WO2022244199A1 - 情報処理装置およびゲーム画像表示方法 - Google Patents
情報処理装置およびゲーム画像表示方法 Download PDFInfo
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- WO2022244199A1 WO2022244199A1 PCT/JP2021/019204 JP2021019204W WO2022244199A1 WO 2022244199 A1 WO2022244199 A1 WO 2022244199A1 JP 2021019204 W JP2021019204 W JP 2021019204W WO 2022244199 A1 WO2022244199 A1 WO 2022244199A1
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- 230000010365 information processing Effects 0.000 title claims description 39
- 238000000034 method Methods 0.000 title claims description 10
- 238000012545 processing Methods 0.000 claims abstract description 44
- 238000010191 image analysis Methods 0.000 claims description 23
- 238000005259 measurement Methods 0.000 claims description 12
- 230000006870 function Effects 0.000 description 13
- 238000004891 communication Methods 0.000 description 10
- 238000010586 diagram Methods 0.000 description 6
- 238000004590 computer program Methods 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 238000012546 transfer Methods 0.000 description 2
- 241001465754 Metazoa Species 0.000 description 1
- 230000003213 activating effect Effects 0.000 description 1
- 238000006243 chemical reaction Methods 0.000 description 1
- 238000003384 imaging method Methods 0.000 description 1
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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
- A63F13/49—Saving the game status; Pausing or ending the game
- A63F13/497—Partially or entirely replaying previous game actions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/80—2D [Two Dimensional] animation, e.g. using sprites
Definitions
- the present disclosure relates to a technique for superimposing an image of a game character operated in the past on an image of a game being played by a user.
- the game synchronously processes the control information of the game character operated by the user and the control information of the game character operated in the past, so that the user can enjoy the competition with the ghost character.
- the control information of past game characters may be, for example, control information when the game character is played by oneself or a friend, or may be control information when a world ranker plays.
- the present disclosure has been made in view of these problems, and its purpose is to provide a technique for superimposing an image of a game character operated in the past on a game image.
- an information processing apparatus includes a game execution unit that executes a game program based on a user operation to generate a game image including a game character;
- a recording unit for recording moving image data obtained by extracting a game character image, and a display processing unit for superimposing the game character image included in the moving image data on the game image generated by the game execution unit.
- a game image display method includes steps of executing a game program based on a user's operation to generate a game image including a game character; It has a step of recording data and a step of superimposing a game character image included in the moving image data on the game image.
- FIG. 10 is a diagram showing an example of a game image
- FIG. FIG. 4 is a diagram showing an example of a system image superimposed on a game image
- FIG. 10 is a diagram showing another example of a system image superimposed on the game image
- FIG. 10 is a diagram showing an example of a battle screen with a ghost character
- FIG. 10 is a diagram showing a scene in which the countdown to the start of the race has started; It is a figure which shows the scene where the race started.
- FIG. 10 is a diagram showing a scene in which the user's game character reaches a checkpoint; It is a figure which shows the scene which the user's game character reached the goal.
- FIG. 1 shows an information processing system 1 according to an embodiment of the present disclosure.
- the information processing system 1 includes an information processing device 10 and a server device 12 .
- An access point (AP) 8 has functions of a wireless access point and a router, and an information processing device 10 connects to a network 3 such as the Internet or a LAN (Local Area Network) via the AP 8 and communicates with a server device 12. connect as possible.
- a network 3 such as the Internet or a LAN (Local Area Network) via the AP 8 and communicates with a server device 12. connect as possible.
- LAN Local Area Network
- the information processing device 10 is wirelessly or wiredly connected to the input device 6 operated by the user, and the input device 6 transmits the user's operation information to the information processing device 10 .
- the information processing device 10 reflects user operation information in system software and game processing, and outputs processing results from the output device 4 .
- the information processing device 10 of the embodiment is a terminal device such as a game device or a personal computer that executes a game, and the input device 6 is a device such as a game controller that supplies user operation information to the information processing device 10. good.
