키는 단계(S106); 전송된 줄넘기를 통한 미션 수행 결과를 반영한 몬스터 잡기 성공 결과가 계산되는 단계(S107); 만일 잡았으면 성공 알림이 표시되고 잡은 몬스터는 몬스터 수집 목록에 저장되는 단계(S108)를 포함한다.As shown in the flowchart shown in FIG. 3, the present invention for achieving the above object relates to a method for catching monsters using skipping rope, and calculating the number of skipping rotations with a smartphone in which the monster catch app is installed and using the smartphone As a transmission function and a shock sensor are installed among the jump rope, the scale is selected according to the amount of impact and consists of a skip rope that can be played, a step of exploring the surrounding environment with a smartphone with a monster catch app installed (S101); a step of searching for various monsters according to various environments in a specific region and displaying them on the screen (S102); determining whether or not to catch a monster (S103); If the monster is not caught, continuing the search (S104); When catching a monster, the step of receiving a mission by selecting the monster catch (S105); Step (S106) of increasing the probability of catching monsters by performing a mission through jumping rope linked with a smartphone monster catching app according to the mission (S106); A step of calculating a successful monster catching result reflecting the transmitted mission performance result through skipping rope (S107); If caught, a success notification is displayed and the captured monster is stored in the monster collection list (S108).
몬스터 잡기 앱이 설치된 스마트폰으로 주변의 환경을 탐색하는 단계(S101)는 몬스터 잡기 스마트폰 앱이 실행되고 카메라로 촬영되는 주변의 환경이 제공되는 것이다.In the step (S101) of exploring the surrounding environment with the smartphone in which the monster catching app is installed, the monster catching smartphone app is executed and the surrounding environment captured by the camera is provided.
특정 지역의 다양한 환경에 따라 다양한 몬스터가 탐색되어 화면에 표시되는 단계(S102)는 각각의 주변 환경에 대해 몬스터가 출현할 수 있는 가능성이 판단되어 일정한 확률로 몬스터가 생성되어 제공될 수 있도록 하는 것이다.In the step S102, in which various monsters are searched for and displayed on the screen according to various environments in a specific area, the possibility that the monsters may appear in each surrounding environment is determined so that the monsters can be created and provided with a certain probability. .
몬스터를 잡을지 말지를 결정하는 단계(S103)는 스마트폰 화면에 증강현실 형태로 나타나있는 몬스터를 선택하여 정보를 수집하고 잡기버튼을 선택하여 잡을지 말지를 결정하는 것이다.The step of determining whether to catch the monster (S103) is to select a monster displayed in the form of augmented reality on the smartphone screen to collect information, and to select a catch button to determine whether or not to catch it.
몬스터를 잡지 않을 경우 탐색을 계속하는 단계(S104)는 몬스터를 잡지 않을 것으로 결정하면 스마트폰을 주변의 다른 환경에 비추어 지속적으로 몬스터가 출현할 수 있도록 촬영을 계속하는 것이다.If the monster is not caught, the step (S104) of continuing the search is to continue shooting so that the monster can continuously appear in light of the other environment around the smartphone when it is decided not to catch the monster.
몬스터를 잡을 경우 몬스터 잡기를 선택하여 미션을 부여 받는 단계(S105)는 줄넘기의 회전수를 측정하는 센서 및 줄넘기에 설치되어있는 충격센서의 충격량을 측정하는 센서가 장착되어 있는 줄넘기에서 미션에 따른 행위가 이루어질 수 있도록 미션내용이 생성되어 제공되는 것이다.In the case of catching a monster, the step (S105) of selecting a monster catch and receiving a mission is an action according to the mission in jumping rope equipped with a sensor that measures the number of rotations of jumping rope and a sensor that measures the amount of impact of the shock sensor installed on the jump rope Mission contents are created and provided so that this can be accomplished.
미션의 내용은 줄넘기를 정해진 시간 안에 몇 회를 넘을 수 있는가를 가지고 미션을 만들 수 있다. 물론 많이 넘을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라간다.As for the content of the mission, you can create a mission based on how many times you can jump rope within a set time. Of course, the higher the number, the higher the mission success score and the higher the probability of catching monsters.
또는 줄넘기 넘는 정해진 횟수를 얼마 만에 넘을 수 있는가를 가지고 미션을 만들 수 있다. 물론 시간이 짧을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라간다.Alternatively, you can create a mission based on how long you can jump the set number of jumps. Of course, the shorter the time, the higher the mission success score and the higher the probability of catching monsters.
