Program and electronic apparatus
Abstract
Problem to be solved.To provide a technique for creating a new interest using line-of-sight information. An avatar 10 associated with a player is placed in the audience seat of a virtual live venue as one of a large number of fans who have visited the live stage of an idol character 8. When it is detected that the line-of-sight direction VL1 of the avatar 10 and the line-of-sight direction VL8 of the idle character 8 that performs live according to the singing song on the stage satisfy the predetermined facing conditions and the "line-of-sight alignment state" is established, the idle character Increase the frequency with which the idol character 8 faces the avatar according to the type of gaze of 8. In addition, when the number of line-of-sight adjustments is repeated, the idol character 8 controls the avatar 10 to perform a special fan service for individuals. [Selection diagram] Fig. 7

Term
9.8 yearsto projected expiry
Projected expiry 13 July 2036, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
17 claims: 3 independent, 14 dependent
- 1コンピュータに、所与のパフォーマンスを行う演技キャラクタを仮想3次元空間に配置させ、仮想カメラから見た前記仮想3次元空間の画像を生成させるためのプログラムであって、 前記演技キャラクタの視線を制御する演技キャラ視線制御手段、 プレーヤの操作入力に基づいて前記仮想カメラを制御する仮想カメラ制御手段、 前記演技キャラクタの視線と前記仮想カメラの向き(以下「プレーヤ視線」という)とが合った状態を検知するための所与の視線対向条件を満たしたことを検知する検知手段、 前記演技キャラクタの視線を前記仮想カメラに向ける頻度を向上させること、及び/又は、前記仮想カメラに向ける機会を特別に設けることを少なくとも含む、特別制御を実行するか否かを、少なくとも前記検知手段の検知結果を用いて判定する判定手段、 前記判定手段により肯定判定された場合に、前記特別制御を実行する特別制御実行手段、 として前記コンピュータを機能させるためのプログラム。
- 2前記プレーヤはVR-HMDを装着してプレイを行い、 前記仮想カメラ制御手段は、前記VR-HMDの姿勢に基づいて、前記仮想カメラを制御し、 前記VR-HMDに表示させるための画像として、前記仮想カメラに基づく前記仮想3次元空間の画像を生成する手段として前記コンピュータを更に機能させる、 請求項1に記載のプログラム。
- 3前記判定手段は、前記検知手段の検知結果と、プレイ状況とを用いて前記判定を行う、 請求項1又は2に記載のプログラム。
- 4前記判定手段は、前記仮想3次元空間における前記仮想カメラの位置を前記プレイ状況に少なくとも含めて、前記判定を行う、 請求項3に記載のプログラム。
- 5前記仮想カメラの位置に応じて異なる額のゲームポイントを消費する対価支払制御手段、 として前記コンピュータを更に機能させるための請求項4に記載のプログラム。
- 6前記仮想カメラの位置に、前記プレーヤのアバターキャラクタ(以下単に「アバター」という)を仮想配置するアバター配置手段、 前記プレーヤの操作入力に基づいて、前記アバターを設定するアバター設定手段、 として前記コンピュータを更に機能させ、 前記判定手段は、前記アバターの設定を前記プレイ状況に少なくとも含めて、前記判定を行う、 請求項3~5の何れか一項に記載のプログラム。
- 7前記アバター設定手段は、前記アバターの外観、服装および装備品のうちの少なくとも1つを含む身支度設定を設定するアバター身支度設定手段を有し、 前記判定手段は、前記アバターの前記身支度設定を前記プレイ状況に少なくとも含めて、前記判定を行う、 請求項6に記載のプログラム。
