WO2023182876A1 - Method for providing customized game coaching and system thereof - Google Patents

Method for providing customized game coaching and system thereof Download PDF

Info

Publication number
WO2023182876A1
WO2023182876A1 PCT/KR2023/004049 KR2023004049W WO2023182876A1 WO 2023182876 A1 WO2023182876 A1 WO 2023182876A1 KR 2023004049 W KR2023004049 W KR 2023004049W WO 2023182876 A1 WO2023182876 A1 WO 2023182876A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
coaching
video
user terminal
played
Prior art date
Application number
PCT/KR2023/004049
Other languages
French (fr)
Korean (ko)
Inventor
김민서
이용수
Original Assignee
주식회사 지지큐컴퍼니
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 주식회사 지지큐컴퍼니 filed Critical 주식회사 지지큐컴퍼니
Priority claimed from KR1020230039789A external-priority patent/KR20230139358A/en
Publication of WO2023182876A1 publication Critical patent/WO2023182876A1/en

Links

Images

Classifications

    • 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
    • A63F13/85Providing additional services to players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computing arrangements based on biological models
    • G06N3/02Neural networks
    • G06N3/08Learning methods
    • 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
    • G06Q10/00Administration; Management
    • G06Q10/06Resources, workflows, human or project management; Enterprise or organisation planning; Enterprise or organisation modelling
    • 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
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • 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
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • G06Q50/20Education

Definitions

  • the present invention relates to a method and system for providing customized game coaching, and more specifically, to a method for providing personalized game coaching that can provide personalized game coaching using a scientific data-driven approach by analyzing the player's game video based on artificial intelligence, and It's about the system.
  • methods for coaching games include recorded video lectures, simple API (Application Programming Interface)-based game guides, or 1:1 coaching sessions taught by actual people. Recorded video lectures do not provide evaluation or diagnosis and are not personalized, and API-based game guides do not provide coaching and only provide simple statistical-based numerical information. And 1:1 coaching taught by real people is expensive, is not immediately available when coaching is needed, and often fails to provide accurate coaching due to unscientific methods.
  • API Application Programming Interface
  • the purpose of the present invention is to provide a method and system for providing customized game coaching that can analyze the player's game video based on artificial intelligence and provide personalized game coaching in a scientific data-centered approach.
  • a method of providing customized game coaching by a game coaching providing system including a user terminal and a coaching providing server on which the coaching application of the present invention is installed is (a) a predetermined online game provided from an external game server; being played on the user terminal; (b) extracting first game data at a preset analysis point from the play results of the online game at the user terminal and transmitting it to the coaching providing server; (c) comparing and analyzing second game data extracted at the analysis point with the first game data from results previously played for the same online game as the online game on the coaching providing server; and (d) generating a coaching feedback video in the coaching providing server according to a comparative analysis result of the first game data and the second game data and transmitting it to the user terminal.
  • step (b) the first game data is extracted by performing object detection based on the image displayed on the screen of the user terminal, and a method is extracted by utilizing API (Application Programming Interface) information about the online game. It is characterized in that it is extracted by any one of the methods.
  • API Application Programming Interface
  • the step (c) includes comparing and analyzing the second game data extracted at the analysis point from the results of the online game played by the highest ranked player among the accumulated data for the online game with the first game data. It is characterized by being.
  • step (c) a point where the similarity between the first game data and the second game data is lower than a preset standard is set as a problem point requiring coaching.
  • the step (d) is characterized in that the game video played at the problem point among the game videos played on the user terminal is generated as the coaching feedback video.
  • the step (d) is characterized in that the game video played at the problem point among the game videos played by the top player is generated as the coaching feedback video by the coaching providing server.
  • step (d) the game video played at the problem point among the game videos played on the user terminal and the game video played at the problem point among the game videos played by the top player are displayed on one screen. It is characterized in that the feedback video for coaching is generated in the coaching providing server.
  • the method of providing customized game coaching of the present invention may further include the step of (e) generating a training game video of the problem point in the coaching providing server and transmitting it to the user terminal.
  • the method of providing customized game coaching of the present invention further includes providing additional information for playing the online game before step (a), wherein the additional information includes information related to the online game and the application. It includes user information and information about other users.
  • the method of providing customized game coaching of the present invention analyzes the first game data in the coaching provision server and highlights one of the points that contributed decisively to winning the online game and the point where an action that is statistically difficult to achieve was performed. setting to a point; And generating the game video at the highlight point as a highlight game video at the user terminal.
  • a game coaching providing system that performs a customized game coaching providing method includes a user terminal that extracts first game data at a preset analysis point from the results of playing a predetermined online game provided by an external game server; And a coaching providing server that sets problem points requiring coaching by comparing and analyzing the second game data extracted from the analysis point from the results of previously played online games identical to the online game with the first game data. And, either the user terminal or the coaching providing server generates a feedback image for coaching at the problem point.
  • the user terminal is characterized in that it generates a game video played at the problem point among the played game videos as a feedback video for coaching.
  • the coaching providing server is characterized in that it generates a game video played at the problem point among game videos played by a top player as a feedback video for coaching.
  • points where a user's skills are lacking in an online game played can be extracted and the user can receive coaching at a low cost, and game skills can be improved through training.
  • FIG. 1 is a block diagram showing the schematic configuration of a customized game coaching provision system according to an embodiment of the present invention
  • Figure 2 is a diagram illustrating the process of generating a feedback video for coaching in a customized game coaching provision system according to an embodiment of the present invention
  • 3A to 5B are diagrams showing the UI/UX of an application installed on a user terminal included in a customized coaching provision system according to an embodiment of the present invention.
  • Figure 6 is a flowchart illustrating a method of providing customized game coaching according to an embodiment of the present invention.
  • ' ⁇ part' is not limited to software or hardware, and ' ⁇ part' may be configured to reside in an addressable storage medium or may be configured to reproduce one or more processors. Therefore, as an example, ' ⁇ part' refers to components such as software components, object-oriented software components, class components, and task components, processes, functions, properties, and procedures. , subroutines, segments of program code, drivers, firmware, microcode, circuits, data, databases, data structures, tables, arrays, and variables. The functions provided within the components and 'parts' may be combined into a smaller number of components and 'parts' or may be further separated into additional components and 'parts'. Additionally, components and 'parts' may be implemented to regenerate one or more CPUs within a device or a secure multimedia card.
  • some of the operations or functions described as being performed by a terminal, apparatus, or device may instead be performed on a server connected to the terminal, apparatus, or device.
  • some of the operations or functions described as being performed by the server may also be performed in a terminal, apparatus, or device connected to the server.
  • Some of the operations or functions described as Mapping or Matching with the terminal can be interpreted to mean mapping or matching the terminal's unique number or personal identification information, which is the identifying data of the terminal. .
  • 'first' and 'second' may be used to describe various components, but the components should not be limited by the terms. The above terms are used only for the purpose of distinguishing one component from another.
  • a first component may be referred to as a second component, and similarly, the second component may also be referred to as a first component without departing from the scope of the present invention.
  • 'at least one or more' is defined as a term that includes singular and plural, and even if the term 'at least one or more' does not exist, each component may exist in singular or plural, and may mean singular or plural. This can be said to be self-evident. In addition, whether each component is provided in singular or plural form may be changed depending on the embodiment.
  • a customized game coaching providing method and system (hereinafter referred to as a game coaching providing method and a game coaching providing system) according to a preferred embodiment of the present invention will be described in detail with reference to the accompanying drawings.
  • Figure 1 is a block diagram showing the schematic configuration of a game coaching provision system according to an embodiment of the present invention.
  • the game coaching providing system of the present invention includes a game server 10, a user terminal 100, and a coaching providing server 200 connected through a wired/wireless network.
  • a wired/wireless network refers to a communication network that supports various communication standards or protocols for data transmission and reception, and includes all communication networks that are currently or will be supported by the standards in the future, and one or more All communication protocols are supported.
  • the game server 10 may be an official server or a private server that provides online games, and the game server 10 may provide various information necessary for playing online games.
  • one game server 10 is shown, but there may be a plurality of game servers 10, and the user connects to the wired/wireless network through the user terminal 100 to play the desired online game through the game server 10. You can play by receiving it from .
  • the user terminal 100 is a device that plays online games provided by the game server 10 and is a mobile terminal such as a smart phone, tablet PC, ultrabook, or a personal computer (PC). , including fixed devices such as microprocessors, mainframe computers, and digital processors.
  • a mobile terminal such as a smart phone, tablet PC, ultrabook, or a personal computer (PC).
  • PC personal computer
  • fixed devices such as microprocessors, mainframe computers, and digital processors.
  • a coaching application 300 stored in a computer-readable medium is installed in the user terminal 100 for game coaching provided by the coaching providing server 200.
  • Computer-readable media includes computer-readable storage media and computer-readable communication media, and in one embodiment of the present invention, computer-readable communication media is used, but is not limited thereto.
  • Computer-readable communication media includes those implemented in the form of carrier waves, such as transmission over the Internet, and such media may be distributed in systems connected to wired/wireless networks and store computer-readable codes or instructions in a distributed manner. .
  • the user terminal 100 records online game play video, transmits it to the coaching providing server 200, and analyzes the played online game. That is, the original data of the online game played on the user terminal 200 is collected through the coaching application 300 running on the user terminal 100, and the first game data is extracted from the played online game and then compressed to provide coaching. It is transmitted to the provision server (200).
  • the user terminal 200 extracts first game data by performing object detection based on the image displayed on the screen, or extracts API (Application Programming Interface) information or client API information provided by the game server 10 for the online game. Extract the first game data using .
  • the analysis point from which the first game data is extracted is set in the coaching provision server 200, and the replay files played by top players such as professional coaches or game instructors are classified using the answer key, and an artificial intelligence classification algorithm is used. Through this, detailed indicators are extracted and importance and difficulty are established.
  • the additional information required to play the game is displayed so that the user can play the online game more easily.
  • the additional information provided at this time includes information related to online games, user information using the coaching application 300, and information about other users.
  • the highlight game video, coaching feedback video, and training game video of the online game played on the user terminal 100 are provided through the coaching application 300.
  • Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed.
  • the highlight point is set by analyzing the first game data in the coaching providing server 200, and the user terminal 100 generates and displays the game video at the set highlight point as a highlight game video.
  • the coaching feedback video is a game video created based on the user video played on the user terminal 100. That is, the video of the game played by the user at the problem point requiring coaching set in the coaching providing server 200 is generated and displayed as a feedback video for coaching in the user terminal 100.
  • feedback videos for coaching may be created based on videos played by top players, such as professional coaches or game instructors. That is, the video of the game played by the top player at the problem point is generated as a feedback video for coaching in the coaching providing server 200, and is transmitted to the user terminal 100 and displayed.
  • the coaching providing server 200 may generate a feedback video for coaching by displaying the game video played by the top player and the game video played by the user at the problem point on one screen.
  • the coaching providing server 200 analyzes the first game data transmitted from the user terminal 100 and sets highlight points and problem points.
  • the coaching providing server 200 analyzes the first game data and sets as a highlight point a point that contributed decisively to victory or a point where an action that is statistically difficult to achieve was performed.
  • the coaching providing server 200 sets problem points by comparing and analyzing the second game data extracted from the results of previously played online games for the same online game played on the user terminal 100 with the first game data. do.
  • the second game data is preferably extracted from the results of the highest ranked player playing the online game among the data accumulated to date for the played online game.
  • the coaching providing server 200 selects a point where the similarity between the first game data and the second game data is lower than a preset standard as a problem point requiring coaching.
  • the game video at problem points is transmitted to the user terminal 100 as a feedback video for coaching.
  • a feedback video for coaching may be generated so that among the online game videos played by the user, game videos at problem points are displayed on one screen. Users can check the moments when their play went wrong by watching the coaching feedback video and comparing what they played with what the top players played.
  • the coaching providing server 200 generates a training game video to train problem points requiring coaching and transmits it to the user terminal 100.
  • training game video training missions are presented to minimize repeated user mistakes or misjudgments by analyzing the first game data, and users can supplement their insufficient playing skills by performing training missions while playing the training game. do.
  • the user's strengths or weaknesses according to the training results obtained through the training game video are transmitted to the coaching providing server 200 as user information.
  • the coaching providing server 200 generates additional information for online game play and transmits it to the user terminal 100.
  • Additional information includes information related to online games, user information using the coaching application 300, and information about other users, and the user sets the online game by checking the user's strengths or weaknesses included in the user information. can do.
  • This additional information is provided to the user through the UI/UX of the application 300 installed on the user terminal 100.
  • Figure 2 is a diagram for explaining the process of generating a feedback video for coaching in a customized game coaching provision system according to an embodiment of the present invention.
  • First game data 410 is extracted from the analysis point set by the coaching providing server 200 from the entire game video 400 played on the user terminal 100.
  • the first game data 410 is extracted based on the image displayed on the screen through the coaching application 300, or is extracted using API (Application Programming Interface) information or client API provided by the game server 10 for online games. .
  • API Application Programming Interface
  • the coaching providing server 200 compares and analyzes the second game data 420 and the first game data 410 extracted from the same analysis point from the results of the top player playing the same online game. At this time, a point where the similarity between the first game data 410 and the second game data 420 is lower than a preset standard is set as a problem point requiring coaching.
  • an action image 430 which is an image of a game played by the user at a problem point
  • the correct answer video 440 which is a game video at a problem point among online game videos created in advance by a top player, is generated as a feedback video for coaching in the coaching providing server 200 and transmitted to the user terminal 100.
  • the coaching providing server 200 may generate the correct answer video 440 and the action video 430 provided from the user terminal 100 together as a feedback video for coaching and transmit it to the user terminal 100.
  • FIGS. 3A to 5B are diagrams illustrating the UI/UX (User Interface/User eXperience) of the application installed on the user terminal shown in FIG. 1.
  • UI/UX User Interface/User eXperience
  • FIGS. 3A and 3B are diagrams illustrating UI/UX in which additional information required to play an online game is displayed. Additional information about the online game is collected from the coaching providing server 200, transmitted to the user terminal 100, and provided to the user through the UI/UX of the application, as illustrated in FIGS. 3A and 3B. Additional information includes user information using the coaching application (300), information about professional gamers or game craftsmen collected by crawling from external web or video platforms, and official API information or client provided by the game server (10). This includes information collected using the API, performance of game characters, and information generated through the internal simulator, such as changes by patch.
  • Additional information shown in FIG. 3A includes information 301 related to the online game itself, such as updates or events of the online game, user information 302 using the coaching application 300, such as the user's game record or tendency, and statistics of other users. It includes third-party user information (303), such as analysis results, and information (304) related to the performance of characters playing in online games.
  • third-party user information 303
  • information 305 on recommended items for the selected character setting information 306 according to the combination of the opposing team and the friendly team, etc. are provided as additional information.
  • Figure 4a is a diagram illustrating UI/UX in which a highlight game video is displayed.
  • Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed.
  • the coaching feedback video (308-1) is a video showing how the user played the game at a problem point requiring coaching, and is provided for each scene depending on the time zone.
  • a feedback video (308-1) for coaching at that point is displayed.
  • Scores by time zone (308-3) displays a graph that allows you to check the scores of users and team members by time zone.
  • the coaching feedback video 308-1 is a game video at a problem point where the similarity between the first game data and the second game data is lower than a preset standard.
  • An action video played by the user at a problem point is generated as a feedback video for coaching in the user terminal 100, or a video of the correct answer played at a problem point by a top-level player such as a professional coach or game instructor is generated by the coaching providing server 200. It is created as a feedback video for coaching.
  • the coaching providing server 200 may generate a feedback video for coaching so that the action video at the problem point and the correct answer video are displayed on one screen.
  • the user selects challenge points and challenges for training problem spots that require coaching.
  • the training game video 309-1 shown in the UI/UX of FIG. 5B is provided, and the user can compensate for insufficient playing skills by performing the training mission 309-2 while playing the training game.
  • Figure 6 is a flowchart illustrating a method of providing customized game coaching according to an embodiment of the present invention.
  • the user terminal 100 extracts first game data at a preset analysis point from the online game play results and transmits it to the coaching providing server 200 (S520). That is, the original data of the online game played on the user terminal 200 is collected through the coaching application 300 running on the user terminal 100, and the first game data is extracted from the played online game and then compressed to provide coaching. It is transmitted to the provision server (200).
  • the user terminal 200 extracts first game data by performing object detection based on the image displayed on the screen, or extracts the API (Application Programming Interface) information or client API provided by the game server 10 for the online game. Use this to extract the first game data.
  • the analysis point from which the first game data is extracted is set in the coaching provision server 200, and the replay files played by top players such as professional coaches or game instructors are classified using the answer key, and an artificial intelligence classification algorithm is used. Through this, detailed indicators are extracted and importance and difficulty are established.
  • a problem point is established by comparing and analyzing the second game data extracted from the same analysis point from the results of previously played games for the same online game with the first game data (S530).
  • a point where the similarity between the first game data and the second game data is lower than a preset standard is set as a problem point.
  • the second game data is preferably extracted from the results of the highest ranked player playing the online game among the data accumulated to date regarding the played online game.
  • a feedback video for coaching at a problem point is generated and displayed on the user terminal 100 (S540).
  • an action image 430 at a problem point is generated and displayed as a feedback image for coaching.
  • the coaching providing server 200 generates the correct answer video 440 at the problem point as a feedback video for coaching and transmits it to the user terminal 100.
  • the coaching providing server 200 may generate the correct answer video 440 and the action video 430 provided from the user terminal 100 together as a feedback video for coaching and transmit it to the user terminal 100.
  • the coaching providing server 200 If there is a user's training request (S550-Y), the coaching providing server 200 generates a training game video of a problem point requiring coaching and transmits it to the user terminal 100 (S560).
  • the coaching providing server 200 may analyze the first game data to set a highlight point, and the user terminal 100 may generate and display the game video at the set highlight point as a highlight game video.
  • Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed.