- the input device 6 is configured with a plurality of input units such as a plurality of push-type operation buttons, an analog stick capable of inputting analog amounts, and a rotary button.
- a camera 7 as an imaging device is provided near the output device 4 and captures an image of the space around the output device 4 .
- FIG. 1 shows an example in which the camera 7 is attached to the top of the output device 4, it may be arranged to the side of the output device 4. In any case, the game is played in front of the output device 4. It is placed at a position where the user can be imaged.
- Camera 7 may be a stereo camera.
- the auxiliary storage device 2 is a large-capacity storage device such as an HDD (hard disk drive) or SSD (solid state drive). It may be an external storage device that stores data.
- the output device 4 may be a television having a display for outputting images and a speaker for outputting audio, or may be a head-mounted display. The output device 4 may be connected to the information processing device 10 with a wired cable or wirelessly.
- the server device 12 provides network services to users of the information processing system 1 .
- the server device 12 manages network accounts that identify users, and the users use the network accounts to sign in to network services provided by the server device 12 .
- the user can register saved game data and trophies, which are virtual rewards obtained during game play, in the server device 12 .
- the server device 12 has a function of generating moving image data by extracting game character images from past game moving images and providing the data to the information processing device 10 .
- the information processing device 10 superimposes the game character image included in the moving image data on the image of the game the user is playing, so that the user can enjoy a simulated battle with the ghost character. can.
- the server device 12 may provide the information processing device 10 with data associated with the moving image data, such as data indicating the passage time of one or more checkpoints, together with the moving image data.
- FIG. 2 shows the hardware configuration of the information processing device 10.
- the information processing apparatus 10 includes a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, and wired communication. It comprises a module 40 , a subsystem 50 and a main system 60 .
- the main system 60 includes a main CPU (Central Processing Unit), a memory that is a main storage device and a memory controller, a GPU (Graphics Processing Unit), and the like.
- the GPU is mainly used for arithmetic processing of game programs.
- the main CPU has the function of activating the system software and executing the game program installed in the auxiliary storage device 2 under the environment provided by the system software.
- the subsystem 50 includes a sub CPU, a memory that is a main storage device, a memory controller, and the like, and does not include a GPU.
- the main CPU has the function of executing the game program installed in the auxiliary storage device 2, while the sub CPU does not have such a function. However, the sub CPU has a function of accessing the auxiliary storage device 2 and a function of transmitting and receiving data to and from the server device 12 .
- the sub CPU is configured with only such limited processing functions, and therefore can operate with lower power consumption than the main CPU. These sub-CPU functions are executed when the main CPU is in the standby state.
- the main power button 20 is an input unit for inputting an operation from the user, is provided on the front surface of the housing of the information processing apparatus 10, and turns on or off the power supply to the main system 60 of the information processing apparatus 10. operated for The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off.
- the system controller 24 detects pressing of the main power button 20 by the user.
- the clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24 , subsystem 50 and main system 60 .
- the device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that exchanges information between devices like a south bridge. As illustrated, devices such as a system controller 24, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50 and a main system 60 are connected to the device controller 30. be.
- the device controller 30 absorbs differences in electrical characteristics and data transfer speeds of the respective devices, and controls the timing of data transfer.
- the media drive 32 is a drive device that loads and drives ROM media 44 that record application software such as games and license information, and reads programs and data from the ROM media 44 .
- the ROM medium 44 is a read-only recording medium such as an optical disk, a magneto-optical disk, or a Blu-ray disk.
- the USB module 34 is a module that connects to an external device with a USB cable.
- the USB module 34 may be connected to the auxiliary storage device 2 and camera 7 with a USB cable.
- the flash memory 36 is an auxiliary storage device that constitutes internal storage.
- the wireless communication module 38 wirelessly communicates with, for example, the input device 6 using a communication protocol such as the Bluetooth (registered trademark) protocol or the IEEE802.11 protocol.
- the wired communication module 40 performs wired communication with an external device and connects to the network 3 via the AP 8, for example.
- the information processing device 10 includes a processing unit 100 , a communication unit 102 and a reception unit 104 .