또는 줄넘기에 장착되어 있는 충격센서의 충격량에 의해 미션 음악의 일정 소절이 연주되는 것을 가지고 미션을 만들 수 있다. 물론 정확한 일치도가 높을수록 그리고 수행 시간이 짧을 수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라간다.Alternatively, a mission can be made with a certain measure of the mission music being played by the impact amount of the shock sensor mounted on the jump rope. Of course, the higher the exact match and the shorter the execution time, the higher the mission success score and the higher the probability of catching monsters.
또는 줄넘기에 장착되어 있는 충격센서의 충격에 따라 자동으로 연주되는 음악의 일정 소절을 가지고 미션을 만들 수 있다. 물론 수행 시간이 짧을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라간다.Alternatively, you can create a mission with a certain measure of music that is automatically played according to the impact of the shock sensor mounted on the jump rope. Of course, the shorter the execution time, the higher the mission success score and the higher the probability of catching monsters.
미션에 따라 스마트폰 몬스터 잡기 앱과 연동된 줄넘기를 통한 미션을 수행하여 몬스터 잡을 확률을 상승시키는 단계(S106)는 주어진 미션이 줄넘기를 통해 수행되면 해당 미션수행정도가 몬스터 잡기 스마트폰 앱에 전송되고 이를 미션성공점수로 해서 높을수록 몬스터 잡기 확률이 상승되도록 하는 것이다.In the step (S106) of increasing the probability of catching monsters by performing a mission through jumping rope linked with the smartphone monster catching app according to the mission (S106), when a given mission is performed through jumping rope, the degree of mission performance is transmitted to the monster catching smartphone app and This is the mission success score so that the higher the score, the higher the chance of catching monsters.
전송된 줄넘기를 통한 미션 수행 결과를 반영한 몬스터 잡기 성공 결과가 계산되는 단계(S107)는 잡기를 선택한 몬스터의 등급에 따라 정해진 잡기 확률과 일반 몬스터보다 더 낮은 확률이 설정되어 있는 특수 몬스터인지에 대해 설정된 잡기 확률과 줄넘기를 통한 미션 수행 결과에 따라 상승한 몬스터 잡기 확률을 종합하여 몬스터가 잡히는지 계산되는 것이다.The step (S107) of calculating the successful monster catching result reflecting the transmitted mission performance result through skipping rope is set for a special monster in which the catching probability determined according to the grade of the selected monster and a lower probability than that of a normal monster is set. It is calculated whether or not a monster is caught by combining the catch probability and the monster catch probability that has risen according to the mission performance result through jumping rope.
만일 잡았으면 성공 알림이 표시되고 잡은 몬스터는 몬스터 수집 목록에 저장되는 단계(S108)는 잡힌 몬스터의 액션 영상이 잠시 제공되면서 축하 메시지를 받고 몬스터 잡기가 완료되어 수집 목록에 기록되는 것이다.If caught, a success notification is displayed and the captured monster is stored in the monster collection list (S108). The action video of the caught monster is briefly provided, a congratulatory message is received, and the monster capture is completed and recorded in the collection list.
본 발명이 속한 기술분야의 당업자는 본 발명이 그 기술적 사상이나 필수적 특징을 변경하지 않고서 다른 구체적인 형태로 실시될 수 있다는 것을 이해할 수 있을 것이다.Those skilled in the art to which the present invention pertains will understand that the present invention may be embodied in other specific forms without changing the technical spirit or essential characteristics thereof.
이상에서 설명한 바와 같이 본 발명에 따르면 실감나고 현실적인 난이도를 제공하기 위해 줄넘기를 사용하여 그 재미를 더해주는 게임을 제공하는 효과가 있다.As described above, according to the present invention, there is an effect of providing a game that adds fun by using skipping rope in order to provide realistic and realistic difficulty.