Abstract

Disclosed are a method for providing customized game coaching and a system thereof. To this end, the method comprises: a step in which a prescribed online game provided from an external game server is played in a user terminal; a step in which a user terminal extracts first game data at a preset analysis point from the results of playing the online game and transmits the first game data to a coaching providing server; a step in which the coaching providing server compares the first game data with second game data extracted at the analysis point from the results of playing the same online game in the past, and analyzes the comparison result; and a step in which the coaching providing server generates a coaching feedback video according to the result of comparatively analyzing the first game data and the second data, and transmits the coaching feedback video to the user terminal.

Description

맞춤형 게임 코칭 제공방법 및 그 시스템Method and system for providing customized game coaching
본 발명은 맞춤형 게임 코칭 제공방법 및 그 시스템에 관한 것으로, 보다 상세하게는 인공지능 기반으로 플레이어의 게임 영상을 분석하여 과학적 데이터 중심 접근방식으로 개인화된 게임 코칭을 진행할 수 있는 맞춤형 게임 코칭 제공방법 및 그 시스템에 관한 것이다.The present invention relates to a method and system for providing customized game coaching, and more specifically, to a method for providing personalized game coaching that can provide personalized game coaching using a scientific data-driven approach by analyzing the player's game video based on artificial intelligence, and It's about the system.
세계적으로 게임은 누구나 즐기는 오락물을 벗어나 E스포츠로 인정받아서 2022년 항저우 아시안게임의 정식종목으로 채택되었으며, 국내에서도 게임산업의 매출은 매년 높은 성장세를 유지하고 있다. 이에 따라, 게임을 잘하고 싶어하는 인구도 폭발적으로 증가하고 있으며, 게임을 잘하는 방법을 가르쳐주거나 분석해주는 기술과 서비스도 증가하고 있다.Globally, games have gone beyond entertainment enjoyed by everyone and have been recognized as E-sports, and were adopted as an official event for the 2022 Hangzhou Asian Games. In Korea, sales of the gaming industry are maintaining high growth every year. Accordingly, the number of people who want to be good at games is increasing explosively, and technologies and services that teach or analyze how to play games well are also increasing.
현재까지 게임을 코칭하기 위한 방법으로 녹화된 비디오 강의, 단순 API(Application Programming Interface) 기반의 게임가이드 혹은 실제 사람이 가르치는 1:1 코칭 세션의 유형이 제공되고 있다. 녹화된 비디오 강의는 평가나 진단을 하지 않으며 개인화되지 않았고, API기반 게임가이드는 코칭을 하지 않고 단순한 통계기반의 숫자 정보들만 제공한다. 그리고 실제 사람이 가르치는 1:1 코칭은 비용이 많이 들고 코칭이 필요할 때 즉시 이용할 수 없으며 비과학적인 방법으로 인해 정확한 코칭을 제공하지 못하는 경우가 많다.To date, methods for coaching games include recorded video lectures, simple API (Application Programming Interface)-based game guides, or 1:1 coaching sessions taught by actual people. Recorded video lectures do not provide evaluation or diagnosis and are not personalized, and API-based game guides do not provide coaching and only provide simple statistical-based numerical information. And 1:1 coaching taught by real people is expensive, is not immediately available when coaching is needed, and often fails to provide accurate coaching due to unscientific methods.
따라서, 본 발명의 목적은 인공지능 기반으로 플레이어의 게임 영상을 분석하여 과학적 데이터 중심 접근방식으로 개인화된 게임 코칭을 진행할 수 있는 맞춤형 게임 코칭 제공방법 및 그 시스템을 제공하는데 있다.Therefore, the purpose of the present invention is to provide a method and system for providing customized game coaching that can analyze the player's game video based on artificial intelligence and provide personalized game coaching in a scientific data-centered approach.
상술한 본 발명의 목적을 달성하기 위하여, 본 발명의 코칭 어플리케이션이 설치된 사용자 단말기 및 코칭 제공서버를 포함하는 게임 코칭 제공시스템의 맞춤형 게임 코칭 제공방법은 (a) 외부 게임서버에서 제공되는 소정 온라인 게임이 상기 사용자 단말기에서 플레이되는 단계; (b) 상기 사용자 단말기에서 상기 온라인 게임의 플레이 결과로부터 기 설정된 분석 지점의 제1 게임 데이터를 추출한 후 상기 코칭 제공 서버로 전송하는 단계; (c) 상기 코칭 제공 서버에서 상기 온라인 게임과 동일한 온라인 게임에 대해 이전에 플레이되었던 결과로부터 상기 분석 지점에서 추출된 제2 게임 데이터를 상기 제1 게임 데이터와 비교 분석하는 단계; 및 (d) 상기 코칭 제공 서버에서 상기 제1 게임 데이터 및 상기 제2 게임 데이터의 비교 분석 결과에 따라 코칭용 피드백 영상을 생성하여 상기 사용자 단말기로 전송하는 단계;를 포함하는 것을 특징으로 한다.In order to achieve the purpose of the present invention described above, a method of providing customized game coaching by a game coaching providing system including a user terminal and a coaching providing server on which the coaching application of the present invention is installed is (a) a predetermined online game provided from an external game server; being played on the user terminal; (b) extracting first game data at a preset analysis point from the play results of the online game at the user terminal and transmitting it to the coaching providing server; (c) comparing and analyzing second game data extracted at the analysis point with the first game data from results previously played for the same online game as the online game on the coaching providing server; and (d) generating a coaching feedback video in the coaching providing server according to a comparative analysis result of the first game data and the second game data and transmitting it to the user terminal.
상기 (b) 단계에서 상기 제1 게임 데이터는, 상기 사용자 단말기의 화면에 보이는 이미지 기반의 오브젝트 디텍션을 수행하여 추출되는 방법 및 상기 온라인 게임에 대한 API(Application Programming Interface) 정보를 활용하여 추출되는 방법 중 어느 하나의 방법에 의해 추출되는 것을 특징으로 한다.In step (b), the first game data is extracted by performing object detection based on the image displayed on the screen of the user terminal, and a method is extracted by utilizing API (Application Programming Interface) information about the online game. It is characterized in that it is extracted by any one of the methods.
상기 (c) 단계는, 상기 온라인 게임에 대해 누적된 데이터 중 최상위권 플레이어가 상기 온라인 게임을 플레이한 결과로부터 상기 분석 지점에서 추출된 상기 제2 게임 데이터를 상기 제1 게임 데이터와 비교 분석하는 단계인 것을 특징으로 한다.The step (c) includes comparing and analyzing the second game data extracted at the analysis point from the results of the online game played by the highest ranked player among the accumulated data for the online game with the first game data. It is characterized by being.
상기 (c) 단계는, 상기 제1 게임 데이터 및 상기 제2 게임 데이터 간의 유사도가 기 설정된 기준보다 낮은 지점이 코칭이 필요한 문제 지점으로 설정되는 것을 특징으로 한다.In step (c), a point where the similarity between the first game data and the second game data is lower than a preset standard is set as a problem point requiring coaching.
상기 (d) 단계는, 상기 사용자 단말기에서 플레이된 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상이 상기 코칭용 피드백 영상으로 생성되는 단계인 것을 특징으로 한다.The step (d) is characterized in that the game video played at the problem point among the game videos played on the user terminal is generated as the coaching feedback video.
상기 (d) 단계는, 상기 최상위권 플레이어가 플레이한 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상이 상기 코칭 제공서버에서 상기 코칭용 피드백 영상으로 생성되는 단계인 것을 특징으로 한다.The step (d) is characterized in that the game video played at the problem point among the game videos played by the top player is generated as the coaching feedback video by the coaching providing server.
상기 (d) 단계는, 상기 사용자 단말기에서 플레이된 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상 및 상기 최상위권 플레이어가 플레이한 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상이 한 화면에 표시되도록 상기 코칭용 피드백 영상이 상기 코칭 제공서버에서 생성되는 단계인 것을 특징으로 한다.In the step (d), the game video played at the problem point among the game videos played on the user terminal and the game video played at the problem point among the game videos played by the top player are displayed on one screen. It is characterized in that the feedback video for coaching is generated in the coaching providing server.
또한, 본 발명의 맞춤형 게임 코칭 제공방법은 (e) 상기 코칭 제공서버에서 상기 문제 지점의 훈련용 게임 영상을 생성하여 상기 사용자 단말기로 전송하는 단계;를 더 포함하는 것이 가능하다.In addition, the method of providing customized game coaching of the present invention may further include the step of (e) generating a training game video of the problem point in the coaching providing server and transmitting it to the user terminal.
그리고 본 발명의 맞춤형 게임 코칭 제공방법은 상기 (a) 단계 이전에, 상기 온라인 게임 플레이를 위한 부가정보가 제공되는 단계;를 더 포함하며, 상기 부가정보는, 상기 온라인 게임에 관련된 정보, 상기 어플리케이션을 이용하는 사용자 정보 및 다른 사용자들에 대한 정보가 포함된다.And the method of providing customized game coaching of the present invention further includes providing additional information for playing the online game before step (a), wherein the additional information includes information related to the online game and the application. It includes user information and information about other users.
본 발명의 맞춤형 게임 코칭 제공방법은 상기 코칭 제공서버에서 상기 제1 게임 데이터를 분석하여 상기 온라인 게임의 승리에 결정적 기여를 한 지점 및 통계적으로 달성하기 어려운 액션을 한 지점 중 어느 하나의 지점을 하이라이트 지점으로 설정하는 단계; 및 상기 사용자 단말기에서 상기 하이라이트 지점에서의 게임 영상을 하이라이트 게임 영상으로 생성하는 단계;를 더 포함하는 것을 특징으로 한다.The method of providing customized game coaching of the present invention analyzes the first game data in the coaching provision server and highlights one of the points that contributed decisively to winning the online game and the point where an action that is statistically difficult to achieve was performed. setting to a point; And generating the game video at the highlight point as a highlight game video at the user terminal.