- the processing unit 100 includes a game execution unit 110 , a system image generation unit 112 , a data acquisition unit 114 , an image analysis unit 120 , a time measurement unit 122 , a display processing unit 130 and a recording unit 140 .
- the recording unit 140 is configured by the auxiliary storage device 2 or the flash memory 36 and records game software 142 .
- the game software 142 includes at least a game program, image data and audio data that constitute the game.
- the game program performs arithmetic processing to move the game character in the virtual space.
- a game character means a game object to be operated by a user, and includes not only virtual people and animals but also vehicles.
- the game execution unit 110 executes the game program based on the user's operation of the input device 6.
- the game execution unit 110 has a GPU that executes rendering processing and the like, and generates a game image including game characters operated by the user.
- the game execution unit 110 also generates game sounds, but processing of the game sounds will be omitted in the following description.
- FIG. 4 shows an example of a game image displayed on the output device 4.
- FIG. 4 When the user selects the game title "ABC Car Race” on the menu screen in which icon images of a plurality of games are arranged, the game execution unit 110 executes the game software 142 of the game title "ABC Car Race” to perform the game. A game image including the character 80 is generated. The game execution unit 110 supplies the generated game image to the display processing unit 130 , and the display processing unit 130 displays the game image on the output device 4 .
- the game software 142 does not have the function of moving the ghost character in the game based on the control information of the game character operated in the past. Therefore, in the information processing apparatus 10 of the embodiment, the system software superimposes the ghost character on the game image so that the user can play against the ghost character in a simulated manner.
- the reception unit 104 receives it as a system image display operation, and the system image generation unit 112 generates a system image that can be operated by the user.
- the system image generator 112 is realized by system software.
- the system image generation unit 112 supplies the generated system image to the display processing unit 130 , and the display processing unit 130 superimposes the system image on the game image and displays it on the output device 4 .
- FIG. 5 shows an example of a system image superimposed on the game image.
- the system image generator 112 generates a system image 70 a including card-shaped GUI elements, and the display processor 130 superimposes the system image 70 a on the game image and displays it on the output device 4 .
- the system image 70a includes information about the game title "ABC Car Race". In this example, the top three friends with the fastest times are displayed with their fastest times, and the user's own fastest time is ranked second.
- the system image generator 112 acquires these pieces of information from the server device 12 .
- the reception unit 104 receives the selection operation of the item, and the system image generation unit 112 generates a system image for selecting a ghost player. .
- FIG. 6 shows another example of the system image superimposed on the game image.
- the system image generation unit 112 generates a system image 70b for selecting a ghost player, and the display processing unit 130 superimposes the system image 70b on the game image and displays it on the output device 4.
- FIG. The system image 70b includes options for ghost players who are opponents of the user. In the example shown in FIG. 6, "Smith” who is the world record holder, "Tatsuya" who has the fastest time among friends, and the user himself are displayed as ghost player options. In our example, the user selects "Tatsuya".
- the data acquisition unit 114 accesses the server device 12 and determines when “Tatsuya” sets the fastest time “01:15:12” in the ABC car race. moving image data, transit time data associated with the moving image data, and a checkpoint specific image.
- the data acquisition unit 114 records the acquired moving image data 144 , passage time data 146 and checkpoint specific image 148 in the recording unit 140 .
- the server device 12 is provided with past game videos from a plurality of users.
- the server device 12 may function as a distribution server that distributes game videos provided by a plurality of users.
- a user can access the server device 12 and enjoy game videos posted by various users.
- the server device 12 of the embodiment has a function of processing a game moving image provided by a user and generating moving image data for ghost play, in addition to its function as a distribution server. Specifically, the server device 12 generates moving image data by extracting game character images from past game moving images, and registers the generated moving image data in a database. In processing the ABC car race game video, the server device 12 generates video image data by extracting only the car, which is a game character, from the game video (that is, deleting images other than the car). At this time, the server device 12 may process the game character to be translucent.
- the start point of the moving image data may be the timing at which the race starts, and the end point may be the timing at which the game character reaches the goal.
