WO2022265272A1 - Procédé pour récompenser un joueur d'un dispositif de jeu ayant une interface à ensemble molette - Google Patents

Procédé pour récompenser un joueur d'un dispositif de jeu ayant une interface à ensemble molette Download PDF

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Publication number
WO2022265272A1
WO2022265272A1 PCT/KR2022/007789 KR2022007789W WO2022265272A1 WO 2022265272 A1 WO2022265272 A1 WO 2022265272A1 KR 2022007789 W KR2022007789 W KR 2022007789W WO 2022265272 A1 WO2022265272 A1 WO 2022265272A1
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WIPO (PCT)
Prior art keywords
wheel
player
push button
point
line
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PCT/KR2022/007789
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English (en)
Korean (ko)
Inventor
함영진
Original Assignee
주식회사 안다미로
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Publication of WO2022265272A1 publication Critical patent/WO2022265272A1/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
    • A63F13/214Input 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/218Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
    • 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
    • A63F13/22Setup operations, e.g. calibration, key configuration or button assignment
    • 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
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Definitions

  • the present invention relates to a game device, and more particularly, to a technology for rewarding a player in a rhythm game device having a user input device in the form of a wheel.
  • a rhythm game device is a game device having a screen and a user input device.
  • the screen may be provided by various technologies such as a CRT monitor, LCD monitor, LED monitor, or OLED monitor.
  • Objects generated according to a predetermined rhythm may be displayed on the screen.
  • the object is an icon that is displayed on the screen or not displayed but moves along a virtually provided path, and may have various shapes.
  • the player of the rhythm game device may synchronize the objects at the point of time when they reach a predetermined area and input the input through the user input device, and if the synchronization is successful, a corresponding reward may be obtained.
  • the reward may be, for example, an increase in the score assigned to the player.
  • the predetermined rhythm may be generated based on, for example, a music note that is prominent in a piece of music used by the rhythm game device.
  • a piece of music used by the rhythm game device may be output through a speaker of the rhythm game device, and one of the objects may reach a specific area of the screen when a specific music note of the piece of music is output through the speaker. there is.
  • the object reaches the specific area, if the player presses a predetermined user input button, the player may enjoy the pleasure of directly playing the piece of music.
  • the present invention intends to provide a rhythm game device including a wheel assembly interface.
  • a rhythm game device including a wheel assembly interface.
  • it is intended to provide means for rotating the wheel assembly interface so that the player can enjoy the game from the act of inputting itself, and means for providing user input to the processing unit of the rhythm game device through manipulation of the wheel assembly interface.
  • the present invention is intended to provide a game reward method for providing a reward to a player using the rhythm game device.
  • a wheel assembly 301 including a wheel 611 installed to be rotatable by a player and one or a plurality of push buttons 421 installed on the wheel, and a visible area It is possible to provide a game reward method in which a game device including a display device 3 having (31) provides a reward to a player.
  • the game compensation method may include displaying a first object on a start line 402 of the visible area and moving the first object 501 toward a goal line 403 displayed in the visible area; and at a first time point t1 when the first object reaches the first point 601 of the goal line, one of the one or a plurality of push buttons is pressed by the player, or the and providing a reward to the player when the wheel starts to rotate by the player.
  • the start line 402 may be a circular line having a radius R1 concentric with the central point of the visible area
  • the goal line may be a circular line having a radius R2 concentric with the central point (R2 > R1).
  • the game compensation method prior to the moving step, the step of determining a first angle ( ⁇ 1) that is the current rotation angle of the first push button 4211 among the one or a plurality of push buttons; can include more.
  • the rotation angle is determined by the first path line 431 connecting the first position 411, which is the current position of the first push button 4211, and the center 401 of the visible area and the center 401 of the visible area.
  • the first object is the first position, which is the position where the first push button was placed at the time when the first angle ⁇ 1 was determined.
  • the push button present within a predetermined distance L1 from the first point 601 among the one or a plurality of push buttons at the first time point. When pressed by the player, it may be adapted to provide a reward to the player.
  • each of the reference line and the first path line may be a virtual line.
  • the game device may include an encoder assembly 60 that rotates by being engaged with or rubbed against the wheel; and a processing device configured to determine the current rotation angle of the first push button 4211 based on the information output by the encoder assembly.
  • the second object 501 is displayed on the start line 402 of the visible area. Expressing (502) and moving it toward the goal line (403); and providing a reward to the player when the wheel is rotated at a predetermined angular velocity by the player from the first time point t1 to the second time point t2.
  • the second point in time is a point in time when the second object reaches the second point 602 of the goal line, and may be later than the first point in time.
  • the predetermined angular velocity is between a first line 441 connecting the center of the visible area and the first point 601 and a second line 442 connecting the center and the second point 602. It may be a value corresponding to a value obtained by dividing the angle ⁇ by the time difference (t2-t1) between the second time point and the first time point.
  • the first object is a part of the linear object 500 including the first object 501, and the curved object further includes the second object 502, and the first object 502 is included in the visible area.
  • the object 501 and the second object 502 may be visually connected to each other.
  • the first object and the second object may be visually separated from each other.
  • the game device may be configured to move a line-type object 500 having an elongated shape from the start line 402 toward the goal line when displayed in the visible area.
  • the first object 501 is a part of the linear object 500, and the first object 501 reaches the first point 601 of the goal line 403 at the first time point t1.
  • the second object 502, which is another part of the linear object 500 may be arranged to reach the second point 602 of the goal line 403 at a second time point t2 later than the first time point.
  • the game compensation method further includes providing a reward to the player when the wheel 611 is rotated at a predetermined angular velocity by the player from the first time point t1 to the second time point t2. can do.
  • the predetermined angular velocity is between a first line 441 connecting the center of the visible area and the first point 601 and a second line 442 connecting the center and the second point 602. It may be a value corresponding to a value obtained by dividing the angle ⁇ by the time difference (t2-t1) between the second time point and the first time point.
  • the linear object 500 when displayed in the visible area, it may be visually connected and displayed with another straight line object 700 having a straight line shape on the visible area.
  • the game device includes a touch input panel (1); and a touch input detection device for detecting a position of a touch input generated on the touch input panel, wherein each of the one or more push buttons is installed on the wheel and when pressed by the player, the touch It has a touch leg (201) in contact with the surface of the input panel, and whether or not one of the one or a plurality of push buttons is pressed by the player, the touch input detection device It may be determined by detecting whether the contact leg included in one push button touches the touch input panel.
  • the game device may further include a processing device configured to execute a program that performs the steps of moving the first object and providing the reward.
  • the wheel may be disposed outside the visible area and installed to be rotated by the player.
  • the wheel is disposed outside the visible area and installed to be rotated by the player, a hole 110 is formed in the wheel, and the player presses the one push button.
  • the contact leg of the one push button may move toward the touch input panel through the hole, touch the touch input panel, and then be spaced apart from the touch input panel again.
  • the game device includes a frame 4 in which the touch input panel and the wheel assembly are installed; and a set of bearings 52 installed in the frame along a circular area corresponding to the shape of the wheel.
  • the wheel may be installed in contact with the set of bearings, and when the player turns the wheel, the wheel may be guided and rotated by the set of bearings.
  • the wheel may be installed to be rotated by the player, and the plurality of push buttons may be installed at different parts of the wheel.
  • the wheel is provided with a set of rotation angle information 240 for distinguishing each part of the wheel from other parts of the wheel, and the set of rotation angle information in the wheel is provided
  • a relative positional relationship between positions and positions of the plurality of push buttons on the wheel may be predetermined.
  • the game device includes a wheel monitoring device 50 configured to detect the rotation angle information, and the processing device determines the current position of each of the push buttons based on the information output by the wheel monitoring device. may have been
  • the wheel is installed to be rotatable by the player
  • the plurality of push buttons are installed on different parts of the wheel
  • the game device is an encoder that rotates by engaging or rubbing against the wheel.
  • Assembly 60 wherein the processing unit determines a rotation angle of each of the push buttons with respect to a reference line 430 passing through the center 401 of the visible region based on information output by the encoder assembly. may be determined.
  • the wheel is provided with a marker 15 representing the reference point of the wheel, and the relative positional relationship between the position where the marker is provided on the wheel and the positions of the plurality of push buttons on the wheel is determined in advance.