한편, 맞춤형 게임 코칭 제공방법을 수행하는 게임 코칭 제공시스템은 외부 게임서버에서 제공되는 소정 온라인 게임이 플레이된 결과로부터 기 설정된 분석 지점의 제1 게임 데이터를 추출하는 사용자 단말기; 및 상기 온라인 게임과 동일한 온라인 게임에 대해 이전에 플레이되었던 결과로부터 상기 분석 지점에서 추출된 제2 게임 데이터를 상기 제1 게임 데이터와 비교 분석하여 코칭이 필요한 문제 지점을 설정하는 코칭 제공서버;를 포함하며, 상기 사용자 단말기 및 상기 코칭 제공서버 중 어느 하나의 장치에서 상기 문제 지점에서의 코칭용 피드백 영상을 생성한다.Meanwhile, a game coaching providing system that performs a customized game coaching providing method includes a user terminal that extracts first game data at a preset analysis point from the results of playing a predetermined online game provided by an external game server; And a coaching providing server that sets problem points requiring coaching by comparing and analyzing the second game data extracted from the analysis point from the results of previously played online games identical to the online game with the first game data. And, either the user terminal or the coaching providing server generates a feedback image for coaching at the problem point.
상기 사용자 단말기는, 상기 플레이된 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상을 코칭용 피드백 영상으로 생성하는 것을 특징으로 한다.The user terminal is characterized in that it generates a game video played at the problem point among the played game videos as a feedback video for coaching.
상기 코칭 제공서버는, 최상위권 플레이어가 플레이한 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상을 코칭용 피드백 영상으로 생성하는 것을 특징으로 한다.The coaching providing server is characterized in that it generates a game video played at the problem point among game videos played by a top player as a feedback video for coaching.
본 발명의 맞춤형 게임 코칭 제공방법 및 그 시스템을 통해 플레이한 온라인 게임에 있어서 사용자의 실력이 부족한 지점을 추출하여 저렴한 비용으로 코칭받을 수 있으며, 훈련을 통해 게임 실력을 향상시킬수 있게 된다.Through the method and system for providing customized game coaching of the present invention, points where a user's skills are lacking in an online game played can be extracted and the user can receive coaching at a low cost, and game skills can be improved through training.
또한, 플레이하고자 하는 온라인 게임에 관련된 부가 정보를 코칭 어플리에이션을 통해 확인하여 온라인 게임을 플레이할 수 있으므로 게임을 좀 더 능숙하게 플레이할 수 있다.Additionally, you can play online games by checking additional information related to the online game you want to play through the coaching application, so you can play the game more skillfully.
그리고 게임 종료 후 하이라이트 장면을 통해 자신이 플레이한 게임의 주요 지점에 대한 자신의 플레이를 확인할 수 있어 게임을 플레이하는데 있어서 흥미를 더 높일 수 있다.And after the game is over, you can check your play at key points of the game through the highlight scene, which can increase your interest in playing the game.
도 1은 본 발명의 일실시예에 따른 맞춤형 게임 코칭 제공시스템의 개략적인 구성을 나타낸 블록도,1 is a block diagram showing the schematic configuration of a customized game coaching provision system according to an embodiment of the present invention;
도 2는 본 발명의 일실시예에 따른 맞춤형 게임 코칭 제공시스템에서 코칭용 피드백 영상을 생성하는 과정을 설명하기 위한 도면,Figure 2 is a diagram illustrating the process of generating a feedback video for coaching in a customized game coaching provision system according to an embodiment of the present invention;
도 3a 내지 도 5b는 본 발명의 일실시예에 따른 맞춤형 코칭 제공시스템에 포함된 사용자 단말기에 설치된 어플리케이션의 UI/UX를 나타낸 도면, 그리고3A to 5B are diagrams showing the UI/UX of an application installed on a user terminal included in a customized coaching provision system according to an embodiment of the present invention, and
도 6은 본 발명의 일실시예에 따른 맞춤형 게임 코칭 제공방법을 설명하기 위한 흐름도이다.Figure 6 is a flowchart illustrating a method of providing customized game coaching according to an embodiment of the present invention.
상술한 본 발명의 특징 및 효과는 첨부된 도면과 관련한 다음의 상세한 설명을 통하여 보다 분명해 질 것이며, 그에 따라 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자가 본 발명의 기술적 사상을 용이하게 실시할 수 있을 것이다.The features and effects of the present invention described above will become more apparent through the following detailed description in conjunction with the accompanying drawings, and accordingly, those skilled in the art will be able to easily implement the technical idea of the present invention. You will be able to.
본 발명은 다양한 변경을 가할 수 있고 여러 가지 형태를 가질 수 있는 바, 특정 실시예들을 도면에 예시하고 본문에 상세하게 설명하고자 한다. 그러나 이는 본 발명을 특정한 개시 형태에 대해 한정하려는 것이 아니며, 본 발명의 사상 및 기술 범위에 포함되는 모든 변경, 균등물 내지 대체물을 포함하는 것으로 이해되어야 한다.Since the present invention can be subject to various changes and have various forms, specific embodiments will be illustrated in the drawings and described in detail in the text. However, this is not intended to limit the present invention to a specific disclosed form, and should be understood to include all changes, equivalents, and substitutes included in the spirit and technical scope of the present invention.
명세서 전체에서, 어떤 부분이 다른 부분과 '연결'되어 있다고 할 때, 이는 '직접적으로 연결'되어 있는 경우뿐 아니라, 그 중간에 다른 소자를 사이에 두고 '전기적으로 연결'되어 있는 경우도 포함한다. 또한 어떤 부분이 어떤 구성요소를 '포함'한다고 할 때, 이는 특별히 반대되는 기재가 없는 한 다른 구성요소를 제외하는 것이 아니라 다른 구성요소를 더 포함할 수 있는 것을 의미하며, 하나 또는 그 이상의 다른 특징이나 숫자, 단계, 동작, 구성요소, 부분품 또는 이들을 조합한 것들의 존재 또는 부가 가능성을 미리 배제하지 않는 것으로 이해되어야 한다.Throughout the specification, when a part is said to be 'connected' to another part, this includes not only cases where it is 'directly connected', but also cases where it is 'electrically connected' with another element in between. . In addition, when a part is said to 'include' a certain component, this does not mean excluding other components unless specifically stated to the contrary, but may further include other components, and one or more other features. It should be understood that it does not exclude in advance the presence or addition of numbers, steps, operations, components, parts, or combinations thereof.
한편, '~부'는 소프트웨어 또는 하드웨어에 한정되는 의미는 아니며, '~부'는 어드레싱 할 수 있는 저장 매체에 있도록 구성될 수도 있고 하나 또는 그 이상의 프로세서들을 재생시키도록 구성될 수도 있다. 따라서, 일 예로서 '~부'는 소프트웨어 구성요소들, 객체 지향 소프트웨어 구성요소들, 클래스 구성요소들 및 태스크 구성요소들과 같은 구성요소들과, 프로세스들, 함수들, 속성들, 프로시저들, 서브루틴들, 프로그램 코드의 세그먼트들, 드라이버들, 펌웨어, 마이크로코드, 회로, 데이터, 데이터베이스, 데이터 구조들, 테이블들, 어레이들 및 변수들을 포함한다. 구성요소들과 '~부'들 안에서 제공되는 기능은 더 작은 수의 구성요소들 및 '~부'들로 결합되거나 추가적인 구성요소들과 '~부'들로 더 분리될 수 있다. 뿐만 아니라, 구성요소들 및 '~부'들은 디바이스 또는 보안 멀티미디어카드 내의 하나 또는 그 이상의 CPU들을 재생시키도록 구현될 수도 있다.Meanwhile, '~ part' is not limited to software or hardware, and '~ part' may be configured to reside in an addressable storage medium or may be configured to reproduce one or more processors. Therefore, as an example, '~ part' refers to components such as software components, object-oriented software components, class components, and task components, processes, functions, properties, and procedures. , subroutines, segments of program code, drivers, firmware, microcode, circuits, data, databases, data structures, tables, arrays, and variables. The functions provided within the components and 'parts' may be combined into a smaller number of components and 'parts' or may be further separated into additional components and 'parts'. Additionally, components and 'parts' may be implemented to regenerate one or more CPUs within a device or a secure multimedia card.
본 명세서에 있어서 단말, 장치 또는 디바이스가 수행하는 것으로 기술된 동작이나 기능 중 일부는 해당 단말, 장치 또는 디바이스와 연결된 서버에서 대신 수행될 수도 있다. 이와 마찬가지로, 서버가 수행하는 것으로 기술된 동작이나 기능 중 일부도 해당 서버와 연결된 단말, 장치 또는 디바이스에서 수행될 수도 있다. 단말과 매핑(Mapping) 또는 매칭(Matching)으로 기술된 동작이나 기능 중 일부는, 단말의 식별 정보(Identifying Data)인 단말기의 고유번호나 개인의 식별정보를 매핑 또는 매칭한다는 의미로 해석될 수 있다.In this specification, some of the operations or functions described as being performed by a terminal, apparatus, or device may instead be performed on a server connected to the terminal, apparatus, or device. Likewise, some of the operations or functions described as being performed by the server may also be performed in a terminal, apparatus, or device connected to the server. Some of the operations or functions described as Mapping or Matching with the terminal can be interpreted to mean mapping or matching the terminal's unique number or personal identification information, which is the identifying data of the terminal. .
'제1', '제2' 등의 용어는 다양한 구성 요소들을 설명하는데 사용될 수 있지만, 상기 구성 요소들은 상기 용어들에 의해 한정되어서는 안 된다. 상기 용어들은 하나의 구성 요소를 다른 구성 요소로부터 구별하는 목적으로만 사용된다. 예를 들어, 본 발명의 권리 범위를 벗어나지 않으면서 제1 구성 요소는 제2 구성 요소로 명명될 수 있고, 유사하게 제2 구성 요소도 제1 구성 요소로 명명될 수 있다. Terms such as 'first' and 'second' may be used to describe various components, but the components should not be limited by the terms. The above terms are used only for the purpose of distinguishing one component from another. For example, a first component may be referred to as a second component, and similarly, the second component may also be referred to as a first component without departing from the scope of the present invention.