- the server device 12 also analyzes the game video and obtains the passage time (elapsed time from the start to the checkpoint) during which the game character has passed one or more checkpoints.
- checkpoints are defined at specific scenes in the game animation. In the ABC car race, checkpoints may be defined as specific trees placed on the side of the course, scenes in which specific signboards are displayed, and the like. The definition of checkpoints may be done manually by the Curator.
- a specific image for detecting checkpoints (checkpoint specific image) is associated with the game and registered in the database.
- the server device 12 performs image analysis on the game video and obtains the passage time at the defined checkpoints.
- a first checkpoint, a second checkpoint, and a third checkpoint are defined, and the server device 12 analyzes the video of the ABC car race game to detect checkpoint specific images, Obtain the transit time for each checkpoint.
- the server device 12 sequentially analyzes each frame of the game moving image, and the set "tree" is detected in the first frame. Based on the number, the transit time of the checkpoint is obtained.
- the server device 12 associates the moving image data from which the translucent game character image is extracted, and registers in the database passage time data indicating the passage time of each checkpoint.
- the server device 12 receives from the information processing device 10 a request to acquire moving image data and passage time data associated with the moving image data.
- the server device 12 accepts a request for acquisition of moving image data and passage time data when "Tatsuya" sets the fastest time "01:15:12".
- the server device 12 reads out the relevant moving image data, passage time data, and checkpoint specific images of the ABC car race from the database, and transmits them to the information processing device 10 .
- the data acquisition unit 114 obtains the moving image data 144 and the passing time data 146 when “Tatsuya” sets the fastest time “01:15:12” and the checkpoint specific image 148 from the server device 12. is acquired and recorded in the recording unit 140 .
- FIG. 7 shows an example of a battle screen with a ghost character.
- the display processing unit 130 reads the moving image data 144 from the recording unit 140 and superimposes the game character image included in the moving image data 144 on the game image generated by the game executing unit 110 .
- FIG. 7 shows how the ghost character 82 is superimposed on the game image.
- This ghost character 82 is a game character image included in the start frame of the moving image data 144 (that is, the frame at the start of the race), and at this point the reproduction of the moving image data 144 is not started.
- the ghost character 82 is translucent, so that the user can easily recognize that the ghost character 82 is the opponent's game character.
- the display processing unit 130 provides, on the left side of the screen, a passing time display area 90 that indicates the passing time of the ghost player "Tatsuya" through the checkpoint.
- a passing time display area 90 that indicates the passing time of the ghost player "Tatsuya" through the checkpoint.
- the display processing unit 130 reduces the area for displaying the game image. Note that the passing time display area 90 may be displayed superimposed on the game image, in which case the display area of the game image does not need to be reduced.
- the display processing unit 130 reads the passing time data 146 from the recording unit 140 and displays the passing time of the checkpoint in the passing time display area 90 .
- the passage time display area 90 displays the passage times of "Tatsuya" at the first check point, the second check point, and the third check point, and the finish time.
- Figure 8 shows the scene where the countdown to the start of the race has started.
- a countdown display of "3", “2", “1”, and “GO” is performed before the start of the race.
- the image analysis unit 120 performs image analysis on the game image generated by the game execution unit 110 and detects a start image for determining the timing to start reproducing the moving image data 144 .
- the image analysis unit 120 analyzes the frame image generated by the game execution unit 110 and detects "3" in the countdown display. "3" in the countdown display indicates that the race will start in 3 seconds, and serves as a start image for determining the timing to start reproducing the moving image data 144.
- FIG. When the image analysis unit 120 detects "3" in the game image, the image analysis unit 120 notifies the display processing unit 130 that "3" has been detected.
- the display processing unit 130 determines the timing to start reproducing the moving image data 144 from the timing when the image analysis unit 120 detects the start image. When the start image is "3" in the countdown display, the timing to start reproducing the moving image data 144 is three seconds after the image analysis unit 120 detects "3".
- the display processing unit 130 determines the timing to start reproducing the moving image data 144, and starts reproducing the moving image data 144 at the determined timing.