  • the gaming device further comprises a marker detection device (70) adapted to detect the presence of the marker while the wheel is rotating, the processing device comprising: the marker detection device detecting the marker.
  • the information output by the encoder assembly may be calibrated.
  • a wheel assembly interface 300 including a wheel interface 420 provided to be rotatable by a player's manipulation and a set of push button interfaces 420 provided on the wheel interface ), and a game device 100 including a display device 3 having a visible area 31 may provide a game reward method for providing a reward to a player.
  • the method may include displaying a first object on a start line 402 of the visible area and moving the first object toward a goal line 403 displayed in the visible area; and at a first time point t1 when the first object reaches the first point 601 of the goal line, one of the set of push button interfaces is selected by the player, or and providing a reward to the player when the wheel interface starts to rotate due to the player's manipulation.
  • the game device 100 includes a touch input panel 1; and a touch input detection device that detects a location of a touch input generated on the touch input panel.
  • the wheel assembly interface may be a first image displayed outside the visible region of the display device 3 .
  • the set of push button interfaces may be a set of push button images 422 displayed in the first image.
  • the wheel interface may be a wheel image 612 displayed in the first image.
  • the touch input panel may cover an area occupied by the first image. Rotation of the wheel interface 610 may be performed by the player touching-and-dragging an area disposed on the wheel image 612 of the touch input panel.
  • selection of the push button interface 420 may be performed by the player touching an area disposed on the set of push button images 422 of the touch input panel. Also, when the wheel interface 610 rotates or stops, the set of push button interfaces may rotate together with the wheel interface.
  • At least one of the goal line and the start line may be a closed curve indicated by a dotted line or a solid line.
  • At this time, at least one of the goal line and the start line may have any one of a circular shape, a polygonal shape, and an elliptical shape.
  • one of the goal line and the start line may be disposed inside a closed curve representing the other one.
  • the first object expressed on the start line 402 is moved along the shortest path between the current location of the first object and the current location of the first push button interface among the set of push button interfaces. There may be.
  • the first object may be configured to move toward a current position of a first push button interface among the set of push button interfaces.
  • the method may further include, prior to the moving step, determining a first angle ⁇ 1 that is a current rotation angle of a first push button interface among the set of push button interfaces. .
  • the rotation angle is determined by the first path line 431 connecting the first position 411, which is the current position of the first push button interface, and the center 401 of the visible area and the center 401 of the visible area. It may be an angle between the reference lines 430 passing through.
  • the first object may move toward the first position, which is a position where the first push button interface was placed when the first angle ⁇ 1 was determined.
  • a push button interface existing within a predetermined distance L1 from the first point 601 among the set of push button interfaces is provided to the player. It may be configured to provide a reward to the player when pressed by the player.
  • the wheel interface may be a wheel 611 that is a mechanical member provided separately from the display device 3 .
  • the game device 100 includes an encoder assembly 60 that rotates by being engaged with or rubbed against the wheel 611; and a processing device configured to determine the current rotation angle of the first push button interface based on the information output by the encoder assembly.
  • the second object in the step of moving the first object, after the first object is expressed on the start line 402 of the visible area, the second object is expressed on the start line 402 of the visible area. and moving toward the goal line 403; and providing a reward to the player when the wheel interface 610 is rotated at a predetermined angular velocity by the player from the first time point t1 to the second time point t2.
  • the second point in time is a point in time when the second object reaches the second point 602 of the goal line, and may be later than the first point in time.
  • the predetermined angular velocity is between a first line 441 connecting the center of the visible area and the first point 601 and a second line 442 connecting the center and the second point 602. It may be a value corresponding to a value obtained by dividing the angle ⁇ by the time difference (t2-t1) between the second time point and the first time point.
  • the first object is a part of the curved object 500 including the first object, and the curved object may further include the second object.
  • the first object 501 and the second object 502 may be visually connected to each other.
  • the first object and the second object may be visually separated from each other.
  • the game device 100 is configured to move a line-type object 500 having an elongated shape from the start line 402 toward the goal line when displayed in the visible area.
  • the first object may be a part of the linear object 500 .
  • the first object may reach the first point 601 of the goal line 403 at the first time point t1.
  • the second object which is another part of the linear object 500, may reach the second point 602 of the goal line 403 at a second time point t2 later than the first time point.
  • the game compensation method may further include providing a reward to the player when the wheel interface is rotated at a predetermined angular velocity by the player from the first time point t1 to the second time point t2.
  • the predetermined angular velocity is between a first line 441 connecting the center of the visible area and the first point 601 and a second line 442 connecting the center and the second point 602. It may be a value corresponding to a value obtained by dividing the angle ⁇ by the time difference (t2-t1) between the second time point and the first time point.
  • different parts constituting the linear object 500 may start to be expressed sequentially over time from the start line 402 and move toward different parts of the goal line 403 at the same speed. There is. Also, different parts constituting the linear object 500 may reach different parts of the goal line 403 at different times.
  • the linear object 500 when displayed in the visible area, it may be visually connected and displayed with another straight line object 700 having a straight line shape on the visible area.
  • the wheel interface 610 may be a wheel 611 that is a mechanical member provided separately from the display device 3 .
  • Each of the set of push button interfaces 420 may be a push button 421 that is a mechanical member installed on the wheel.
  • the game device 100 includes a touch input panel 1; and a touch input detection device that detects a location of a touch input generated on the touch input panel.
  • each of the push buttons may have a touch leg 201 installed on the wheel and contacting the surface of the touch input panel when pressed by the player.
  • whether or not one of the set of push buttons is pressed by the player is determined by whether or not the touch input detecting device touches the touch input panel with the contact leg included in the one push button. can be determined by detecting
  • the processing device (8) displays a first object on the start line (402) of the visible area and moves the first object toward the goal line (403) displayed in the visible area; and at a first time point t1 when the first object reaches the first point 601 of the goal line, one of the set of push button interfaces is selected by the player, or and providing a reward to the player when the wheel interface starts to rotate due to the player's manipulation.
  • a touch input panel (touch input panel) (1); A wheel 611 installed on the touch input panel to be rotatable by a player, and a touch leg 201 installed on the wheel and contacting the surface of the touch input panel when pressed by the player A wheel assembly 301 including a push button 421 having a ); and a touch input detecting device for detecting a position of a touch input generated on the touch input panel.
  • the game device includes a display device (3) having a visible area (31); And a processing device; may further include.
  • the processing device expresses visual objects 310 generated along a predetermined rhythm in the visible area, moves the expressed visual objects along a predetermined path 311 on the visible area, and It may be configured to execute a program to provide a reward for the player when the visual objects reach a predetermined area 33 on the visible area in synchronization with the player when the push button is pressed.
  • the touch input panel may be integrally formed with the display device or disposed on a surface of the display device.
  • the wheel may be disposed outside the visible area and installed to be rotated by the player.
  • the wheel may be disposed outside the visible area and installed to be rotated by the player. Further, when the player provides a user input using the push button, the contact leg of the push button may move toward the touch input panel, touch the touch input panel, and then be separated from the touch input panel again. there is.
  • the touch input panel may be a capacitive input panel
  • the touch input detection device may be a device that detects a change in capacitance on the touch input panel.
  • the game device may further include a frame 4 in which the touch input panel and the wheel assembly 301 are installed.
  • a set of rollers 51 may be installed on the wheel 611 so that the wheel rotates in contact with the frame along a circular area corresponding to the shape of the wheel.
  • the wheel may be rotated by the set of rollers.
  • the game device includes a rotation angle detecting device 6 for detecting a rotation angle of the wheel assembly 301; And a processing device; may further include.
  • the wheel assembly 301 may include a plurality of push buttons 421 installed on the wheel and each having a contact leg contacting the surface of the touch input panel when pressed by the player.
  • the processing device when a first touch input occurs in the button touch region 12 input by the plurality of push buttons of the touch input panel, uses an output signal of the touch input detection device to perform a first touch
  • the position of the input 13 may be detected, and an identifier of a push button generating the first touch input among the plurality of push buttons may be determined using an output signal of the rotation angle detecting device 6. .
  • the wheel is installed to be rotatable by the player, the plurality of push buttons are installed on different parts of the wheel, and each part of the wheel is connected to the other parts of the wheel.