- 8前記判定手段は、前記検知手段により検知された際の前記演技キャラクタの表情の種類を前記プレイ状況に少なくとも含めて、前記判定を行う、 請求項3~7の何れか一項に記載のプログラム。
- 9前記検知手段は、予め定められたタイミングにおいて、前記視線対向条件を満たすか否かを判定する、 請求項1~8の何れか一項に記載のプログラム。
- 10前記タイミングの到来を報知するタイミング報知手段、 として前記コンピュータを更に機能させる請求項9に記載のプログラム。
- 11前記検知手段は、前記演技キャラクタの視線と前記プレーヤ視線とが合った状態が所与の継続時間の間継続した場合に前記視線対向条件を満たすとして検知する、 請求項1~10の何れか一項に記載のプログラム。
- 12前記判定手段は、前記演技キャラクタが所与の方向に向けて行う特別動作を前記プレーヤのアバターキャラクタに向けて行わせることを前記特別制御として前記判定を行い、 前記特別制御実行手段は、前記判定手段によって肯定判定された場合に、前記演技キャラクタに、前記アバターキャラクタに向けた前記特別動作を行わせる、 請求項1~5の何れか一項に記載のプログラム。
- 13前記判定手段は、前記演技キャラクタが所与の方向に向けて行う特別動作を前記仮想カメラに向けて行わせることを前記特別制御として前記判定を行い、 前記特別制御実行手段は、前記判定手段によって肯定判定された場合に、前記演技キャラクタに、前記仮想カメラに向けた前記特別動作を行わせる、 請求項1~12の何れか一項に記載のプログラム。
- 14前記パフォーマンスは、楽曲の歌唱及び/又は演奏に係るライブパフォーマンスであり、 前記特別制御実行手段は、前記演技キャラクタに、前記仮想カメラに向けたライブ動作を前記特別動作として行わせる、 請求項13に記載のプログラム。
- 15複数のプレーヤそれぞれのアバターを前記仮想3次元空間に配置させる手段として前記コンピュータを更に機能させ、 前記検知手段は、前記アバター別に前記検知を行い、 前記判定手段は、前記アバター別に前記特別制御を実行するか否かの判定を行って、前記アバターの中から前記特別動作の前記方向とするアバターを選択し、 前記特別制御実行手段は、前記判定手段により選択されたアバターに向けて、前記演技キャラクタに前記特別動作を行わせる、 請求項13又は14に記載のプログラム。
- 16前記演技キャラクタは複数存在し、 前記検知手段は、前記演技キャラクタ別に、前記視線対向条件を満たしたことを検知し、 前記判定手段は、前記演技キャラクタ別に、前記特別制御を実行するか否かを判定する、 請求項1~15の何れか一項に記載のプログラム。
- 17所与のパフォーマンスを行う演技キャラクタを仮想3次元空間に配置し、仮想カメラから見た前記仮想3次元空間の画像を生成する電子機器であって、 前記演技キャラクタの視線を制御する演技キャラ視線制御手段と、 プレーヤの操作入力に基づいて前記仮想カメラを制御する仮想カメラ制御手段と、 前記演技キャラクタの視線と前記仮想カメラの向きとが合った状態を検知するための所与の視線対向条件を満たしたことを検知する検知手段と、 前記演技キャラクタの視線を前記仮想カメラに向ける頻度を向上させること、及び/又は、前記仮想カメラに向ける機会を特別に設けることを少なくとも含む、特別制御を実行するか否かを、少なくとも前記検知手段の検知結果を用いて判定する判定手段と、 前記判定手段により肯定判定された場合に、前記特別制御を実行する特別制御実行手段と、 を備えた電子機器。
Independent claims17
253 paragraphs, as filed
0001The present invention relates to a program for arranging a character group including at least a player's avatar character in a virtual three-dimensional space and generating an image in the virtual three-dimensional space based on the avatar character.
0002For example, in Patent Document 1, it is determined where the player and the character are gazing at each other based on the line-of-sight information of the player and the line-of-sight information of the character in the game, and the romance is determined according to the difference in the gaze part. The technology of a romance simulation game that controls degree parameters and the like is disclosed.