'적어도 하나 이상의' 라는 용어는 단수 및 복수를 포함하는 용어로 정의되고, '적어도 하나 이상의' 라는 용어가 존재하지 않더라도 각 구성요소가 단수 또는 복수로 존재할 수 있고, 단수 또는 복수를 의미할 수 있음은 자명하다 할 것이다. 또한, 각 구성요소가 단수 또는 복수로 구비되는 것은, 실시예에 따라 변경가능하다 할 것이다.The term 'at least one or more' is defined as a term that includes singular and plural, and even if the term 'at least one or more' does not exist, each component may exist in singular or plural, and may mean singular or plural. This can be said to be self-evident. In addition, whether each component is provided in singular or plural form may be changed depending on the embodiment.
이하, 첨부도면을 참조하여 본 발명의 바람직한 실시예에 의한 맞춤형 게임 코칭 제공방법 및 그 시스템(이하, 게임 코칭 제공방법 및 게임 코칭 제공시스템)을 상세하게 설명한다.Hereinafter, a customized game coaching providing method and system (hereinafter referred to as a game coaching providing method and a game coaching providing system) according to a preferred embodiment of the present invention will be described in detail with reference to the accompanying drawings.
도 1은 본 발명의 일실시예에 따른 게임 코칭 제공시스템의 개략적인 구성을 나타낸 블록도이다.Figure 1 is a block diagram showing the schematic configuration of a game coaching provision system according to an embodiment of the present invention.
도 1을 참고하면, 본 발명의 게임 코칭 제공시스템은 유/무선 네트워크를 통해 연결된 게임서버(10), 사용자 단말기(100) 및 코칭 제공서버(200)를 포함한다.Referring to Figure 1, the game coaching providing system of the present invention includes a game server 10, a user terminal 100, and a coaching providing server 200 connected through a wired/wireless network.
유/무선 네트워크(wire/wireless network)는 데이터 송수신을 위해 다양한 통신 규격 내지 프로토콜을 지원하는 통신 네트워크를 통칭하며, 규격에 의해 현재 또는 향후 지원될 통신 네트워크를 모두 포함하며, 그를 위한 하나 또는 그 이상의 통신 프로토콜들을 모두 지원 가능하다.A wired/wireless network refers to a communication network that supports various communication standards or protocols for data transmission and reception, and includes all communication networks that are currently or will be supported by the standards in the future, and one or more All communication protocols are supported.
게임서버(10)는 온라인 게임을 제공하는 공식 서버 또는 사설 서버일 수 있으며, 게임서버(10)는 온라인 게임 플레이에 필요한 각종 정보를 제공할 수 있다. 도 1에서는 하나의 게임서버(10)를 도시하였으나 복수개의 게임서버(10)가 있을 수 있으며 사용자는 사용자 단말기(100)를 통해 유/무선 네트워크에 접속하여 원하는 온라인 게임을 해당 게임서버(10)로부터 제공받아서 플레이할 수 있다.The game server 10 may be an official server or a private server that provides online games, and the game server 10 may provide various information necessary for playing online games. In Figure 1, one game server 10 is shown, but there may be a plurality of game servers 10, and the user connects to the wired/wireless network through the user terminal 100 to play the desired online game through the game server 10. You can play by receiving it from .
사용자 단말기(100)는 게임서버(10)에서 제공하는 온라인 게임을 플레이하는 장치로서 스마트폰(Smart phone), 태블릿 PC(tablet PC), 울트라북(ultrabook) 등과 같은 이동 단말기나 PC(Personal Computer), 마이크로프로세서, 메인프레임 컴퓨터, 디지털 프로세서 등과 같은 고정형 디바이스를 포함한다.The user terminal 100 is a device that plays online games provided by the game server 10 and is a mobile terminal such as a smart phone, tablet PC, ultrabook, or a personal computer (PC). , including fixed devices such as microprocessors, mainframe computers, and digital processors.
사용자 단말기(100)에는 코칭 제공 서버(200)에서 제공하는 게임 코칭을 위해 컴퓨터 판독가능 매체에 저장되는 코칭 어플리케이션(300)이 설치된다. 컴퓨터 판독가능 매체는 컴퓨터 판독가능 저장매체 및 컴퓨터 판독가능 통신매체를 포함하며, 본 발명의 일실시예에서는 컴퓨터 판독가능 통신매체가 이용되지만 이에 한정되지는 않는다. 컴퓨터 판독가능 통신매체는 인터넷을 통한 전송 등과 같은 캐리어 웨이브 형태로 구현되는 것이 포함되며, 이러한 매체는 유/무선네트워크로 연결된 시스템에 분산되어, 분산 방식으로 컴퓨터가 판독가능한 코드들이나 명령들을 저장할 수도 있다.A coaching application 300 stored in a computer-readable medium is installed in the user terminal 100 for game coaching provided by the coaching providing server 200. Computer-readable media includes computer-readable storage media and computer-readable communication media, and in one embodiment of the present invention, computer-readable communication media is used, but is not limited thereto. Computer-readable communication media includes those implemented in the form of carrier waves, such as transmission over the Internet, and such media may be distributed in systems connected to wired/wireless networks and store computer-readable codes or instructions in a distributed manner. .
사용자 단말기(100)는 온라인 게임 플레이 영상을 녹화하여 코칭 제공서버(200)로 전송하고 플레이된 온라인 게임을 분석한다. 즉, 사용자 단말기(100)에서 실행되는 코칭 어플리케이션(300)을 통해 사용자 단말기(200)에서 플레이된 온라인 게임의 원본 데이터가 수집되고, 플레이된 온라인 게임으로부터 제1 게임 데이터가 추출된 후 압축되어 코칭 제공서버(200)로 전송된다.The user terminal 100 records online game play video, transmits it to the coaching providing server 200, and analyzes the played online game. That is, the original data of the online game played on the user terminal 200 is collected through the coaching application 300 running on the user terminal 100, and the first game data is extracted from the played online game and then compressed to provide coaching. It is transmitted to the provision server (200).
이때, 사용자 단말기(200)는 화면에 보이는 이미지 기반의 오브젝트 디텍션을 수행하여 제1 게임 데이터를 추출하거나, 온라인 게임에 대해 게임서버(10)에서 제공하는 API(Application Programming Interface) 정보나 클라이언트 API 정보를 활용하여 제1 게임 데이터를 추출한다. 여기서, 제1 게임 데이터가 추출되는 분석 지점은 코칭 제공서버(200)에서 설정되며, 프로코치나 게임 전문강사와 같은 최상위권 플레이어가 플레이한 리플레이 파일을 정답지로 활용하여 분류되며, 인공지능 분류 알고리즘을 통해 세부 지표들이 추출되고 중요도 및 난이도가 수립된다.At this time, the user terminal 200 extracts first game data by performing object detection based on the image displayed on the screen, or extracts API (Application Programming Interface) information or client API information provided by the game server 10 for the online game. Extract the first game data using . Here, the analysis point from which the first game data is extracted is set in the coaching provision server 200, and the replay files played by top players such as professional coaches or game instructors are classified using the answer key, and an artificial intelligence classification algorithm is used. Through this, detailed indicators are extracted and importance and difficulty are established.
한편, 사용자 단말기(100)에서 실행되는 코칭 어플리케이션(300)을 통해 온라인 게임을 플레이하기 전에 해당 게임을 플레이하는데 필요한 부가정보가 표시되어 사용자가 온라임 게임을 좀더 용이하게 플레이할 수 있도록 한다. 이때 제공되는 부가정보에는 온라인 게임에 관련된 정보를 비롯하여 코칭 어플리케이션(300)을 이용하는 사용자 정보 및 다른 사용자들에 대한 정보가 포함된다.Meanwhile, before playing an online game through the coaching application 300 running on the user terminal 100, additional information required to play the game is displayed so that the user can play the online game more easily. The additional information provided at this time includes information related to online games, user information using the coaching application 300, and information about other users.
그리고 사용자 단말기(100)에서 플레이된 온라인 게임의 하이라이트 게임 영상, 코칭용 피드백 영상 및 훈련용 게임 영상이 코칭 어플리케이션(300)을 통해 제공된다.And the highlight game video, coaching feedback video, and training game video of the online game played on the user terminal 100 are provided through the coaching application 300.
하이라이트 게임 영상은 게임의 승리에 결정적 기여를 한 지점이나 통계적으로 달성하기 어려운 액션을 한 하이라이트 지점 등에서의 게임 영상이다. 하이라이트 지점은 코칭 제공서버(200)에서 제1 게임 데이터를 분석하여 설정되며, 사용자 단말기(100)는 설정된 하이라이트 지점에서의 게임 영상을 하이라이트 게임 영상으로 생성하여 표시한다.Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed. The highlight point is set by analyzing the first game data in the coaching providing server 200, and the user terminal 100 generates and displays the game video at the set highlight point as a highlight game video.
코칭용 피드백 영상은 사용자 단말기(100)에서 플레이된 유저 영상 기반으로 생성된 게임 영상이다. 즉, 코칭 제공서버(200)에서 설정된 코칭이 필요한 문제 지점에서 사용자가 플레이한 게임 영상이 사용자 단말기(100)에서 코칭용 피드백 영상으로 생성되어 표시된다.The coaching feedback video is a game video created based on the user video played on the user terminal 100. That is, the video of the game played by the user at the problem point requiring coaching set in the coaching providing server 200 is generated and displayed as a feedback video for coaching in the user terminal 100.
또는, 코칭용 피드백 영상은 프로코치나 게임 전문강사와 같은 최상위권 플레이어가 플레이한 영상 기반으로 생성될 수도 있다. 즉, 문제 지점에서 최상위권 플레이어가 플레이한 게임 영상이 코칭 제공서버(200)에서 코칭용 피드백 영상으로 생성되어 사용자 단말기(100)로 전송되어 표시된다. 코칭 제공서버(200)에서는 문제 지점에서 최상위권 플레이어가 플레이한 게임 영상과 사용자가 플레이한 게임 영상이 한 화면에 표시되도록 하여 코칭용 피드백 영상을 생성할 수도 있다.Alternatively, feedback videos for coaching may be created based on videos played by top players, such as professional coaches or game instructors. That is, the video of the game played by the top player at the problem point is generated as a feedback video for coaching in the coaching providing server 200, and is transmitted to the user terminal 100 and displayed. The coaching providing server 200 may generate a feedback video for coaching by displaying the game video played by the top player and the game video played by the user at the problem point on one screen.
한편, 코칭 제공서버(200)는 사용자 단말기(100)에서 전송한 제1 게임 데이터를 분석하여 하이라이트 지점 및 문제 지점을 설정한다. 코칭 제공서버(200)는 제1 게임 데이터를 분석하여 승리에 결정적 기여를 한 지점이나 통계적으로 달성하기 어려운 액션을 한 지점을 하이라이트 지점으로 설정한다.Meanwhile, the coaching providing server 200 analyzes the first game data transmitted from the user terminal 100 and sets highlight points and problem points. The coaching providing server 200 analyzes the first game data and sets as a highlight point a point that contributed decisively to victory or a point where an action that is statistically difficult to achieve was performed.