  • a set of rotation angle information 240 is provided so as to be distinguishable, and a gap between positions on the wheel where the set of rotation angle information is provided and positions of the plurality of push buttons on the wheel is provided.
  • the relative positional relationship is predetermined, and the rotation angle detecting device 6 includes a wheel monitoring device 50 configured to detect the rotation angle information, and the processing device controls information output by the wheel monitoring device. It may be configured to determine the current position of each of the push buttons based on.
  • the wheel is installed to be rotated by the player, the plurality of push buttons are installed on different parts of the wheel, and the rotation angle detection device 6 is engaged with the wheel or friction and a rotary encoder device 60 which rotates, and the processing device may be configured to determine the current position of each of the pushbuttons based on information output by the rotary encoder device.
  • the wheel is provided with a marker 15 representing the reference point of the wheel, and the relative positional relationship between the position where the marker is provided on the wheel and the positions of the plurality of push buttons on the wheel is determined in advance. is determined, and the rotation angle detecting device 6 further comprises a marker detecting device 70 adapted to detect the presence of the marker while the wheel rotates, the processing device comprising: the marker detecting device It may be configured to calibrate information output by the rotary encoder device at the time of detecting the marker.
  • the rotation angle detection device 6 may be installed on the frame.
  • a rhythm game device including a wheel assembly interface.
  • a means for rotating the wheel assembly interface so that the player can obtain the pleasure of the game from the act of inputting itself, and a means for providing a user input to the processing unit of the rhythm game device through manipulation of the wheel assembly interface. can do.
  • FIG. 1 is a block diagram showing the configuration of a game device provided according to an embodiment of the present invention.
  • FIG. 2 shows a screen and an input interface of a game device provided according to an embodiment of the present invention.
  • Figure 3 shows the arrangement relationship of some components of the input and output assembly of the game device provided according to an embodiment of the present invention.
  • Figure 4 is a schematic diagram showing the main configuration of the input and output assembly of the game device provided according to an embodiment of the present invention.
  • FIG. 5 illustrates an example of a screen configuration of a display device provided according to an embodiment of the present invention.
  • 6A is a front view of a wheel assembly provided in accordance with one embodiment of the present invention.
  • FIG. 6B is a detailed view of a portion of the wheel assembly shown in FIG. 6A.
  • FIG. 6C shows a state in which the push button, cover, and gap cover of FIG. 6B are removed.
  • Figure 6d shows the push button and cover removed in Figure 6b separately.
  • Figure 6e shows a state viewed from the bottom to the top of the picture presented in Figure 6d.
  • 6F shows a contact leg coupled to a push button provided in accordance with an embodiment of the present invention.
  • FIG. 7 is for explaining a plurality of areas defined in a touch input panel provided according to an embodiment of the present invention.
  • FIG. 8 illustrates an example of a set of rotation angle information provided to a wheel assembly provided according to an embodiment of the present invention.
  • Figure 9 shows the configuration of the encoder assembly shown in Figure 2.
  • FIG. 10 is a diagram for explaining a game reward method in which a game device provided according to an embodiment of the present invention provides a reward to a player.
  • FIG. 11 is a flowchart illustrating a game reward method in which a game device provides a reward to a player according to an embodiment of the present invention.
  • FIG. 12 is a diagram for explaining a game compensation method in the case of displaying an object having a shape different from that of the object shown in FIG. 10 according to another embodiment of the present invention.
  • FIG. 13 shows an embodiment of the curved object shown in FIG. 12 in more detail.
  • FIG. 14 is a diagram for explaining a state of a wheel that can be observed every time each part of a curved object displayed on a screen reaches a goal line according to an embodiment of the present invention.
  • 15 is a diagram for explaining a game compensation method using another type of object according to another embodiment of the present invention.
  • 16 is a diagram for explaining a game compensation method using an object according to another embodiment of the present invention.
  • FIG. 17 shows a shape in which the curved object shown in FIG. 12 is transformed into a straight line.
  • FIG. 19 is a block diagram showing the configuration of a game device provided according to another embodiment of the present invention.
  • FIG. 20 shows a part of the screen displayed on the display device of the game device shown in FIG. 19 .
  • 21A illustrates the arrangement of a goal line and a start line provided according to an embodiment of the present invention.
  • 21B shows the arrangement of a goal line and a start line provided according to another embodiment of the present invention.
  • 21c is for explaining a mirror push button image defined when the goal line is inside the start line as shown in FIG. 21b.
  • 22 illustrates the shapes of various types of goal lines or start lines provided according to various embodiments of the present invention.
  • 23A to 23C are for explaining a type of object having a curved movement path according to an embodiment of the present invention.
  • FIG. 1 is a block diagram showing the configuration of a game device provided according to an embodiment of the present invention.
  • the game device 100 includes a touch input panel 1, a wheel assembly 301, a display device 3, a frame 4, a rotation angle detection device 6, a touch input detection device 7, and a processing device ( 8) may be included.
  • the touch input panel 1 can be divided into a skin touch area 14, a machine touch area 11, and a button touch area 12.
  • the display device 3 may be divided into a visible area 31, a boundary line 32, a goal line 403, a center point 401, and other areas 35.
  • the rotation angle detecting device 6 may include one or more of a wheel monitoring device 50, an encoder assembly 60, and a marker detecting device 70.
  • the wheel assembly 301 includes a wheel 611, a push button 421, a roller 51, a bearing 52, a guide rim 101, a cover 208, and a gap cover 209 can do.
  • the push button 421 may include a contact leg 201 , a second elastic member 202 , a button head 204 , and a button plate 207 .
  • FIG. 2 shows a screen and an input interface of a game device provided according to an embodiment of the present invention.
  • the game device 100 may include an input/output assembly in which a display device 3, a touch input panel 1, a frame 4, and a wheel assembly 301 are sequentially stacked. Wheel assembly 301 is illustrated in FIG. 6A.
  • the touch input panel 1 is transparent, even if the touch input panel 1 is disposed on the display device 3, the touch input panel 1 may not be recognized by eyes.
  • the display device 3 , the touch input panel 1 , and the frame 4 may be respectively installed in different parts constituting the game device 100 .
  • the wheel assembly 301 may be installed on the frame 4 .
  • the game device 100 may include a rotation angle detecting device 6 , and the rotation angle detecting device 60 may be installed in the frame 4 .
  • the wheel assembly 301 may be configured to rotate freely on the frame 4 .
  • the rotation angle detection device 60 may include a sheave 61 and a rotation angle calculation unit 62 .
  • a specific configuration of the rotation angle detection device 60 is illustrated in FIG. 9 to be described later.
  • the sheave 61 may contact an outer edge of the wheel assembly 301 and rotate in a direction opposite to the rotational direction of the wheel assembly 301 .
  • the rotation angle calculator 62 calculates the rotation angle of the wheel assembly 301 based on the rotation angle of the sheave 61 and the ratio of the diameter of the sheave 61 to the diameter of the wheel assembly 301 can do.
  • Figure 3 shows the arrangement relationship of some components of the input and output assembly of the game device provided according to an embodiment of the present invention.
  • the wheel assembly 301 may include a wheel 611 . A detailed configuration of the wheel assembly 301 will be described later with reference to FIG. 6A.
  • the display device 3, the touch input panel 1, the frame 4, and the wheel 611 may be sequentially stacked.
  • the display device 3 , the touch input panel 1 , the frame 4 , and the wheel 611 may be coupled to a housing constituting the game device 100 .
  • the wheel assembly 301 may be further coupled to the wheel 611 .
  • the wheel 611 may freely rotate clockwise or counterclockwise on the frame 4 .
  • Figure 4 is a schematic diagram showing the main configuration of the input and output assembly of the game device provided according to an embodiment of the present invention.
  • the game device 100 may include the touch input panel 1 , the wheel assembly 301 , and the touch input detection device 7 .
  • the touch input detection device 7 may be an electronic circuit not shown.
  • the wheel assembly 301 may include a wheel 611 and a push button 421 .
  • the wheel 611 may be installed to be rotatable by a player on the touch input panel 1 .
  • the wheel 611 may be installed on the frame 4 .
  • the push button 421 is installed on the wheel 611.
  • the push button 421 may be pressed by the player.