<p num="0003"><patcit num="1"><text>JP-A-2015-231443</text></patcit></p>
<p num="0004"> However, as a game technology using line-of-sight information, new interests other than the technology of Patent Document 1 can be considered.</p><p num="0005"> An object of the present invention is to provide a technique for creating a new interest using line-of-sight information.</p>
<p num="0006"> The first invention for solving the above-mentioned problems is to put an acting character (for example, idle character 8 (8a, 8b, ...) In FIG. 2) performing a given performance into a virtual three-dimensional space in a computer. It is a program for arranging and generating an image of the virtual three-dimensional space seen from a virtual camera. Acting character line-of-sight control means for controlling the line of sight of the acting character (for example, server processing unit 200s in FIG. 11, game progress control unit 210, acting character line-of-sight control unit 221, step S90 in FIG. 23). Virtual camera line-of-sight control means (for example, server processing unit 200s in FIG. 11, game progress control unit 210, avatar line-of-sight control unit 222, step S30 in FIG. 20) that controls the virtual camera based on a player's operation input. A detection means (for example, FIG. 11) for detecting that a given line-of-sight facing condition for detecting a state in which the line of sight of the acting character and the direction of the virtual camera (hereinafter referred to as player line of sight) match is satisfied. Server processing unit 200s, game progress control unit 210, line-of-sight detection unit 224, step S120 in FIG. 24), Whether or not to perform special control, at least including increasing the frequency with which the acting character's line of sight is directed at the virtual camera and / or providing a special opportunity to direct the virtual camera, at least the detection means. Judgment means for determining using the detection result of (for example, server processing unit 200s in FIG. 11, game progress control unit 210, determination unit 226, steps S120 and S130 in FIG. 24), Special control execution means (for example, server processing unit 200s in FIG. 11, game progress control unit 210, special control execution unit 228, step S122 in FIG. 24) that executes the special control when affirmatively determined by the determination means. S126, S132), It is a program for making the computer function as.</p><p num="0007"> According to the first invention, it is possible to detect the establishment of a "line-of-sight alignment state" in which the line of sight of the acting character and the line of sight of the player match, so that the line of sight of the acting character can be easily directed toward the virtual camera, or special performance. It is possible to provide an opportunity to direct the character's line of sight toward the virtual camera. Therefore, if the player makes an effort to match the line of sight with the acting character through the operation of the virtual camera, the frequency and opportunity of the line of sight will increase, and a virtual experience will be created as if the player and the acting character had a feeling. We can provide technology that creates new interests.</p><p num="0008"> In the second invention, the player wears the VR-HMD to play, and the virtual camera line-of-sight control means controls the virtual camera based on the posture of the VR-HMD, and the VR-HMD has the same. It is a program of the first invention that further functions the computer as a means for generating an image of the virtual three-dimensional space based on the virtual camera as an image to be displayed.</p><p num="0009"> The VR-HMD is equipped with sensors for knowing the wearer's (player's) head posture, head position, line-of-sight direction, etc., and is used for images for the left eye for 3D stereoscopic viewing and for the right eye. It is an HMD that can display each image. According to the second invention, the posture of the virtual camera can be controlled by the orientation and posture of the player's own head, and the state of the virtual three-dimensional space in the direction in which the virtual camera is facing can be viewed as a three-dimensional stereoscopic image. Can be provided as a virtual experience.</p><p num="0010"> The third invention is the program of the first or second invention in which the determination means makes the determination using the detection result of the detection means and the play situation.</p><p num="0011"> According to the third invention, it is possible to change the frequency with which the acting character's line of sight is directed toward the avatar, or to provide an opportunity to specifically direct the acting character's line of sight toward the avatar, depending on the playing situation. .. Therefore, it is possible to realize a more complicated and interesting virtual experience.</p><p num="0012"> The fourth invention is the program of the third invention in which the determination means makes the determination by including at least the position of the virtual camera in the virtual three-dimensional space in the play situation.</p><p num="0013"> According to the fourth invention, it is determined whether or not to execute the special control according to the position of the virtual camera, that is, the position where the player views the acting character in the virtual space. Therefore, the selection of the viewing position can be an important factor in whether or not to execute the special control.</p><p num="0014"> A fifth invention is a consideration payment control means that consumes different amounts of game points depending on the position of the virtual camera (for example, the server processing unit 200s in FIG. 11, the game progress control unit 210, the billing control unit 230, FIG. 20). This is a program of the fourth invention for further functioning the computer as step S6).