그리고 코칭 제공서버(200)는 사용자 단말기(100)에서 플레이된 온라인 게임과 동일한 온라임 게임에 대해 이전에 플레이되었던 결과로부터 추출된 제2 게임 데이터를 제1 게임 데이터와 비교 분석하여 문제 지점을 설정한다. 여기서, 제2 게임 데이터는 플레이된 온라인 게임에 대해 현재까지 누적된 데이터 중에서 최상위권 플레이어가 해당 온라인 게임을 플레이한 결과로부터 추출되는 것이 바람직하다. 그리고 코칭 제공서버(200)는 제1 게임 데이터 및 제2 게임 데이터 간의 유사도가 기 설정된 기준보다 낮은 지점을 코칭이 필요한 문제 지점으로 선택한다.And the coaching providing server 200 sets problem points by comparing and analyzing the second game data extracted from the results of previously played online games for the same online game played on the user terminal 100 with the first game data. do. Here, the second game data is preferably extracted from the results of the highest ranked player playing the online game among the data accumulated to date for the played online game. And the coaching providing server 200 selects a point where the similarity between the first game data and the second game data is lower than a preset standard as a problem point requiring coaching.
최상위권 플레이어가 사전에 생성한 온라인 게임 영상 중에서 문제 지점에서의 게임 영상이 코칭용 피드백 영상으로 사용자 단말기(100)에 전송된다. 이때, 사용자가 플레이한 온라인 게임 영상 중에서 문제 지점에서의 게임 영상이 함께 한 화면에 표시되도록 코칭용 피드백 영상이 생성될 수도 있다. 사용자는 코칭용 피드백 영상을 보면서 자신이 플레이한 내용과 최상위권 플레이어가 플레이한 내용을 비교하면서 자신의 플레이가 잘못된 순간을 확인할 수 있다.Among the online game videos created in advance by top players, the game video at problem points is transmitted to the user terminal 100 as a feedback video for coaching. At this time, a feedback video for coaching may be generated so that among the online game videos played by the user, game videos at problem points are displayed on one screen. Users can check the moments when their play went wrong by watching the coaching feedback video and comparing what they played with what the top players played.
그리고 코칭 제공 서버(200)는 코칭이 필요한 문제 지점을 훈련하기 위한 훈련용 게임 영상을 생성하여 사용자 단말기(100)로 전송한다. 훈련용 게임 영상에는 제1 게임 데이터를 분석하여 반복되는 사용자의 실수나 오판을 최소화하도록 하는 훈련 미션이 제시되며, 사용자는 훈련용 게임을 플레이하면서 훈련 미션을 수행함으로써 부족한 플레이 실력을 보완할 수 있게 된다. 훈련용 게임 영상을 통해 훈련한 훈련 결과에 따른 사용자의 강점이나 약점은 사용자 정보로 코칭 제공서버(200)로 전송된다.Then, the coaching providing server 200 generates a training game video to train problem points requiring coaching and transmits it to the user terminal 100. In the training game video, training missions are presented to minimize repeated user mistakes or misjudgments by analyzing the first game data, and users can supplement their insufficient playing skills by performing training missions while playing the training game. do. The user's strengths or weaknesses according to the training results obtained through the training game video are transmitted to the coaching providing server 200 as user information.
코칭 제공서버(200)는 온라인 게임 플레이를 위한 부가정보를 생성하여 사용자 단말기(100)로 전송한다. 부가정보에는 온라인 게임에 관련된 정보를 비롯하여 코칭 어프리케이션(300)을 이용하는 사용자 정보 및 다른 사용자들에 대한 정보가 포함되며, 사용자는 사용자 정보에 포함된 사용자의 강점이나 약점을 확인하여 온라인 게임을 셋팅할 수 있다. 이러한 부가정보는 사용자 단말기(100)에 설치된 어플리케이션(300)의 UI/UX를 통해 사용자에게 제공된다.The coaching providing server 200 generates additional information for online game play and transmits it to the user terminal 100. Additional information includes information related to online games, user information using the coaching application 300, and information about other users, and the user sets the online game by checking the user's strengths or weaknesses included in the user information. can do. This additional information is provided to the user through the UI/UX of the application 300 installed on the user terminal 100.
도 2는 본 발명의 일실시예에 따른 맞춤형 게임 코칭 제공시스템에서 코칭용 피드백 영상을 생성하는 과정을 설명하기 위한 도면이다.Figure 2 is a diagram for explaining the process of generating a feedback video for coaching in a customized game coaching provision system according to an embodiment of the present invention.
사용자 단말기(100)에서 플레이된 전체 게임 영상(400) 중에서 코칭 제공서버(200)에서 설정된 분석 지점에서 제1 게임 데이터(410)가 추출된다. 제1 게임 데이터(410)는 코칭 어플리케이션(300)을 통해 화면에 보이는 이미지 기반으로 추출되거나 온라인 게임에 대해 게임서버(10)에서 제공하는 API(Application Programming Interface) 정보나 클라이언트 API를 활용하여 추출된다. First game data 410 is extracted from the analysis point set by the coaching providing server 200 from the entire game video 400 played on the user terminal 100. The first game data 410 is extracted based on the image displayed on the screen through the coaching application 300, or is extracted using API (Application Programming Interface) information or client API provided by the game server 10 for online games. .
코칭 제공서버(200)에서는 최상위권 플레이어가 동일한 온라인 게임을 플레이한 결과로부터 동일한 분석 지점에서 추출된 제2 게임 데이터(420)와 제1 게임 데이터(410)를 비교 분석한다. 이때, 제1 게임 데이터(410)와 제2 게임 데이터(420) 간의 유사도가 기 설정된 기준보다 낮은 지점이 코칭이 필요한 문제 지점으로 설정된다.The coaching providing server 200 compares and analyzes the second game data 420 and the first game data 410 extracted from the same analysis point from the results of the top player playing the same online game. At this time, a point where the similarity between the first game data 410 and the second game data 420 is lower than a preset standard is set as a problem point requiring coaching.
사용자 단말기(100)에서는 문제 지점에서 사용자가 플레이한 게임 영상인 행동 영상(430)이 코칭용 피드백 영상으로 생성되어 표시된다. 또는, 최상위권 플레이어가 사전에 생성한 온라인 게임 영상 중에서 문제 지점에서의 게임 영상인 정답 영상(440)이 코칭 제공서버(200)에서 코칭용 피드백 영상으로 생성되어 사용자 단말기(100)로 전송된다. 여기서, 코칭 제공서버(200)는 정답 영상(440)과 사용자 단말기(100)에서 제공되는 행동 영상(430)을 함께 코칭용 피드백 영상으로 생성하여 사용자 단말기(100)로 전송할 수도 있다.In the user terminal 100, an action image 430, which is an image of a game played by the user at a problem point, is generated and displayed as a feedback image for coaching. Alternatively, the correct answer video 440, which is a game video at a problem point among online game videos created in advance by a top player, is generated as a feedback video for coaching in the coaching providing server 200 and transmitted to the user terminal 100. Here, the coaching providing server 200 may generate the correct answer video 440 and the action video 430 provided from the user terminal 100 together as a feedback video for coaching and transmit it to the user terminal 100.
도 3a 내지 도 5b는 도 1에 나타낸 사용자 단말기에 설치된 어플리케이션의 UI/UX(User Interface/User eXperience)를 예시한 도면이다.FIGS. 3A to 5B are diagrams illustrating the UI/UX (User Interface/User eXperience) of the application installed on the user terminal shown in FIG. 1.
도 3a 및 도 3b는 온라인 게임을 플레이하는데 필요한 부가정보가 표시되는 UI/UX를 예시한 도면이다. 온라인 게임에 대한 부가정보는 코칭 제공서버(200)에서 수집되며, 사용자 단말기(100)로 전송되어 도 3a 및 도 3b에 예시한바와 같이 어플리케이션의 UI/UX를 통해 사용자에게 제공된다. 부가정보에는 코칭 어프리케이션(300)을 이용하는 사용자 정보, 외부 웹이나 영상 플랫폼에서 크롤링(Crawling)하여 수집되는 프로 게이머나 게임 장인들에 관한 정보, 게임서버(10)에서 제공되는 공식API정보나 클라이언트 API를 활용하여 수집되는 정보, 게임 캐릭터들의 성능, 패치별 변화 등 내부 시뮬레이터를 통해 생성되는 정보 등이 포함된다.Figures 3a and 3b are diagrams illustrating UI/UX in which additional information required to play an online game is displayed. Additional information about the online game is collected from the coaching providing server 200, transmitted to the user terminal 100, and provided to the user through the UI/UX of the application, as illustrated in FIGS. 3A and 3B. Additional information includes user information using the coaching application (300), information about professional gamers or game craftsmen collected by crawling from external web or video platforms, and official API information or client provided by the game server (10). This includes information collected using the API, performance of game characters, and information generated through the internal simulator, such as changes by patch.
도 3a에 나타낸 부가정보에는 온라인 게임의 업데이트나 이벤트 등 온라인 게임 자체와 관련된 정보(301), 사용자의 게임 기록이나 성향과 같이 코칭 어플리케이션(300)을 이용하는 사용자 정보(302), 다른 사용자들의 통계나 분석 결과와 같은 타사용자 정보(303) 및 온라인 게임내에서 플레이하는 캐릭터의 성능과 관련된 정보(304) 등이 포함된다. 도 3b에서는 사용자가 특정 캐릭터를 선택하는 경우, 선택된 캐릭터의 추천 아이템 등에 관한 정보(305) 및 상대팀과 아군팀의 조합에 따른 세팅 정보(306) 등이 부가정보로 제공된다.Additional information shown in FIG. 3A includes information 301 related to the online game itself, such as updates or events of the online game, user information 302 using the coaching application 300, such as the user's game record or tendency, and statistics of other users. It includes third-party user information (303), such as analysis results, and information (304) related to the performance of characters playing in online games. In Figure 3b, when the user selects a specific character, information 305 on recommended items for the selected character, setting information 306 according to the combination of the opposing team and the friendly team, etc. are provided as additional information.
도 4a는 하이라이트 게임 영상이 표시되는 UI/UX를 예시한 도면이다. 하이라이트 게임 영상은 게임의 승리에 결정적 기여를 한 지점이나 통계적으로 달성하기 어려운 액션을 한 하이라이트 지점 등에서의 게임 영상이다. 게임이 종료되면 하이라이트 영상(307)을 선택하여 영상 표시창(307-1)을 통해 바로 확인할 수 있다.Figure 4a is a diagram illustrating UI/UX in which a highlight game video is displayed. Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed. When the game ends, you can select the highlight video (307) and check it immediately through the video display window (307-1).
