WO2022034998A1 - Procédé de capture de monstre à l'aide de corde à sauter - Google Patents

Procédé de capture de monstre à l'aide de corde à sauter 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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WO
WIPO (PCT)
Prior art keywords
monster
catching
mission
monsters
probability
Prior art date
Application number
PCT/KR2020/019397
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English (en)
Korean (ko)
Inventor
김동환
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김동환
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Filing date
Publication date
Application filed by 김동환 filed Critical 김동환
Publication of WO2022034998A1 publication Critical patent/WO2022034998A1/fr

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

Abstract

La présente invention concerne un procédé permettant de capturer un monstre à l'aide d'une corde à sauter. En particulier, la présente invention concerne un procédé permettant de capturer un monstre à l'aide d'une corde à sauter, et comprend : un téléphone intelligent comportant une application de capture de monstre qui y est installée ; et une corde à sauter comportant une fonction pouvant calculer le nombre de révolutions de la corde à sauter et transmettre le nombre calculé de révolutions au téléphone intelligent, et comportant un capteur d'impact installé au niveau de sa partie médiane de façon à lire de la musique à l'aide de gammes sélectionnées en fonction du nombre d'impacts. Le procédé de capture d'un monstre à l'aide d'une corde à sauter comprend les étapes consistant : à explorer un environnement ambiant par l'intermédiaire du téléphone intelligent comportant l'application de capture de monstre qui y est installée ; à chercher divers monstres selon divers environnements dans une zone spécifique, et à afficher les monstres trouvés sur un écran ; à déterminer si un monstre doit être capturé ; s'il a été établi que le monstre ne doit pas être capturé, à continuer la recherche ; s'il a été établi que le monstre doit être capturé, à attribuer une mission au moyen de la sélection de la capture du monstre ; à augmenter la probabilité de capture du monstre au moyen de la réalisation de la mission par l'intermédiaire de la corde à sauter liée à l'application de capture du monstre dans le téléphone intelligent selon la mission ; à calculer le résultat d'un succès dans la capture du monstre, dans lequel le résultat transmis de la réalisation de la mission par l'intermédiaire de la corde à sauter a été reflété ; et, si le monstre a été capturé, à afficher une notification de succès, et à stocker le monstre capturé dans une liste de collecte de monstres.
PCT/KR2020/019397 2020-08-12 2020-12-30 Procédé de capture de monstre à l'aide de corde à sauter WO2022034998A1 (fr)

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KR10-2020-0100941 2020-08-12
KR1020200100941A KR20200105451A (ko) 2020-08-12 2020-08-12 줄넘기를 이용한 몬스터 잡기 방법
KR10-2020-0162050 2020-08-12
KR1020200162050A KR102307611B1 (ko) 2020-08-12 2020-11-27 줄넘기를 이용한 몬스터 잡기 방법

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KR20220020742A (ko) 2022-02-21
KR20200105451A (ko) 2020-09-07
KR102506652B1 (ko) 2023-03-06

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