  • the push button 421 may include a touch leg 201 that contacts the surface of the touch input panel 1 when pressed by the player.
  • the contact leg will be described in more detail in FIG. 6F to be described later.
  • the touch input detecting device 7 may be an electric/electronic device that detects a position of a touch input generated on the touch input panel.
  • the game device 100 may further include a display device 3 having a visible area 31 and a processing device 8 .
  • the processing device 8 may be an assembly of a processor and memory installed within the housing of the game device 100 .
  • the touch input panel 1 may be integrally formed with the display device 3 .
  • the touch input panel 1 may be disposed on the surface of the display device 3 .
  • the touch input panel 1 may be provided as a transparent layer including substantially transparent electrodes.
  • the touch input panel 1 may be a capacitive input panel.
  • the touch input panel 1 Since the touch input panel 1 is transparent, the player can see the visible area 31 displayed on the display device 3 with the naked eye.
  • the frame 4 is disposed on the touch input panel 1, and in FIG. 4, only the area occupied by the outer edge of the frame 4 is indicated by a solid line for better understanding.
  • the push button is expressed in a shape similar to a rectangle in FIG. 2 , but there is a difference in that the push button is expressed in a circular shape in FIG. 4 .
  • the push button is expressed in a shape similar to a rectangle in FIG. 2 , but there is a difference in that the push button is expressed in a circular shape in FIG. 4 .
  • a total of 12 push buttons are provided in FIG. 2
  • a total of 8 push buttons are provided in FIG. 4 .
  • the specific shape of the push buttons and their total number can be changed.
  • FIG. 5 illustrates an example of a screen configuration of a display device provided according to an embodiment of the present invention.
  • the display device 3 may be provided by various technologies such as CRT, LCD, and LED monitors.
  • the outside of the display device 3 may have a rectangular shape, for example, as shown in FIGS. 3 and 5 .
  • the display device 3 for example, based on the boundary line 32 shown in FIG. 5, the visible area 31 existing inside the boundary line 32 and other areas existing outside the boundary line 32 (35) can be distinguished.
  • the boundary line 32 may be circular, for example.
  • the boundary line 32 may be a virtual line that may or may not be visible to the player.
  • the visible area 31 may be a portion exposed to the player's eyes.
  • At least a part or all of the other area 35 may be covered by, for example, the frame 4 and not exposed to the player's eyes.
  • the processing device 8 may generate the visual objects 310 displayed on the display device 3 according to a predetermined rhythm.
  • the predetermined rhythm may be output to the player through a speaker installed in the game device 100 .
  • an object may be referred to as a visual object.
  • the generated visual objects 310 may be first displayed on the display device 3 near the center 401 of the visible area 31 , for example.
  • the visual object 310 may be first expressed near a start line 402 concentric with the center 401 .
  • the visual objects 310 may have various shapes.
  • the shape and size of the visual objects 310 may be set to be different from each other according to the intensity of the music note associated with each of the visual objects 310 .
  • the processing device 8 may be configured to move the expressed visual object 310 along a predetermined path 311 on the visible area.
  • the predetermined path 311 may be a straight line or a curve extending in the direction of the boundary line 32 from a point on the display device 3 where each of the visual objects 310 is initially displayed. At this time, the straight line or curve may or may not be displayed so as to be actually visible to the player's eyes in the visible area 31 .
  • the shape of the predetermined path 311 may be completely determined by the processing device 8 .
  • the predetermined path 311 is changed in real time in response to the rotational angle of the wheel 611, so that the game device 100 is configured in advance. It may have an unpredictable current curve shape.
  • the processing device 8 synchronizes the point at which the visual object 310 reaches a predetermined goal line 403 on the visible area 31 so that the player can press the push button 421 ) may be configured to provide a reward for the player when pressed.
  • the above functions performed by the processing device 8 can be performed by executing a program stored in the memory of the game device 100 .
  • FIG. 6 6a, 6b, 6c, 6d, 6e, and 6f presented below may be collectively referred to as FIG. 6 .
  • 6A is a front view of a wheel assembly provided in accordance with one embodiment of the present invention.
  • the wheel assembly 301 includes a wheel 611, a guide rim 101, a plurality of push buttons 421, a bearing 52, a guide rim 101, a cover 208, and a gap cover 209. can include
  • the wheel 611 may have a donut shape.
  • the diameter of the wheel 611 may be such that a player can comfortably hold the leftmost part and the rightmost part of the wheel 611 with both hands, respectively, when the player spreads both hands comfortably.
  • the diameter of the wheel 611 may be 40 to 60 cm.
  • the wheel 611 may be disposed outside the visible area 31 . That is, the hollow part of the wheel 611 may be disposed at a position not covering the visible area 31 .
  • Each cover 208 is coupled to the wheel 611 to cover the periphery of each push button 421 .
  • a gap may exist between two adjacent covers 208 .
  • Each gap cover 209 may be disposed in the gap to cover a portion of the wheel 611 .
  • Guide rim 101 may be coupled to the frame (4).
  • the guide rim 101 may have a donut shape having a larger diameter than the wheel 611 .
  • a plurality of bearings 52 may be installed along the guide rim 101 .
  • Bearing 52 may be coupled to frame 4 .
  • each bearing 52 may be coupled to an outer edge of the wheel 611 and may rotate in the opposite direction to the wheel 611 when the wheel 611 rotates.
  • the outer edge of the wheel 611 may be engaged with a portion of the bearing 52 . Due to this engagement, the wheel 611 may not be separated from the frame 4 .
  • FIG. 6B is a detailed view of a portion of the wheel assembly 301 shown in FIG. 6A.
  • buttons 204 When the player presses the push button 421, the player's hand may contact the button head 204.
  • Another cover not shown may be coupled to the button head 204 .
  • FIG. 6C shows a state in which the push button 421, the cover 208, and the gap cover 209 in FIG. 6B are removed.
  • An opening into which the roller 51 can be installed may be provided in the wheel 611 .
  • the rollers 51 may be provided between push buttons 421 adjacent to each other. Parts of the wheel assembly 301 that always come into contact with the touch input panel 1 may be the plurality of rollers 51 . When the player rotates the wheel assembly 301, the plurality of rollers 51 can rotate and move on the touch input panel 1.
  • the roller 51 may be made of a material that does not change an electric field formed on the touch input panel to detect a user input.
  • FIG. 6D shows the push button 421 and the cover 208 removed in FIG. 6B separately.
  • Figure 6e shows a state viewed from the bottom to the top of the picture presented in Figure 6d.
  • the cover 208 is indicated as one component constituting the push button 421 .
  • the cover 208 may be defined as being one component of the button 421, or the cover 208 may be defined as being a separate component from the button 421.
  • the push button 421 may include a button plate 207 , a first elastic member 205 , a cover 208 , a second elastic member 202 , and a button head 204 .
  • the button plate 207 may be coupled to the wheel 611.
  • the first elastic member 205 and the cover 208 may be coupled to the button plate 207, respectively.
  • the button head 204 may be coupled to an upper end of the first elastic member 205 . After the player presses the button head 204, the button head 204 can return to its original state by the restoring force provided by the first elastic member 205.
  • the first elastic member 205 may be, for example, a push switch having restoring force.
  • a plurality of first elastic members 205 may be installed on the button plate 207 . At this time, a stabilizer (not shown) may be coupled between the plurality of first elastic members 205 .
  • the second elastic member 202 may be coupled between the button head 204 and the first elastic member 205 .
  • the second elastic member 202 may provide additional restoring force to the restoring force provided by the first elastic member 205 .
  • the second elastic member 202 may be, for example, a spring.
  • 6F shows a contact leg coupled to a push button provided in accordance with an embodiment of the present invention.
  • FIGS. 6d and 6e are perspective views of the button head 204 shown in FIGS. 6d and 6e from bottom to top.
  • Contact leg 201 may be coupled to the lower surface of button head 204 .
  • the contact leg 201 may extend in a direction perpendicular to the touch input panel 1 .
  • the distal end 203 of the contact leg 201 contacts the touch input panel 1, and when the force by the player is removed, the second elastic member 202 and The distal end 203 of the contact leg 201 may be separated from the touch input panel 1 again by the restoring force of the first elastic member 205 .