도 4a의 UI/UX에서 코칭 영상 보기(308)를 선택하면, 도 4b에 나타낸 UI/UX를 통해 코칭용 피드백 영상(308-1)을 확인할 수 있다. 코칭용 피드백 영상(308-1)은 코칭이 필요한 문제 지점에서 사용자가 어떻게 게임을 플레이했는지 보여주는 영상으로 시간대에 따라 장면별로 제공된다. 사용자가 시간대별 장면(308-2)에서 문제 지점 중 하나를 선택하면 해당 지점에서의 코칭용 피드백 영상(308-1)이 표시된다. 시간대별 점수(308-3)에는 사용자 및 팀원들의 점수를 시간대별로 확인할 수 있는 그래프가 표시된다.If you select the coaching video view 308 in the UI/UX of FIG. 4A, you can check the coaching feedback video 308-1 through the UI/UX shown in FIG. 4B. The coaching feedback video (308-1) is a video showing how the user played the game at a problem point requiring coaching, and is provided for each scene depending on the time zone. When the user selects one of the problem points in the time zone scene (308-2), a feedback video (308-1) for coaching at that point is displayed. Scores by time zone (308-3) displays a graph that allows you to check the scores of users and team members by time zone.
코칭용 피드백 영상(308-1)은 제1 게임 데이터와 제2 게임 데이터 간의 유사도가 기 설정된 기준보다 낮은 문제 지점에서의 게임 영상이다. 사용자가 문제 지점에서 플레이한 행동 영상이 사용자 단말기(100)에서 코칭용 피드백 영상으로 생성되거나, 프로코치나 게임 전문강사와 같은 최상위권 플레이어가 문제 지점에서 플레이한 정답 영상이 코칭 제공서버(200)에서 코칭용 피드백 영상으로 생성된다. 이때, 코칭 제공서버(200)에서는 문제 지점에서의 행동 영상과 정답 영상이 한 화면에 표시되도록 코칭용 피드백 영상을 생성할 수도 있다.The coaching feedback video 308-1 is a game video at a problem point where the similarity between the first game data and the second game data is lower than a preset standard. An action video played by the user at a problem point is generated as a feedback video for coaching in the user terminal 100, or a video of the correct answer played at a problem point by a top-level player such as a professional coach or game instructor is generated by the coaching providing server 200. It is created as a feedback video for coaching. At this time, the coaching providing server 200 may generate a feedback video for coaching so that the action video at the problem point and the correct answer video are displayed on one screen.
도 5a의 UI/UX에 나타낸 미션 설정(309)을 통해 사용자는 코칭이 필요한 문제 지점을 훈련하기 위한 도전 포인트와 챌린지를 선택한다. 도 5b의 UI/UX에 나타낸 훈련용 게임 영상(309-1)이 제공되고 사용자는 훈련용 게임을 플레이하면서 훈련 미션(309-2)을 수행함으로써 부족한 플레이 실력을 보완할 수 있게 된다.Through the mission setting 309 shown in the UI/UX of FIG. 5A, the user selects challenge points and challenges for training problem spots that require coaching. The training game video 309-1 shown in the UI/UX of FIG. 5B is provided, and the user can compensate for insufficient playing skills by performing the training mission 309-2 while playing the training game.
도 6은 본 발명의 일실시예에 따른 맞춤형 게임 코칭 제공방법을 설명하기 위한 흐름도이다.Figure 6 is a flowchart illustrating a method of providing customized game coaching according to an embodiment of the present invention.
도 6에 따르면, 온라인 게임 플레이를 위한 부가정보가 코칭 제공서버(200)에서 생성되어 사용자 단말기(100)에서 실행되는 어플리케이션(300)을 통해 제공되는 경우(S500-Y), 사용자는 부가정보를 확인하여 사용자 단말기(100)에서 온라인 게임을 플레이한다(S510).According to Figure 6, when additional information for online game play is generated by the coaching providing server 200 and provided through the application 300 running on the user terminal 100 (S500-Y), the user provides the additional information Confirm and play the online game on the user terminal 100 (S510).
사용자 단말기(100)에서 온라인 게임의 플레이 결과로부터 기 설정된 분석 지점의 제1 게임 데이터를 추출한 후 코칭 제공 서버(200)로 전송한다(S520). 즉, 사용자 단말기(100)에서 실행되는 코칭 어플리케이션(300)을 통해 사용자 단말기(200)에서 플레이된 온라인 게임의 원본 데이터가 수집되고, 플레이된 온라인 게임으로부터 제1 게임 데이터가 추출된 후 압축되어 코칭 제공서버(200)로 전송된다.The user terminal 100 extracts first game data at a preset analysis point from the online game play results and transmits it to the coaching providing server 200 (S520). That is, the original data of the online game played on the user terminal 200 is collected through the coaching application 300 running on the user terminal 100, and the first game data is extracted from the played online game and then compressed to provide coaching. It is transmitted to the provision server (200).
이때, 사용자 단말기(200)는 화면에 보이는 이미지 기반의 오브젝트 디텍션을 수행하여 제1 게임 데이터를 추출하거나, 온라인 게임에 대해 게임서버(10)에서 제공하는 API(Application Programming Interface) 정보나 클라이언트 API를 활용하여 제1 게임 데이터를 추출한다. 여기서, 제1 게임 데이터가 추출되는 분석 지점은 코칭 제공서버(200)에서 설정되며, 프로코치나 게임 전문강사와 같은 최상위권 플레이어가 플레이한 리플레이 파일을 정답지로 활용하여 분류되며, 인공지능 분류 알고리즘을 통해 세부 지표들이 추출되고 중요도 및 난이도가 수립된다.At this time, the user terminal 200 extracts first game data by performing object detection based on the image displayed on the screen, or extracts the API (Application Programming Interface) information or client API provided by the game server 10 for the online game. Use this to extract the first game data. Here, the analysis point from which the first game data is extracted is set in the coaching provision server 200, and the replay files played by top players such as professional coaches or game instructors are classified using the answer key, and an artificial intelligence classification algorithm is used. Through this, detailed indicators are extracted and importance and difficulty are established.
코칭 제공서버(200)에서 동일한 온라인 게임에 대해 이전에 플레이되었던 결과로부터 동일한 분석 지점에서 추출된 제2 게임 데이터를 제1 게임 데이터와 비교 분석하여 문제 지점이 설정된다(S530). 여기서, 제1 게임 데이터 및 제2 게임 데이터 간의 유사도가 기 설정된 기준보다 낮은 지점이 문제 지점으로 설정된다. 그리고 제2 게임 데이터는 플레이된 온라인 게임에 대해 현재까지 누적된 데이터 중에서 최상위권 플레이어가 해당 온라인 게임을 플레이한 결과로부터 추출되는 것이 바람직하다.In the coaching providing server 200, a problem point is established by comparing and analyzing the second game data extracted from the same analysis point from the results of previously played games for the same online game with the first game data (S530). Here, a point where the similarity between the first game data and the second game data is lower than a preset standard is set as a problem point. In addition, the second game data is preferably extracted from the results of the highest ranked player playing the online game among the data accumulated to date regarding the played online game.
문제 지점에서의 코칭용 피드백 영상이 생성되어 사용자 단말기(100)에 표시된다(S540). 여기서, 사용자 단말기(100)에서 문제 지점에서의 행동 영상(430)이 코칭용 피드백 영상으로 생성되어 표시된다. 또는, 코칭 제공서버(200)에서 문제 지점에서의 정답 영상(440)을 코칭용 피드백 영상으로 생성하여 사용자 단말기(100)로 전송한다. 여기서, 코칭 제공서버(200)는 정답 영상(440)과 사용자 단말기(100)에서 제공되는 행동 영상(430)을 함께 코칭용 피드백 영상으로 생성하여 사용자 단말기(100)로 전송할 수도 있다.A feedback video for coaching at a problem point is generated and displayed on the user terminal 100 (S540). Here, in the user terminal 100, an action image 430 at a problem point is generated and displayed as a feedback image for coaching. Alternatively, the coaching providing server 200 generates the correct answer video 440 at the problem point as a feedback video for coaching and transmits it to the user terminal 100. Here, the coaching providing server 200 may generate the correct answer video 440 and the action video 430 provided from the user terminal 100 together as a feedback video for coaching and transmit it to the user terminal 100.
사용자의 트레이닝 요청이 있는 경우(S550-Y), 코칭 제공 서버(200)에서 코칭이 필요한 문제 지점의 훈련용 게임 영상을 생성하여 사용자 단말기(100)로 전송한다(S560).If there is a user's training request (S550-Y), the coaching providing server 200 generates a training game video of a problem point requiring coaching and transmits it to the user terminal 100 (S560).
또한, 코칭 제공서버(200)에서 제1 게임 데이터를 분석하여 하이라이트 지점을 설정하고, 사용자 단말기(100)는 설정된 하이라이트 지점에서의 게임 영상을 하이라이트 게임 영상으로 생성하여 표시할 수도 있다. 하이라이트 게임 영상은 게임의 승리에 결정적 기여를 한 지점이나 통계적으로 달성하기 어려운 액션을 한 하이라이트 지점 등에서의 게임 영상이다.Additionally, the coaching providing server 200 may analyze the first game data to set a highlight point, and the user terminal 100 may generate and display the game video at the set highlight point as a highlight game video. Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed.
전술한 본 발명의 설명은 예시를 위한 것이며, 본 발명이 속하는 기술분야의 통상의 지식을 가진 자는 본 발명의 기술적 사상이나 필수적인 특징을 변경하지 않고서 다른 구체적인 형태로 쉽게 변형이 가능하다는 것을 이해할 수 있을 것이다. 그러므로 이상에서 기술한 실시예들은 모든 면에서 예시적인 것이며 한정적이 아닌 것으로 이해해야만 한다.The description of the present invention described above is for illustrative purposes, and those skilled in the art will understand that the present invention can be easily modified into other specific forms without changing the technical idea or essential features of the present invention. will be. Therefore, the embodiments described above should be understood in all respects as illustrative and not restrictive.
본 발명의 범위는 상기 상세한 설명보다는 후술하는 특허청구범위에 의하여 나타내어지며, 특허청구범위의 의미 및 범위 그리고 그 균등 개념으로부터 도출되는 모든 변경 또는 변형된 형태가 본 발명의 범위에 포함되는 것으로 해석되어야 한다.The scope of the present invention is indicated by the claims described below rather than the detailed description above, and all changes or modified forms derived from the meaning and scope of the claims and their equivalent concepts should be construed as being included in the scope of the present invention. do.