- the server device 12 generates the moving image data 144 whose starting point is the timing at which the race starts.
- Data 144 may be generated.
- the display processing unit 130 sets the timing when the image analysis unit 120 detects the countdown display "3" to the moving image data.
- the timing for starting the reproduction of the image data 144 may be determined, and the reproduction of the moving image data 144 may be started immediately when the image analysis unit 120 notifies that "3" has been detected.
- Fig. 9 shows the scene where the race started.
- the user uses the input device 6 to operate the game character 80 .
- the display processing unit 130 starts reproducing the moving image data 144 and superimposes the translucent ghost character 82 on the game image generated by the game execution unit 110 .
- the user can enjoy a pseudo battle with "Tatsuya”.
- a time display area 92 indicating the elapsed time from the start of the race is displayed in the lower column of the passing time display area 90 .
- FIG. 10 shows a scene in which the user's game character 80 reaches the first checkpoint.
- the image analysis section 120 analyzes the frame image generated by the game execution section 110 and confirms whether or not the checkpoint specifying image 148 is included in the frame image. Since the first checkpoint, the second checkpoint, and the third checkpoint appear in this order on the race course, the image analysis unit 120 uses an image for specifying the first checkpoint (first checkpoint specifying image 148a ) is included in the frame image.
- the first checkpoint specifying image 148a is an image of a "tree" arranged on the right side of the racecourse.
- the image analysis unit 120 analyzes the game image and confirms that the first checkpoint specific image 148a is included, it detects that the game character 80 operated by the user has passed the first checkpoint. .
- the time measurement unit 122 obtains the time when the game character 80 passed the first checkpoint. In the example shown in FIG. 10, the time measuring unit 122 measures that the game character 80 passed the first checkpoint at "00:16:02".
- the time measurement unit 122 refers to the passage time data 146 recorded in the recording unit 140 to determine the time when the game character 80 operated by the user passed the first checkpoint and the passage time associated with the moving image data 144. Calculate the time difference from the passing time of the first checkpoint included in the data 146 .
- the time measurement unit 122 determines the time difference at the first checkpoint as "+00:00:81". calculate.
- a “+” in the time difference expresses that the game character 80 is slower than the ghost character 82
- a “ ⁇ ” in the time difference expresses that the game character 80 is faster than the ghost character 82 .
- the time measurement unit 122 provides the calculated time difference to the display processing unit 130, and the display processing unit 130 superimposes information on the calculated time difference on the game image. By looking at the time difference information 150, the user can confirm whether the ghost character 82 is ahead or behind. Note that the time measurement unit 122 may display the time difference at the first checkpoint in the passage time display area 90 .
- the image analysis unit 120 also performs image analysis on the game image to detect the second checkpoint specific image and the third checkpoint image, and the time measurement unit 122 detects each Calculate the time difference between checkpoints.
- the display processing unit 130 superimposes the time difference information 150 on the game image and displays it each time the game character 80 reaches a checkpoint, thereby allowing the user to be ahead of or behind the ghost character 82. You can check at each checkpoint whether there is
- FIG. 11 shows a scene in which the user's game character 80 reaches the goal.
- the image analysis unit 120 analyzes the frame image generated by the game execution unit 110, and when it detects that the game image includes "FINISH", determines the end of the race, and performs the time measurement unit 122 and display processing. Notify unit 130 .
- the time measurement unit 122 stops counting up the timer, obtains the finish time, and notifies the display processing unit 130 of it.
- the display processing unit 130 ends the reproduction of the moving image data 144 and ends the superimposed display of the ghost character 82 . Further, the display processing unit 130 displays the finish time in the time display area 92 upon receiving the notification of the finish time. Note that the finish time may be provided from the game execution section 110 since the game is aware of it.
- the race start timing is determined by detecting "3" on the countdown display, and the race end timing is determined by detecting "FINISH".
- the countdown display "3" and the image "FINISH” may be included in the checkpoint specific image 148, and the image analysis unit 120 may refer to the checkpoint specific image 148 to perform image analysis. good.