  • Two or more contact legs 201 may be coupled to the lower surface of the button head 204 . At this time, when the player presses the button head 204, the plurality of contact legs 201 can simultaneously contact the touch input panel 1 with the help of the stabilizer (not shown).
  • the distal end 203 of the contact leg 201 may be made of a material that changes an electric field generated around the sensing electrode of the touch input panel 1 like a human finger.
  • the contact leg 201 shown in FIG. 6f is not shown in FIGS. 6D and 6E. However, it is clear that the contact leg 201 shown in FIG. 6f can be incorporated into the configuration shown in FIGS. 6d and 6e.
  • FIG. 7 is for explaining a plurality of areas defined in a touch input panel provided according to an embodiment of the present invention.
  • the skin touch area 14 existing inside the boundary line 32 and the boundary line 32 are It can be divided into a machine touch area 11 existing outside.
  • the button touch area 12 shown in FIG. 7 may exist within the machine touch area 11 .
  • the button touch area 12 represents an area of the touch input panel 1 where a first touch input input by the plurality of push buttons 421 can occur.
  • the button touch area 12 may have a substantially circular shape having a predetermined width or a thin circular donut shape.
  • the rollers 51 can always contact the machine touch area 11 .
  • the rollers 51 may be made of a material that does not change an electric field around the sensing electrode formed on the touch input panel 1 . In this way, touch input by the roller 51 does not occur.
  • the game device 100 may further include a rotation angle detecting device 6 for detecting a rotation angle of the wheel assembly 301 . Elements constituting the rotation angle detecting device 6 are illustrated in FIG. 4 .
  • the rotation angle detecting device 6 may include one or more of the wheel monitoring device 50, the encoder assembly 60, and the marker detecting device 70 shown in FIG.
  • the processing device 8 uses the output signal of the touch input detection device 7 to determine the position of the first touch input (ex: 13 ) may be detected, and an identifier of a push button generating the first touch input among the plurality of push buttons 421 may be determined using an output signal of the rotation angle detecting device 6 .
  • the plurality of push buttons 421 may be installed in different parts of the wheel 611 .
  • Different identifiers may be assigned to different push buttons 421 .
  • the task of assigning an identifier to each push button 421 can be done at the time of manufacture of the game device, or can be done dynamically by the processing device 8 when the player starts playing the game.
  • a set of rotation angle information 240 may be provided on the side of the outer edge of the wheel assembly 301 .
  • FIG 8 shows an example of a set of rotation angle information 240 provided to the wheel assembly 301 provided according to an embodiment of the present invention.
  • FIG. 8(a) shows a simplified perspective view of the wheel assembly 301.
  • the thickness and radius of the outer edge of the wheel assembly 301 are presented as W and R, respectively.
  • FIG. 8(b) shows the set of rotations provided to the outer plane of the wheel assembly 301 when it is assumed that the outer side of the wheel 611 shown in FIG. 8(a) is spread on a plane. It shows the shape of each piece of information 240.
  • the set of rotation angle information 240 is provided to distinguish each part of the wheel 611 from other parts of the wheel 611 .
  • the set of rotation angle information 240 may be, for example, printed matter of different shapes arranged apart from each other, but FIG. 8 shows an example presented as one continuous line.
  • the set of rotation angle information 240 may be an inclined line printed on the outer circumferential surface of the wheel 611 . As can be seen in (b) of FIG. 8 , portions of the set of rotation angle information 240 provided at different positions of the outer circumferential surface of the wheel assembly 301 have different heights for each position.
  • a relative positional relationship between positions (heights) of the wheel 611 at which the set of rotation angle information is provided and positions of the plurality of push buttons on the wheel 611 may be predetermined.
  • (a) of FIG. 8 shows the push button 4211, the push button 4212, the push button 4213, the push button 4214, the push button 4215, the push button 4216, and the push button 4217.
  • the heights of parts of the rotation angle information printed at each position where the push button 4218 exists are '0', '1W/8', '2W/8', '3W/8', and '4W/8', respectively. ', '5W/8', '6W/8', or '7W/8'.
  • the wheel monitoring device 50 shown in FIG. 4 is a device configured to detect the rotation angle information 240, and may be, for example, an image capturing device.
  • the wheel monitoring device 50 may measure the height of a part of the set of rotation angle information 240 observed by the wheel monitoring device 50 when the wheel assembly 301 is stopped or running. there is.
  • the result measured by the wheel monitoring device 50 may be transmitted to the processing device 8, and the processing device 8 may determine the rotation angle information 240 of the wheel 611 based on the result. there is.
  • the processing device 8 may be configured to determine the current position of each of the push buttons 421 based on the information output by the wheel monitoring device 50 .
  • FIG. 8 shows an example in which the set of rotation angle information 240 is provided on the side of the outer edge of the wheel assembly 301
  • the set of rotation angle information 240 is the wheel assembly. It may be provided on the bottom surface of 301. At this time, the position of the wheel monitoring device 50 for detecting the set of rotation angle information 240 may be changed accordingly.
  • FIG. 9 shows the configuration of the encoder assembly 60 shown in FIG. 2 .
  • the encoder assembly 60 may be installed on the frame 4 .
  • the rotation angle detection device 60 may include a sheave 61 , a rotation angle calculation unit 62 , and a pressing unit 63 .
  • the sheave 61 may also be referred to as a rotating cylinder, a rotating disk, or a rotating cylinder.
  • the sheave 61 may be engaged with or rubbed against an outer edge of the wheel assembly 301 to rotate in a direction opposite to the rotational direction of the wheel assembly 301 .
  • the rotation angle calculating unit 62 may generate a signal representing its rotation state and transmit the signal to the processing device 8 .
  • the processing unit 8 may be configured to determine the current position of each of the pushbuttons 421 based on information output by the encoder assembly 60 .
  • the processing device 8 determines the rotation angle of the wheel assembly 301 based on the rotation angle of the sheave 61 and the ratio of the diameter of the sheave 61 and the diameter of the wheel assembly 301 can be calculated
  • the pressing part 63 may be, for example, a spring.
  • the pressing part 63 may function to push the rotation angle detecting device 60 toward the wheel assembly 301 so that the sheave 61 may come into close contact with the outer edge of the wheel assembly 301. there is.
  • One end and the other end of the pressing part 63 may be coupled to the body of the rotation angle detecting device 60 and the frame 4, respectively.
  • a marker 15 indicating a reference point of the wheel 611 may be provided. It can be understood that the relative positional relationship between the position where the marker 15 is provided on the wheel 611 and the positions of the plurality of push buttons 421 on the wheel 611 is predetermined. .
  • the marker detection device 70 may be a device configured to detect the existence of the marker 15 while the wheel 611 rotates.
  • the marker detection device 70 may be an infrared detector capable of detecting irregularities.
  • the marker detection device 70 may be an imaging device.
  • the processing device may be configured to calibrate information output by the encoder assembly 60 at a point in time when the marker detection device 70 detects the marker 15 .
  • FIG. 10 is a diagram for explaining a game reward method in which a game device provided according to an embodiment of the present invention provides a reward to a player.
  • the game device may be the game device described with reference to FIGS. 1 to 9 .
  • FIG. 11 is a flowchart illustrating a game reward method in which a game device provides a reward to a player according to an embodiment of the present invention.
  • the game reward is expressed by increasing the score associated with the player when the player achieves a specific condition through the game, increases play time, or issues coupons for exchanging goods or services in various ways. can be provided.
  • the game device 100 may include a wheel assembly 301 including a wheel 611 and a display device 3 .
  • the wheel 611 may be installed to be rotatable by a player.
  • the wheel assembly 301 may include one or a plurality of push buttons 421 installed on the wheel 611 .
  • the display device 3 may have a visible area 31 .
  • a circular line having a radius R1 concentric with the center point 401 of the visible area 31 may be defined as a start line 402 .
  • the line representing the start line 402 is expressed as thin, but may be expressed as thicker than this.
  • a goal line 403 that is a predetermined area may be defined in the visible area 31 .
  • the goal line 403 may be a circular line having a radius R2 concentric with the center point 401 of the visible area 31 .
  • the radius R2 may be greater than the radius R1.
  • the goal line 403 may be a line that a player can visually check.
  • the radius R2 may be smaller than the radius R1.
  • the game compensation method may include the following steps (S100) and (S200).