Claims (10)

  1. 줄넘기를 이용한 몬스터 잡기 방법에 관한 것으로서, 몬스터 잡기 앱이 설치되어 있는 스마트폰과 줄넘기 회전수를 계산하여 스마트폰으로 전송할 수 있는 기능 및 줄넘기 가운데 충격센서가 설치되어 있어 충격량에 따라 음계가 선택되어 연주를 할 수 있는 줄넘기로 구성된 것으로써, 몬스터 잡기 앱이 설치된 스마트폰으로 주변의 환경을 탐색하는 단계; 특정 지역의 다양한 환경에 따라 다양한 몬스터가 탐색되어 화면에 표시되는 단계; 몬스터를 잡을지 말지를 결정하는 단계; 몬스터를 잡지 않을 경우 탐색을 계속하는 단계; 몬스터를 잡을 경우 몬스터 잡기를 선택하여 미션을 부여 받는 단계; 미션에 따라 스마트폰 몬스터 잡기 앱과 연동된 줄넘기를 통한 미션을 수행하여 몬스터 잡을 확률을 상승시키는 단계; 전송된 줄넘기를 통한 미션 수행 결과를 반영한 몬스터 잡기 성공 결과가 계산되는 단계; 만일 잡았으면 성공 알림이 표시되고 잡은 몬스터는 몬스터 수집 목록에 저장되는 단계를 포함하는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.It relates to a method of catching monsters using jump rope, a function that can transmit to a smartphone by calculating the number of jump rope rotations and a smartphone with a monster catch app installed, and a shock sensor installed in the middle of jumping rope, so a scale is selected and played according to the amount of impact As one consisting of jumping rope that can do, the step of exploring the surrounding environment with a smartphone in which the monster catch app is installed; Searching for various monsters according to various environments in a specific area and displaying them on the screen; determining whether to catch a monster or not; Continuing the search if the monster is not caught; When catching a monster, selecting a monster catching step to receive a mission; Increasing the probability of catching monsters by performing a mission through skipping rope linked with a smartphone monster catching app according to the mission; Calculating a successful monster catching result reflecting the transmitted mission performance result through skipping rope; If caught, a successful notification is displayed and the captured monster is a monster catching method using jump rope, characterized in that it includes the step of being stored in the monster collection list.
  2. 제1항에 있어서, 특정 지역의 다양한 환경에 따라 다양한 몬스터가 탐색되어 화면에 표시되는 단계는 예를들어 몬스터의 등급을 5등급으로 나누고 해당 등급이 상승함에 따라 출현할 수 있는 확률이 점점 낮아지고 또한 같은 등급이라도 일반 몬스터인 경우 출현 확률이 더 높고 특별 몬스터인 경우 더 낮게 책정되어 있으며 주변 환경의 중요도를 5등급으로 나누고 해당 등급이 상승함에 따라 몬스터의 출현할 수 있는 확률이 점점 낮아지고 또한 주변 환경의 종류에 따라 출현할 수 있는 몬스터의 종류도 달라지도록 하는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.The method of claim 1, wherein in the step of searching for and displaying various monsters according to various environments in a specific area, for example, the monster's grade is divided into 5 grades, and as the grade increases, the probability of appearing gradually decreases, In addition, even with the same level, the probability of appearing is higher for normal monsters and lower for special monsters. A method of catching monsters using jumping rope, characterized in that the types of monsters that can appear vary according to the type of environment.
  3. 제1항에 있어서, 몬스터를 잡을 경우 몬스터 잡기를 선택하여 미션을 부여 받는 단계는 줄넘기의 회전수를 측정하는 센서 및 줄넘기에 설치되어있는 충격센서의 충격량을 측정하는 센서가 장착되어 있는 줄넘기에서 미션에 따른 행위가 이루어질 수 있도록 미션내용이 생성되어 제공되는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.According to claim 1, wherein when catching a monster, the step of receiving a mission by selecting a monster to catch is a mission in jumping rope equipped with a sensor that measures the amount of impact of a sensor that measures the number of rotations of jumping rope and a shock sensor installed on the jump rope A method of catching monsters using skipping rope, characterized in that the mission content is created and provided so that an action can be performed according to the method.
  4. 제3항에 있어서, 부여되는 미션은 줄넘기를 정해진 시간 안에 몇 회를 넘을 수 있는가를 가지고 미션을 만들 수 있다. 물론 많이 넘을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라가는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.The method according to claim 3, wherein the assigned mission is based on how many jumps can be made within a set time. Of course, the higher the number, the higher the mission success score and the higher the probability of catching monsters.
  5. 제3항에 있어서, 부여되는 미션은 줄넘기 넘는 정해진 횟수를 얼마 만에 넘을 수 있는가를 가지고 미션을 만들 수 있다. 물론 시간이 짧을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라가는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.The method of claim 3, wherein the assigned mission can be made with the amount of time that can exceed the set number of skipping ropes. Of course, the shorter the time, the higher the mission success score and the higher the probability of catching monsters.
  6. 제3항에 있어서, 부여되는 미션은 줄넘기에 장착되어 있는 충격센서의 충격량에 의해 미션 음악의 일정 소절이 연주되는 것을 가지고 미션을 만들 수 있다. 물론 정확한 일치도가 높을수록 그리고 수행 시간이 짧을 수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라가는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.According to claim 3, The given mission can be made with a certain measure of the mission music is played by the impact amount of the shock sensor mounted on the jump rope. Of course, the higher the exact match and the shorter the execution time, the higher the mission success score and the higher the probability of catching monsters.