- the game character 80 may not be able to reach the goal due to, for example, going off the course or crashing.
- an image displayed when the goal cannot be reached is registered as the checkpoint specific image 148, and the image analysis unit 120 detects the image, and the display processing unit 130 converts the moving image data 144. You can forcibly terminate playback.
- the present disclosure can be used in a technical field in which an image of a game character operated in the past is superimposed on an image of a game being played by a user.
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Abstract
Description
Claims (7)
- ユーザ操作にもとづいてゲームプログラムを実行して、ゲームキャラクタを含むゲーム画像を生成するゲーム実行部と、
過去のゲーム動画からゲームキャラクタ画像を抽出した動画像データを記録する記録部と、
前記ゲーム実行部が生成する前記ゲーム画像に、前記動画像データに含まれるゲームキャラクタ画像を重畳する表示処理部と、
を備えることを特徴とする情報処理装置。 - 前記ゲーム画像を解析して、前記動画像データの再生を開始するタイミングを決定するための開始画像を検出する画像解析部を、さらに備え、
前記表示処理部は、前記画像解析部が開始画像を検出したタイミングから、前記動画像データの再生を開始するタイミングを決定して、決定したタイミングで前記動画像データの再生を開始する、
ことを特徴とする請求項1に記載の情報処理装置。 - 前記画像解析部は、前記ゲーム画像を解析して、ユーザが操作するゲームキャラクタが所定のチェックポイントを通過したことを検出する、
ことを特徴とする請求項2に記載の情報処理装置。 - ユーザが操作するゲームキャラクタがチェックポイントを通過した時間を取得する時間計測部を、さらに備える、
ことを特徴とする請求項3に記載の情報処理装置。 - 前記記録部は、前記動画像データに関連付けられたチェックポイントの通過時間を記録しており、
前記時間計測部は、ユーザが操作するゲームキャラクタがチェックポイントを通過した時間と、前記動画像データに関連付けられたチェックポイントの通過時間との時間差を計算し、
前記表示処理部は、前記ゲーム画像に、計算された時間差を示す情報を重畳する、
ことを特徴とする請求項4に記載の情報処理装置。 - ユーザ操作にもとづいてゲームプログラムを実行して、ゲームキャラクタを含むゲーム画像を生成するステップと、
過去のゲーム動画からゲームキャラクタ画像を抽出した動画像データを記録するステップと、
前記ゲーム画像に、前記動画像データに含まれるゲームキャラクタ画像を重畳するステップと、
を有するゲーム画像表示方法。 - コンピュータに、
ユーザ操作にもとづいてゲームプログラムを実行して、ゲームキャラクタを含むゲーム画像を生成する機能と、
過去のゲーム動画からゲームキャラクタ画像を抽出した動画像データを記録する機能と、
前記ゲーム画像に、前記動画像データに含まれるゲームキャラクタ画像を重畳する機能と、
を実現させるためのプログラム。
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WO (1) | WO2022244199A1 (ja) |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000153069A (ja) * | 1998-11-20 | 2000-06-06 | Namco Ltd | ゲームシステムおよび情報記憶媒体 |
JP2003320164A (ja) * | 2002-05-07 | 2003-11-11 | Taito Corp | レーシングゲームシステム |
US20140256447A1 (en) * | 2013-03-06 | 2014-09-11 | Electronic Arts, Inc. | Time-Shifted Multiplayer Game |
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2021
- 2021-05-20 WO PCT/JP2021/019204 patent/WO2022244199A1/ja active Application Filing
- 2021-05-20 JP JP2023522129A patent/JPWO2022244199A1/ja active Pending
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000153069A (ja) * | 1998-11-20 | 2000-06-06 | Namco Ltd | ゲームシステムおよび情報記憶媒体 |
JP2003320164A (ja) * | 2002-05-07 | 2003-11-11 | Taito Corp | レーシングゲームシステム |
US20140256447A1 (en) * | 2013-03-06 | 2014-09-11 | Electronic Arts, Inc. | Time-Shifted Multiplayer Game |
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