  • step S100 the game device 100 displays the first object 501 from the start line 402 of the visible area 31 toward the goal line 403 displayed in the visible area 31.
  • the object 501 can be moved.
  • the shape of the first object 501 may be an icon such as a circle, diamond, square, triangle, circular band, and a curve or straight line having a predetermined area, and its specific shape and size are not limited.
  • step S200 the one or a plurality of push buttons ( 421), when one of the push buttons (eg, the push button 4211) is pressed by the player, or when the wheel 611 starts to rotate by the player, a reward may be provided to the player.
  • the push buttons eg, the push button 4211
  • the game device 100 It is possible to first determine which of the one or more push buttons 421 to move the first object 501 toward to a position of a push button.
  • the first object 501 may move while maintaining the first moving direction until reaching the goal line 403 after being expressed.
  • the specific point in time may be a point in time right before the first object 501 is displayed. While the game device 100 time-sequentially displays a plurality of objects including the first object on the visible area 31 , the game device 100 may output music through a speaker.
  • the music may have a predetermined rhythm, and this rhythm is provided by beats output at specific points in time according to a predetermined cycle and can be recognized by a player.
  • the intensity of the sound pressure output at the specific time point may be greater than before and after the specific time point.
  • a point in time when the first object 501 reaches the goal line may be a point in time when a specific bit occurs.
  • the wheel 611 may or may not be rotated until the first object 501 reaches the goal line 403 .
  • the reward may be paid only when the first push button 4211 is pressed, and when a push button other than the first push button 4211 is pressed Compensation may also be paid. Rules regarding which push button is pressed to receive a reward can be designed in various ways.
  • the player may rotate the wheel 611 for some reason while moving after being expressed before the first object 501 .
  • the position of the first push button in the direction in which the first object 501 is facing is changed, and the first object 501 arrives at the goal line 403.
  • another push button may be disposed near the first object 501 .
  • the game device 100 may determine the first angle ⁇ 1, which is the current rotation angle of the first push button 4211 among the one or plurality of push buttons 421.
  • the rotation angle is determined by the first path line 431 connecting the first position 411, which is the current position of the first push button 4211, and the center 401 of the visible area 31 and the visible area 31. It may be an angle between reference lines 430 passing through the center 401 of .
  • the first push button 4211 occupies a predetermined area. Therefore, when defining the first position 411, which is the current position of the first push button 4211, it can be defined in various ways. In FIG. 10, the point between the outline of the first push button 4211 and the goal line 403 is indicated as the first position 411, but this is for convenience of explanation. Depending on the embodiment, the 'dot' may need to be placed in another part. In one embodiment, the 'dot' may need to be placed at the center of the rectangle representing the first push button 4211.
  • the reference line 430 may be a fixed line that does not change with time.
  • the game device 100 may further include an encoder assembly 60 and a processing device.
  • the encoder assembly 60 may be engaged with or rubbed against the wheel 611 to rotate. And the processing unit may be configured to determine the current rotational angle of the first push button 4211 based on the information output by the encoder assembly 60.
  • the rotation angle is an angle between a first path line 431 connecting the first position 411, which is the current position of the first push button 4211, and the center 401 of the visible area, and an arbitrary reference line.
  • the arbitrary reference line may be a reference line 430 passing through the center 401 of the visible area.
  • FIG. 10 illustrates an example of a state in which the wheel does not rotate after the first object 501 is displayed. At this time, the intervening angle is expressed as a first angle ⁇ 1 in FIG. 10 .
  • the reference line 430 and the first path line 431 are virtual lines, respectively, and may not be displayed in the visible area 31 or may be displayed in the visible area 31 .
  • step (S100) at the time when the first angle ( ⁇ 1) is determined, the game device 100 sets the first object 501 to the first push button 4211. It can be moved toward the first position 411, which is the position where it was placed.
  • step S200 at the first time point (ie, the time point when the first object reaches the first point on the goal line), the first point 601 among the one or plurality of push buttons 421 ), when a push button existing within a predetermined distance L1 is pressed by the player, a reward may be provided to the player.
  • the first time point ie, the time point when the first object reaches the first point on the goal line
  • the first point 601 among the one or plurality of push buttons 421 when a push button existing within a predetermined distance L1 is pressed by the player, a reward may be provided to the player.
  • the wheel 611 can be rotated while the first object 501 is moving, even if the first object 501 arrives at the target point 601 on the goal line 403, the first object 501 corresponds to the first object 501.
  • the push button 421 may be located or other push buttons may be located.
  • the player may be intended to provide compensation for
  • FIG. 12 is a diagram for explaining a game compensation method in the case of displaying an object having a shape different from that of the object shown in FIG. 10 according to another embodiment of the present invention.
  • 12(a), 12(b), 12(c), 12(d), 12(e), and 12(f) show a viewpoint ts and a viewpoint, respectively. It shows the visible area inside the goal line 403 among the visible areas 31 at time points t0, t1, t2, t3, and t4.
  • FIGS. 12(a) to 12(f) are shown in order of time flow.
  • the object shown in FIG. 12 may be a curved object 500 .
  • the curvilinear object 500 as a part thereof, may be divided into a first object 501, a second object 502, and other objects not expressed using reference numerals in FIG.
  • the first object 501, the second object 502, and the other objects may be expressed as sub-objects, respectively.
  • the sub-objects may be visually connected to each other as shown in FIG. 12 .
  • Each of the sub-objects may reach the goal line 403 while continuing to move while maintaining the direction of movement toward the time of being expressed on the start line 402 .
  • Each of the sub-objects is defined to provide a viewpoint for explaining an embodiment of the present invention.
  • One curved object 500 may be described by being divided into, for example, two sub-objects or divided into 1000 sub-objects.
  • the game device 100 shows a state in which the first object 501, which is a part of the curved object 500, is expressed at the start line 402.
  • each of the points 601, 602, 603, and 604 may be different points on the goal line 403, respectively.
  • step S100 may include the following steps S110 and step 120.
  • step S110 after the game device 100 expresses the first object 501 on the start line 402, it expresses the second object 502 on the start line 402 so that the goal line ( 403). For example, it may be in the same state as in (b) of FIG. 12 described above.
  • the first object 501 and the second object 502 are shown as being visually connected to each other in the visible area, but in another modified embodiment, the first object 501 and the second object 502 The second objects 502 may be visually separated or separated from each other.
  • step S120 the game device 100 rewards the player when the wheel 611 is rotated at a predetermined angular velocity by the player from the first time point t1 to the second time point t2.
  • the second time point t2 is a time point when the second object 502 reaches the second point 602 of the goal line 403, and may be later than the first time point t1.
  • the predetermined angular velocity is the first line 441 connecting the center 401 of the visible area 31 and the first point 601
  • the center 401 of the visible area 31 and the second point ( 602) may be a value corresponding to a value obtained by dividing the angle ⁇ between the second lines 442 connected by the time difference (t2-t1) between the second time point t2 and the first time point t1.
  • A may receive a reward from the game device 100 .
  • the player must rotate the wheel 611 clockwise at the predetermined angular velocity to receive a reward from the game device 100 .
  • the first object 501 corresponds to the front end of the curved object 500 .
  • the second object 502 is visually connected to the first object 501 .
  • the first object 501 is an arbitrary sub-object among the plurality of sub-objects
  • the second object 502 is the second object. It can also be defined as any other sub-object that occurred later than 1 object 501. Even if this is defined, the predetermined angular velocity may be defined, and a reward may be provided to the player when the wheel is rotated at the predetermined angular velocity. In this case, the first object 501 and the second object 502 may be visually separated from each other within the curved object 500 .
  • sub-objects constituting the curved object may be visually distinguishable from each other at regular intervals. That is, the curved object 500 may have a shape similar to a dotted line rather than a solid line. Even in this case, the same compensation method as in the case where each sub-object constituting the curved object is visually connected to each other can be provided.
  • FIG. 13 shows an embodiment of the curved object shown in FIG. 12 in more detail, and shows a part of the visible area at the first time point t1 shown in FIG. 12(c).
  • the curved object 500 can be observed divided into sub-objects such as the first object 501 to the eighth object 508 .