Claims (13)

  1. 코칭 어플리케이션이 설치된 사용자 단말기 및 코칭 제공서버를 포함하는 게임 코칭 제공시스템의 맞춤형 게임 코칭 제공방법에 있어서,In the method of providing customized game coaching by a game coaching provision system including a user terminal with a coaching application installed and a coaching provision server,
    (a) 외부 게임서버에서 제공되는 소정 온라인 게임이 상기 사용자 단말기에서 플레이되는 단계;(a) playing a predetermined online game provided by an external game server on the user terminal;
    (b) 상기 사용자 단말기에서 상기 온라인 게임의 플레이 결과로부터 기 설정된 분석 지점의 제1 게임 데이터를 추출한 후 상기 코칭 제공 서버로 전송하는 단계;(b) extracting first game data at a preset analysis point from the play results of the online game at the user terminal and transmitting it to the coaching providing server;
    (c) 상기 코칭 제공 서버에서 상기 온라인 게임과 동일한 온라인 게임에 대해 이전에 플레이되었던 결과로부터 상기 분석 지점에서 추출된 제2 게임 데이터를 상기 제1 게임 데이터와 비교 분석하는 단계; 및(c) comparing and analyzing second game data extracted at the analysis point with the first game data from results previously played for the same online game as the online game on the coaching providing server; and
    (d) 상기 코칭 제공 서버에서 상기 제1 게임 데이터 및 상기 제2 게임 데이터의 비교 분석 결과에 따라 코칭용 피드백 영상을 생성하여 상기 사용자 단말기로 전송하는 단계;를 포함하는 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.(d) generating a coaching feedback video in the coaching providing server according to a comparative analysis result of the first game data and the second game data and transmitting it to the user terminal; customized game coaching comprising a. How to provide.
  2. 제1항에 있어서,According to paragraph 1,
    상기 (b) 단계에서 상기 제1 게임 데이터는,In step (b), the first game data is,
    상기 사용자 단말기의 화면에 보이는 이미지 기반의 오브젝트 디텍션을 수행하여 추출되는 방법 및 상기 외부 게임서버 및 상기 온라인 게임에 대한 API(Application Programming Interface) 정보를 활용하여 추출되는 방법 중 어느 하나의 방법에 의해 추출되는 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.Extraction by any of the following methods: a method of extraction by performing object detection based on the image displayed on the screen of the user terminal, and a method of extraction by utilizing API (Application Programming Interface) information about the external game server and the online game. A method of providing customized game coaching, characterized in that:
  3. 제1항에 있어서,According to paragraph 1,
    상기 (c) 단계는,In step (c),
    상기 온라인 게임에 대해 누적된 데이터 중 최상위권 플레이어가 상기 온라인 게임을 플레이한 결과로부터 상기 분석 지점에서 추출된 상기 제2 게임 데이터를 상기 제1 게임 데이터와 비교 분석하는 단계인 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.A customized game, characterized in that the step of comparing and analyzing the second game data extracted at the analysis point from the results of the online game played by the highest ranked player among the accumulated data for the online game with the first game data. How to provide coaching.
  4. 제3항에 있어서,According to paragraph 3,
    상기 (c) 단계는,In step (c),
    상기 제1 게임 데이터 및 상기 제2 게임 데이터 간의 유사도가 기 설정된 기준보다 낮은 지점이 코칭이 필요한 문제 지점으로 설정되는 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.A method of providing customized game coaching, characterized in that a point where the similarity between the first game data and the second game data is lower than a preset standard is set as a problem point requiring coaching.
  5. 제4항에 있어서,According to paragraph 4,
    상기 (d) 단계는,In step (d),
    상기 사용자 단말기에서 플레이된 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상이 상기 코칭용 피드백 영상으로 생성되는 단계인 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.A method of providing customized game coaching, characterized in that the step of generating the game video played at the problem point among the game videos played on the user terminal as the coaching feedback video.
  6. 제4항에 있어서,According to paragraph 4,
    상기 (d) 단계는,In step (d),
    상기 최상위권 플레이어가 플레이한 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상이 상기 코칭 제공서버에서 상기 코칭용 피드백 영상으로 생성되는 단계인 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.A method of providing customized game coaching, characterized in that a game video played at the problem point among the game videos played by the top player is generated as the coaching feedback video by the coaching providing server.
  7. 제4항에 있어서,According to paragraph 4,
    상기 (d) 단계는,In step (d),
    상기 사용자 단말기에서 플레이된 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상 및 상기 최상위권 플레이어가 플레이한 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상이 한 화면에 표시되도록 상기 코칭용 피드백 영상이 상기 코칭 제공서버에서 생성되는 단계인 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.The coaching feedback video is displayed on one screen so that the game video played at the problem point among the game videos played on the user terminal and the game video played at the problem point among the game videos played by the top player are displayed on one screen. A method of providing customized game coaching, characterized in that the step is created on a provision server.
  8. 제4에 있어서,In number 4,
    (e) 상기 코칭 제공서버에서 상기 문제 지점의 훈련용 게임 영상을 생성하여 상기 사용자 단말기로 전송하는 단계;를 더 포함하는 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.(e) generating a training game video of the problem point in the coaching providing server and transmitting it to the user terminal.
  9. 제1항에 있어서,According to paragraph 1,
    상기 (a) 단계 이전에, 상기 온라인 게임 플레이를 위한 부가정보가 제공되는 단계;를 더 포함하며,Before step (a), it further includes providing additional information for playing the online game,
    상기 부가정보는,The above additional information is,
    상기 온라인 게임에 관련된 정보, 상기 어플리케이션을 이용하는 사용자 정보 및 다른 사용자들에 대한 정보가 포함되는 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.A method of providing customized game coaching, characterized in that it includes information related to the online game, user information using the application, and information about other users.
  10. 제1항에 있어서,According to paragraph 1,
    상기 코칭 제공서버에서 상기 제1 게임 데이터를 분석하여 상기 온라인 게임의 승리에 결정적 기여를 한 지점 및 통계적으로 달성하기 어려운 액션을 한 지점 중 어느 하나의 지점을 하이라이트 지점으로 설정하는 단계; 및Analyzing the first game data at the coaching providing server and setting as a highlight point either a point that contributed decisively to winning the online game or a point where an action that is statistically difficult to achieve was performed; and
    상기 사용자 단말기에서 상기 하이라이트 지점에서의 게임 영상을 하이라이트 게임 영상으로 생성하는 단계;를 더 포함하는 것을 특징으로 하는 맞춤형 게임 코칭 제공방법.A method for providing customized game coaching, further comprising: generating a game video at the highlight point as a highlight game video in the user terminal.
  11. 맞춤형 게임 코칭 제공방법을 수행하는 게임 코칭 제공시스템에 있어서,In a game coaching provision system that performs a method of providing customized game coaching,
    외부 게임서버에서 제공되는 소정 온라인 게임이 플레이된 결과로부터 기 설정된 분석 지점의 제1 게임 데이터를 추출하는 사용자 단말기; 및a user terminal that extracts first game data at a preset analysis point from the results of playing a predetermined online game provided by an external game server; and
    상기 온라인 게임과 동일한 온라인 게임에 대해 이전에 플레이되었던 결과로부터 상기 분석 지점에서 추출된 제2 게임 데이터를 상기 제1 게임 데이터와 비교 분석하여 코칭이 필요한 문제 지점을 설정하는 코칭 제공서버;를 포함하며,A coaching providing server that sets problem points requiring coaching by comparing and analyzing the second game data extracted from the analysis point from the results of previously played online games identical to the online game with the first game data, and includes; ,
    상기 사용자 단말기 및 상기 코칭 제공서버 중 어느 하나의 장치에서 상기 문제 지점에서의 코칭용 피드백 영상을 생성하는 것을 특징으로 하는 게임 코칭 제공시스템.A game coaching providing system, characterized in that one of the user terminal and the coaching providing server generates a feedback image for coaching at the problem point.
  12. 제11항에 있어서,According to clause 11,
    상기 사용자 단말기는,The user terminal is,
    상기 플레이된 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상을 상기 코칭용 피드백 영상으로 생성하는 것을 특징으로 하는 게임 코칭 제공시스템.A system for providing game coaching, characterized in that it generates a game video played at the problem point among the played game videos as the coaching feedback video.
  13. 제11항에 있어서,According to clause 11,
    상기 코칭 제공서버는,The coaching providing server is,
    최상위권 플레이어가 플레이한 게임 영상 중에서 상기 문제 지점에서 플레이된 게임 영상을 상기 코칭용 피드백 영상으로 생성하는 것을 특징으로 하는 게임 코칭 제공시스템.A system for providing game coaching, characterized in that it generates a game video played at the problem point among game videos played by a top-ranked player as the coaching feedback video.
PCT/KR2023/004049 2022-03-25 2023-03-27 Method for providing customized game coaching and system thereof WO2023182876A1 (en)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
KR10-2022-0037231 2022-03-25
KR20220037231 2022-03-25
KR10-2023-0039789 2023-03-27
KR1020230039789A KR20230139358A (en) 2022-03-25 2023-03-27 Personalized game coaching offering method and system thereof