  7. 제3항에 있어서, 부여되는 미션은 줄넘기에 장착되어 있는 충격센서의 충격에 따라 자동으로 연주되는 음악의 일정 소절을 가지고 미션을 만들 수 있다. 물론 수행 시간이 짧을수록 미션성공점수가 높아져서 몬스터를 잡을 수 있는 확률이 올라가는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.According to claim 3, The given mission can be made with a certain measure of music automatically played according to the impact of the shock sensor mounted on the jump rope. Of course, the shorter the execution time, the higher the mission success score and the higher the probability of catching monsters.
  8. 몬스터를 잡을 확률을 상승시키는 또 다른 방법은 일정 등급의 몬스터에 설정되어 있는 광고로써 해당 광고를 보면 해당 몬스터를 잡을 확률이 일정부분 상승하도록 되는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.Another way to increase the probability of catching a monster is to use an advertisement set on a monster of a certain grade, and when you see the advertisement, the probability of catching the monster increases to a certain extent.
  9. 제8항에 있어서, 제공되는 광고와 몬스터는 광고주에 의해 제공되는 광고로써 해당 광고들은 광고비에 따라 몬스터 등급이 서로 매칭되어 있고 광고비에 따라 잡힐 확률도 조금 더 높은 것이 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.According to claim 8, wherein the provided advertisement and the monster is an advertisement provided by an advertiser, and the advertisements are matched with each other in monster grades according to the advertisement cost, and the probability of being caught according to the advertisement cost is slightly higher. method.
  10. 카메라로 촬영된 영상이 앱 화면에 제공되고 그 주변 환경에 매칭되어 몬스터들이 생성되고 해당 몬스터들 중에 잡을 수 있는 대상을 선택하여 주어지는 줄넘기 미션을 수행하여 잡을 수 있는 가능성을 올려서 몬스터를 수집하는 게임을 수행하는 게임수행인터페이스(100); 게임의 움직임을 컨트롤하는 게임 조작부(200); 스마트폰 카메라로 촬영된 동영상을 증강현실로 구현하여 게임수행인터페이스에 제공하는 증강현실구현부(300); 주변 환경의 중요도를 측정하고 각각의 몬스터의 등급에 따른 출현 확률을 계산하여 몬스터를 증강현실화면에 생성하여 제공하는 몬스터제공부(400); 선택된 몬스터의 정보를 제공하는 몬스터정보제공부(500); 몬스터잡기를 선택할 경우 해당 몬스터를 잡을 수 있는 확률을 상승시키기 위한 미션을 생성하여 제공하는 미션생성부(600); 미션이 실행되었는지 판단하여 몬스터잡기처리부에 통보해주는 미션수행판단부(700); 미션수행에 따른 몬스터잡기확률의 상승을 바탕으로 몬스터 잡기가 실행되는 몬스터잡기처리부(800); 잡힌 몬스터를 저장하고 있는 잡힌 몬스터저장부(900); 잡을 수 있는 몬스터의 목록을 저장하고 있는 몬스터목록저장부(1000); 몬스터생성을 위한 주변 환경 가중치 값을 가지고 있는 주변환경가중치데이터베이스(1100); 몬스터 잡기 확률을 올릴 수 있도록 광고를 제공하는 광고제공부(1200); 광고 정보를 저장하고 있는 광고데이터베이스(1300)를 포함하는 것을 특징으로 하는 줄넘기를 이용한 몬스터 잡기 방법.The video captured by the camera is provided on the screen of the app, and monsters are created by matching the surrounding environment. From among the monsters, select a catchable target and perform a jump rope mission to increase the chance of catching monsters. a game execution interface 100 to perform; a game operation unit 200 for controlling the movement of the game; Augmented reality implementation unit 300 to implement the video taken with the smartphone camera in augmented reality to provide the game performance interface; A monster providing unit 400 that measures the importance of the surrounding environment and calculates the appearance probability according to the grade of each monster to generate and provide the monster on the augmented reality screen; Monster information providing unit 500 for providing information on the selected monster; When selecting to catch a monster, a mission generating unit 600 that generates and provides a mission to increase the probability of catching the corresponding monster; a mission performance determination unit 700 for notifying the monster catch processing unit by determining whether the mission has been executed; Monster catching processing unit 800 that executes catching monsters based on an increase in the probability of catching monsters according to the mission performance; The caught monster storage unit 900 for storing the caught monster; Monster list storage unit (1000) for storing a list of monsters that can be caught; A surrounding environment weight database 1100 having a surrounding environment weight value for creating a monster; An advertisement providing unit 1200 that provides advertisements to increase the probability of catching monsters; A method of catching monsters using skipping rope, characterized in that it includes an advertisement database 1300 that stores advertisement information.
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