  • FIG. 13 is an example to help understanding of the present invention, and by minimizing and defining the length S1 of each sub-object shown in FIG. 13, the number of sub-objects included in the curved object 500 may be increased and explained. there is. Accordingly, the curved object 500 may form a substantially visually continuous curve.
  • Each of the points 601 to 608 of the goal line 403 represents a point reached when each of the sub-objects 501 to 508 reach the goal line 403 . That is, as time passes, the first object 501, the second object 502, the third object 503, the fourth object 504, the fifth object 505, the sixth object 506, the
  • the seventh object 507 and the eighth object 508 are the first point 601, the second point 602, the third point 603, the fourth point 604, and the fifth point of the goal line 403, respectively.
  • the point 605 , the sixth point 606 , the seventh point 607 , and the eighth point 608 may be sequentially reached.
  • the point they arrive at later may be a position moved in a clockwise direction on the goal line 403 from an earlier arrival point (eg, the first point 601).
  • FIG. 14 is a diagram for explaining a state of a wheel that can be observed every time each part of a curved object displayed on a screen reaches a goal line according to an embodiment of the present invention.
  • FIG. 14(a) shows a case where the first part of the curved object 500 reaches the first point 601 of the goal line 403 at the first time point t1
  • FIG. 14(b) represents a case where the second part of the curved object 500 reaches the second point 602 of the goal line 403 at the second time point t2.
  • each part of the curved object 500 moves from the first point 601 to the second point ( 602) can be reached with continuity.
  • the player may rotate the wheel in real time by synchronizing with the angular velocity corresponding to the moving velocity of the point where the curved object 500 and the goal line 403 come into contact with each other. By doing so, the player can receive a reward for the curved object 500 .
  • a star-shaped icon 21 shown in FIG. 14 represents one point of the wheel.
  • 14(a) and 14(b) show an example in which the wheel is rotated in real time by synchronizing with the angular velocity corresponding to the moving velocity of the contact point between the curved object 500 and the goal line 403.
  • a specific push button coupled to a wheel may be regarded as the star icon.
  • star icon 21 is presented to help the understanding of the present invention, and the shape like the star icon 21 may not actually be formed on the wheel.
  • 15 is a diagram for explaining a game compensation method using another type of object according to another embodiment of the present invention.
  • 15(a) and 15(b) show the third object 550 within the visible area at the eleventh time point t11 and the twelfth time point t12, respectively.
  • 15(c) and 15(d) show the third object 550 and the object 502 within the visible area at the 13th time point t13 and the 14th time point t14, respectively. .
  • the third object 550 may be a solid line or a dotted line in the form of a closed curve.
  • the third object 550 may have a shape such as a circular band.
  • the circumference of the third object 550 may also increase as it approaches the goal line 403 .
  • the radius of the third object 550 at the twelfth time point t12 is greater than the radius of the third object 550 at the eleventh time point t11.
  • the radius of the third object 550 at the 13th time point t13 is greater than the radius of the third object 550 at the twelfth time point t12. That is, the third object 550 may move in the form of a wave spreading when a stone is thrown into a lake.
  • an arrow indicating a clockwise or counterclockwise direction may be displayed on the band of the third object 550 .
  • four arrows pointing clockwise are presented at intervals of 90 degrees on the band of the third object 550 .
  • the player starts to rotate the wheel 611 in the same direction as the direction of the arrow, thereby receiving a reward from the game device 100. That is, as shown in (d) of FIG. 14, when the third object 550 overlaps the goal line 403, the third object 550 may disappear from the visible area.
  • the third object 550 may not be displayed as time passes.
  • the radius can be further reduced.
  • 16 is a diagram for explaining a game compensation method using an object according to another embodiment of the present invention.
  • the linear object shown in FIG. 16 may be an object including objects of the same concept as the curved object shown in FIG. 12 . 16 is presented to explain the idea of the present invention to be described in FIG. 12 from a different perspective.
  • 16(a), 16(b), 16(c), 16(d), 16(e), and 16(f) show a point in time t0 and a point in time, respectively. It shows the visible area within the goal line 403 among the visible areas 31 at time points t1, t2, t3, t4, and t5.
  • the game compensation method may include the following steps S310 and S320.
  • step S310 the game device 100 starts a line-type object 500 having a long elongated shape when displayed on the visible area 31. It can be moved from the line 402 toward the goal line 403.
  • a part of the linear object 500 may be referred to as a first object 501 and another part may be referred to as a second object 502 .
  • the different parts 501 and 502 constituting the linear object 500 may start to be expressed sequentially over time from the start line 402 and move toward different parts of the goal line 403. .
  • different parts constituting the linear object 500 may reach different parts of the goal line 403 at different times.
  • the first object 501 may reach the first point 601 of the goal line 403 at the first time point t1.
  • the second object 502 may reach the second point 602 of the goal line 403 at a second time point t2 later than the first time point t1. there is.
  • step S320 the game device 100 provides a reward to the player when the wheel 611 rotates at a predetermined angular velocity from the first time point t1 to the second time point t2. can do.
  • the predetermined angular velocity is determined by the first line 441 connecting the center of the visible area 31 and the first point 601 and the second line 441 connecting the center of the visible area 31 and the second point 602. It may be a value corresponding to a value obtained by dividing the angle ⁇ between the two lines 442 by the time difference (t2-t1) between the second time point t2 and the first time point t1.
  • the linear object 800 has a linear shape.
  • the linear object 800 may move to the goal line 403 according to the lapse of time in the order of FIGS. 16(d) to 16(f).
  • all of the linear object 800 from the beginning to the end may move toward a specific point of the goal line 403 .
  • step S320 the game device 100 moves the wheel 611 from the fifth point in time t5 until the end of the linear object 800 arrives at the designated point of the goal line 403. Additional compensation may be provided to the player if it is not rotated by the player.
  • FIGS. 12 and 16 objects of different shapes are presented, but they are common in that they are linear objects having a curved or straight shape.
  • FIG. 17 shows a shape in which the curved object shown in FIG. 12 is transformed into a straight line.
  • FIG. 12 The description presented in FIG. 12 is valid even if the curved object is transformed into a straight object 900 as shown in FIG. 17 .
  • the extension line of the linear object 900 shown in FIG. 17 does not pass through the center 401 of the visible region. This is different from the linear object 800 shown in FIG. 16(f).
  • a linear object 800 shown in (f) of FIG. 16 may pass through the center 401 of the visible area.
  • a curved object 500 and another type of object 531 may be displayed together in the visible area.
  • the first reward may be obtained by rotating the wheel in synchronization therewith.
  • the first push button 4211 must be pressed at the first time point t1 when the object 531 of the other type reaches the first point 601 of the goal line 403 to move to the object 531 of the other type. may receive compensation.
  • the player may have to move the first push button 4211 to be located at the closest distance from the first point 601 at the first time point t1.
  • the movement direction may refer to an angle of a movement direction with respect to the reference line.
  • the display position and movement direction when the object 531 of the other type is initially displayed may be previously determined in consideration of the display time point, the movement time, and the expected location. Also, the game device 100 may display the other type of object 531 using the predetermined information.
  • FIG. 19 is a block diagram showing the configuration of a game device provided according to another embodiment of the present invention.
  • the game devices 100 and 101 may include a touch input panel 1 , a display device 3 , a touch input detection device 7 , and a processing device 8 .
  • the wheel assembly image 302 may include a wheel image 612 and a push button image 422 .
  • the wheel image 612 and the push button image 422 may provide visual effects corresponding to the wheel 611 and the push button 421 shown in FIG. 1 , respectively.
  • the wheel assembly image 302 is expressed by an electrical signal on the display device 3, the contact leg 201, the elastic member 202, the exposed part 204, and the guide roller 52 shown in FIG. ), guide rim 101, cover 208, gap cover 209, roller 51, and button plate 207 are not required.
  • the rotation angle detecting unit 6 shown in FIG. 1 is not required.
  • the function of the rotation angle detecting device 6 can be performed separately by the processing device 8 .
  • FIG. 20 shows a part of the screen displayed on the display device of the game device shown in FIG. 19 .
  • the touch panel 1 may overlap the display device 3 .
  • the display device 3 and the touch panel 1 may be integrally manufactured.
  • the touch panel 1 may be substantially transparent.