Publications (1)

Publication Number Publication Date
WO2023182876A1 true WO2023182876A1 (en) 2023-09-28

Family

ID=88101913

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/KR2023/004049 WO2023182876A1 (en) 2022-03-25 2023-03-27 Method for providing customized game coaching and system thereof

Country Status (1)

Country Link
WO (1) WO2023182876A1 (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20120077538A (en) * 2010-12-30 2012-07-10 (주)네오위즈게임즈 Game server, method, recording medium and game apparatus for head coach service in sports game
KR101580629B1 (en) * 2014-12-30 2015-12-28 네이버 주식회사 System and method for management game
US20170228600A1 (en) * 2014-11-14 2017-08-10 Clipmine, Inc. Analysis of video game videos for information extraction, content labeling, smart video editing/creation and highlights generation
KR20210062403A (en) * 2019-11-21 2021-05-31 김도현 Online game play propensity analysis and coaching system through video analysis and big data analysis
KR20210064391A (en) * 2018-03-23 2021-06-02 소니 인터랙티브 엔터테인먼트 엘엘씨 Connecting a player to expert help in real-time during game play of a gaming application

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20120077538A (en) * 2010-12-30 2012-07-10 (주)네오위즈게임즈 Game server, method, recording medium and game apparatus for head coach service in sports game
US20170228600A1 (en) * 2014-11-14 2017-08-10 Clipmine, Inc. Analysis of video game videos for information extraction, content labeling, smart video editing/creation and highlights generation
KR101580629B1 (en) * 2014-12-30 2015-12-28 네이버 주식회사 System and method for management game
KR20210064391A (en) * 2018-03-23 2021-06-02 소니 인터랙티브 엔터테인먼트 엘엘씨 Connecting a player to expert help in real-time during game play of a gaming application
KR20210062403A (en) * 2019-11-21 2021-05-31 김도현 Online game play propensity analysis and coaching system through video analysis and big data analysis

Similar Documents

Publication Publication Date Title
CN110570698B (en) Online teaching control method and device, storage medium and terminal
WO2014204118A1 (en) Apparatus and method for confirming content viewing
US6976846B2 (en) Telecommunications virtual simulator
WO2018016748A1 (en) Virtual golf simulation apparatus and information service method using same
WO2021256670A1 (en) System for online video lecture using shared image
CN111107442B (en) Method and device for acquiring audio and video files, server and storage medium
WO2015023155A1 (en) Online and offline linked game system, and computer program
CN109461334A (en) One kind being based on the online audio-video Question Log share system of interconnection architecture and method
CN111935264A (en) Intelligent classroom interaction system
WO2021157956A1 (en) Broadcast management server and broadcast management method using same
CN110136508A (en) A kind of wisdom classroom system based on wireless video terminal
WO2023182876A1 (en) Method for providing customized game coaching and system thereof
WO2015064839A1 (en) Learning management server and learning management method
CN107633470A (en) A kind of artistic Computer Examination Evaluating System and method based on video identification
CN110795055A (en) Information processing method based on interactive classroom and classroom tablet computer
WO2020204410A1 (en) Content providing method
CN116229777A (en) Internet comprehensive teaching training method, system, medium and equipment
US6684027B1 (en) Method and system for recording data for the purposes of performance related skill development
WO2014088133A1 (en) System and method for explaining questions using image codes
KR101562012B1 (en) System and method providing military training mode using smart device
KR20230139358A (en) Personalized game coaching offering method and system thereof
CN115830527A (en) On-line remote education random monitoring system
WO2014014232A1 (en) Apparatus and method for captcha of gaming method
CN113177866B (en) Evaluation system
CN112702738B (en) But identity discernment recorded broadcast system based on multiunit wireless terminal

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 23775371

Country of ref document: EP

Kind code of ref document: A1