</p><p num="0015"> According to the fifth invention, the amount of game points consumed can be set according to the viewing position, so by incorporating the player's personal circumstances into the selection of the viewing position, the grade of the bleachers of the theater or concert can be used as a budget. You can incorporate a virtual experience as if you decide while consulting.</p><p num="0016"> A sixth invention is an avatar arranging means (for example, the server processing unit 200s, the game progress control unit 210, FIG. 11) that virtually arranges the avatar character of the player (hereinafter simply referred to as "avatar") at the position of the virtual camera. Avatar placement control unit 217, step S10) in FIG. 20, Avatar setting means for setting the avatar based on the operation input of the player (for example, server processing unit 200s in FIG. 11, game progress control unit 210, avatar setting unit 215, step S8 in FIG. 20). The program according to any one of the third to fifth inventions, wherein the computer is further functioned as, and the determination means makes the determination by including at least the setting of the avatar in the play situation.</p><p num="0017"> The setting of the avatar includes the setting of the character model of the avatar, the change of the texture of the character model, and the equipment. The character model includes character attributes (categories such as humans, beasts, animals, and robots), modeling of each part, and dimensional ratio. Changing the texture includes not only basic color schemes such as changing the complexion, but also settings by adding decorative items such as face paint, face stickers, and color contacts. The equipment does not change in appearance, let alone the selection of items that change the appearance of the avatar, but it may be set to be worn by the avatar (for example, souvenirs, amulets, skills, etc.).</p><p num="0018"> According to the sixth invention, the setting of the avatar affects the playing situation. Therefore, the setting of the avatar corresponds to the preparation of how the player himself goes to the theater or concert, and has the meaning as if he / she selects the game clothes before the date. Therefore, it requires the player to think and enhances the interest of the game.</p><p num="0019"> According to the seventh aspect of the present invention, the avatar dressing setting means for setting the avatar dressing setting including at least one of the appearance, clothes and equipment of the avatar (for example, the avatar dressing setting unit 216 of FIG. 11). The program of the sixth invention having step S8) of FIG. 20, wherein the determination means makes the determination by including at least the dressing setting of the avatar in the play situation.</p><p num="0020"> According to the seventh invention, the frequency at which the acting character's line of sight is directed toward the avatar is changed according to the content of the avatar's dressing, and an opportunity is provided to specifically direct the acting character's line of sight toward the avatar. It will be possible. For example, you can enhance your interest by incorporating a virtual experience on the idol's live stage, as if you were worried about what to wear and what to bring to attract the idol's attention.</p><p num="0021"> The eighth invention is any of the third to seventh aspects, wherein the determination means makes the determination by including at least the type of facial expression of the acting character when detected by the detection means in the play situation. It is a program of invention.</p><p num="0022"> According to the eighth invention, the type of facial expression of the acting character when the eyes are aligned changes the frequency with which the acting character's line of sight is directed toward the avatar, and the opportunity to specifically direct the acting character's line of sight toward the avatar. Can be made to affect the execution of. Therefore, it is more important to match the line of sight of the acting character under what circumstances. The content of the virtual experience becomes more complicated and more interesting.</p><p num="0023"> A ninth invention is a program according to any one of the first to eighth inventions, wherein the detection means determines whether or not the line-of-sight facing condition is satisfied at a predetermined timing.</p><p num="0024"> According to the ninth invention, a timing element can be added to the detection of eye alignment to enhance the interest.</p><p num="0025"> A tenth invention is a program of a ninth invention that further functions the computer as a timing notification means (for example, the timing detection unit 236 of FIG. 27) for notifying the arrival of the timing.</p><p num="0026"> According to the tenth invention, since the arrival of the timing can be notified to the player, a player-friendly game can be realized.</p><p num="0027"> According to the eleventh invention, the detection means detects that the line-of-sight opposition condition is satisfied when the state in which the line of sight of the acting character and the line of sight of the player are aligned continues for a given duration. It is a program of any tenth invention.</p><p num="0028"> According to the eleventh invention, the length of time during which the line of sight of the acting character and the line of sight of the avatar continue to match can be included in the detection condition. For example, the longer the duration, the more difficult it is to detect, so if you use it to set the difficulty level, you can enhance the interest.</p><p num="0029"> The twelfth invention makes the determination as the special control that the determining means causes the acting character to perform a special action toward the avatar character of the player in a given direction, and the special control The executing means is the program of any of the eleventh to fifth inventions, which causes the acting character to perform the special action toward the avatar character when affirmatively determined by the determination means.