  • the visible area 31 shown in FIG. 4 may be equally provided in FIG. 20 . Furthermore, an additional second visible area 131 may be provided outside the visible area 31 of the display device 3 . The wheel image 612 and the push button image 422 may be disposed in the second visible area 131 .
  • FIG. 21A illustrates the arrangement of a goal line and a start line provided according to an embodiment of the present invention.
  • the start line 402 may be disposed inside the goal line 403 .
  • FIG. 21B shows the arrangement of a goal line and a start line provided according to another embodiment of the present invention.
  • the goal line 403 may be disposed inside the start line 402 .
  • FIG. 21a and 21b may be collectively referred to as FIG. 21 .
  • the linear object 900 and the other type of object 531 are expressed on the start line 402, move along the direction D1 from the start line 402 toward the goal line 403, and then , When reaching the goal line 403, it may disappear from the screen.
  • FIG. 21A objects move from inside to outside
  • FIG. 21B objects move from outside to inside.
  • FIGS. 21A and 21B The description of FIGS. 21A and 21B is based on the game device of FIG. 19 described with reference to FIG. 20 . However, the description of FIGS. 21A and 21B can be applied as it is to the game device of FIG. 1 described with reference to FIG. 2 .
  • FIG. 22 illustrates shapes of various types of goal lines 403 or start lines 402 provided according to various embodiments of the present invention.
  • the goal line 430 and the start line 402 are presented as straight lines in the form of circular closed curves, but even if presented in a modified form therefrom, it should be regarded as belonging to the scope of the present invention .
  • the goal line 430 or the start line 402 is a line expressed as a circle, a polygon, an ellipse, a dotted line, or a broken line, and may be substantially a closed curve.
  • the polygon may be a triangular or quadrangular polygon.
  • the goal line and the start line shown in FIGS. 21A and 21B may dynamically change positions with each other while the player is playing the game.
  • 21c is for explaining a mirror push button image defined when the goal line is inside the start line as shown in FIG. 21b.
  • one mirror push button image 422M may be defined.
  • One mirror push button image 422M exists on a straight line connecting the corresponding push button image 422 and the center 41. Also, one mirror push button image 422M may exist in a portion adjacent to the goal line in the straight line. For example, as shown in FIG. 21C, one mirror push button image 422M may be positioned right inside the goal line among the straight lines.
  • pushbutton images 422 may not be provided and only mirror pushbuttons 422M may be provided.
  • the mirror pushbutton images 422M may be provided as images on the display device 3 .
  • a mirror wheel image 612M may be provided inside the goal line 403 .
  • the mirror wheel image 612M may be an image provided to the display device 3 . In one embodiment, wheel image 612 may not be provided.
  • a specific mirror push button image may provide a function corresponding to a push button image corresponding to the specific mirror push button image. All of the above descriptions of the push button can also be applied to the image of the mirror push button.
  • Selecting a specific mirror pushbutton image may be configured to achieve the same effect as selecting a pushbutton image corresponding to the specific mirror pushbutton image.
  • Dragging and rotating the mirror wheel image may have the same effect as dragging and rotating the wheel image corresponding to the mirror wheel image.
  • 21C shows an example in which a wheel interface, a push button interface, and a mirror push button interface are expressed as images on the display device 3.
  • the wheel interface, the push button interface, and the mirror push button interface may be provided in the form of a physical wheel, a push button, and a mirror push button, respectively.
  • the wheel assembly 301 includes a wheel 611 and push buttons 421 made of a material such as synthetic resin or metal.
  • the wheel assembly image 302 includes a wheel image 612 and push button images 422 represented as images on a screen.
  • the wheel assembly 301 and the wheel assembly image 302 may be collectively referred to as the wheel assembly interface 300 .
  • the wheel 611 and the wheel image 612 may be collectively referred to as a wheel interface 610 .
  • the push button 421 and the push button image 422 may be collectively referred to as the push button interface 420 .
  • FIG. 23 is for explaining a type of object having a curved movement path according to an embodiment of the present invention.
  • the ninth object 509 shown in FIG. 23A starts from the start line 402 and reaches the goal line 403 and then disappears from the screen.
  • the ninth object 509 instantaneously moves in the direction D2 toward the current location of the first push button interface P1.
  • 23B shows a situation in which the wheel interface 420 is rotated by the player at a point in time t2 while the ninth object 509 is moving.
  • the ninth object 509 can instantaneously move in the direction D2 toward the current position of the first push button P1.
  • the path PT is a curve.
  • the ninth object 509 expressed on the start line 402 is the current position of the ninth object 509 and the first one of the set of push button interfaces. It may be designed to move along the shortest path between the current positions of the push button interface P1.
  • the ninth object 509 may be configured to move toward the current position of the first push button interface P1 among the set of push button interfaces.
  • 'pressing' and 'selecting' of a push button interface may refer to an act of pressing a physical button or touching a point on the screen with a finger to provide a user input using the corresponding push button interface.

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Abstract

L'invention concerne un procédé de récompense d'un jeu pour fournir une récompense à un joueur par un dispositif de jeu comprenant : une interface à ensemble molette comprenant une interface à molette conçue pour être rotative par une opération du joueur et un ensemble d'interfaces à bouton-poussoir disposées sur l'interface à molette ; et un dispositif d'affichage ayant une zone visible. Le procédé comprend les étapes consistant à : afficher un premier objet sur une ligne de départ de la zone visible et déplacer le premier objet vers une ligne de but affichée dans la zone visible ; et dans le cas où à un premier moment lorsque le premier objet atteint un premier point de la ligne de but, une interface à bouton-poussoir dudit ensemble d'interfaces à bouton-poussoir est sélectionnée par le joueur ou l'interface à molette commence à être tournée par une opération du joueur, fournir une récompense au joueur.
PCT/KR2022/007789 2021-06-16 2022-05-31 Procédé pour récompenser un joueur d'un dispositif de jeu ayant une interface à ensemble molette WO2022265272A1 (fr)

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KR1020210078051A KR102338951B1 (ko) 2021-06-16 2021-06-16 휠 어셈블리 인터페이스를 갖는 게임장치의 플레이어 보상 방법

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KR102338951B1 (ko) * 2021-06-16 2021-12-14 주식회사 안다미로 휠 어셈블리 인터페이스를 갖는 게임장치의 플레이어 보상 방법

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KR20100122433A (ko) * 2009-05-12 2010-11-22 오의진 방향 선택형 사용자 인터페이스 및 이를 구현하는 사용자 단말기
KR20150137211A (ko) * 2014-05-28 2015-12-09 (주)누리조이 리듬 액션 게임 제공 장치, 방법 및 기록매체
JP2016189814A (ja) * 2015-03-30 2016-11-10 株式会社コナミデジタルエンタテインメント ゲーム装置、ゲーム制御方法及びプログラム
KR20170023889A (ko) * 2014-06-27 2017-03-06 노보마틱 아게 회전가능 게임 휠을 포함하는 게이밍 장치
KR20180031620A (ko) * 2016-09-19 2018-03-28 기아자동차주식회사 터치 입력장치 및 이를 포함하는 차량
KR102338951B1 (ko) * 2021-06-16 2021-12-14 주식회사 안다미로 휠 어셈블리 인터페이스를 갖는 게임장치의 플레이어 보상 방법

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Publication number Priority date Publication date Assignee Title
KR20100122433A (ko) * 2009-05-12 2010-11-22 오의진 방향 선택형 사용자 인터페이스 및 이를 구현하는 사용자 단말기
KR20150137211A (ko) * 2014-05-28 2015-12-09 (주)누리조이 리듬 액션 게임 제공 장치, 방법 및 기록매체
KR20170023889A (ko) * 2014-06-27 2017-03-06 노보마틱 아게 회전가능 게임 휠을 포함하는 게이밍 장치
JP2016189814A (ja) * 2015-03-30 2016-11-10 株式会社コナミデジタルエンタテインメント ゲーム装置、ゲーム制御方法及びプログラム
KR20180031620A (ko) * 2016-09-19 2018-03-28 기아자동차주식회사 터치 입력장치 및 이를 포함하는 차량
KR102338951B1 (ko) * 2021-06-16 2021-12-14 주식회사 안다미로 휠 어셈블리 인터페이스를 갖는 게임장치의 플레이어 보상 방법

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