</p><p num="0030"> According to the twelfth invention, when a player plays a game so as to make a hard line of sight with a acting character, the acting character can be controlled to perform a special action toward the player. The content of the special operation can be appropriately set according to the setting of the game world and the setting of the acting character in the game world. For example, you may wave, wink, or throw a kiss. For the player, the special action is a proof that he / she has recognized himself / herself, and at that moment, he / she can virtually experience the feeling as if he / she had a mutual understanding with the acting character.</p><p num="0031"> According to the thirteenth invention, as the special control, the determination means causes the acting character to perform a special operation (for example, the special fan service of FIG. 8) performed in a given direction toward the virtual camera. The determination is performed, and when the determination means makes an affirmative determination, the special control executing means causes the acting character to perform the special operation toward the virtual camera, which is any one of the first to twelfth. It is a program of invention.</p><p num="0032"> According to the thirteenth invention, the specialty at the time of executing the special control can be enhanced. Therefore, the motivation of the player can be increased.</p><p num="0033"> In the fourteenth invention, the performance is a live performance relating to singing and / or playing a musical piece, and the special control executing means performs a live operation toward the virtual camera on the acting character as the special operation. This is the program of the thirteenth invention.</p><p num="0034"> The live operation referred to here includes a so-called "fan service" operation in which the performer who plays the live stage provides services to the fans. Therefore, according to the fourteenth invention, it is suitable for providing a virtual experience as if the person is present at a live stage where a song is sung or played.</p><p num="0035"> A fifteenth invention further functions the computer as a means for arranging avatars of a plurality of players in the virtual three-dimensional space, the detection means performs the detection for each avatar, and the determination means determines the avatar. Separately, it is determined whether or not to execute the special control, an avatar having the direction of the special action is selected from the avatars, and the special control execution means is the avatar selected by the determination means. A program according to any one of the thirteenth or fourteenth inventions, which causes the acting character to perform the special operation.</p><p num="0036"> According to the fifteenth invention, it is possible to realize a multi-play environment in which a plurality of players can simultaneously view the performance of a acting character using their respective avatars. Then, by selecting the avatar to be the target of the special action from a plurality of avatars, the competitive spirit of the player can be tickled and the virtual experience can be further enhanced.</p><p num="0037"> In the sixteenth invention, there are a plurality of the acting characters, the detecting means detects that the line-of-sight facing condition is satisfied for each acting character, and the determining means controls the special control for each acting character. It is a program of any one of the first to fifteenth inventions which determines whether or not to execute.</p><p num="0038"> According to the sixteenth invention, it is possible to determine and execute the application of special control for each acting character appearing in a virtual experience in which a group composed of a plurality of acting characters is present in a group acting. In short, for example, it will be possible to provide a virtual experience as if you were on a live stage of a group idol who could provide fan services for individual spectators.</p><p num="0039"> The seventeenth invention is an electronic device that arranges an acting character performing a given performance in a virtual three-dimensional space and generates an image of the virtual three-dimensional space as seen from a virtual camera. Acting character line-of-sight control means for controlling the line-of-sight of the acting character (for example, control board 1150 in FIG. 1, server processing unit 200s in FIG. 11, game progress control unit 210, acting character line-of-sight control unit 221, step S90 in FIG. 23). When, Virtual camera control means that controls the line of sight of the virtual camera based on the operation input of the player (for example, control board 1150 in FIG. 1, VR-HMD1200, server processing unit 200s in FIG. 11, game progress control unit 210, avatar line of sight control). Part 222, step S30) in FIG. Detection means for detecting that a given line-of-sight facing condition for detecting a state in which the line of sight of the acting character and the direction of the virtual camera match (for example, the control board 1150 of FIG. 1 and the server of FIG. 11) Processing unit 200s, game progress control unit 210, line-of-sight detection unit 224, step S120 in FIG. 24), Whether or not to perform special control, at least including increasing the frequency with which the acting character's line of sight is directed at the virtual camera and / or providing a special opportunity to direct the virtual camera, at least the detection means. Judgment means (for example, control board 1150 in FIG. 1, server processing unit 200s in FIG. 11, game progress control unit 210, determination unit 226, steps S120 and S130 in FIG. 24) Special control execution means (for example, control board 1150 in FIG. 1, server processing unit 200s in FIG. 11, game progress control unit 210, determination unit 226, FIG. 1) that executes the special control when an affirmative determination is made by the determination means. It is an electronic device equipped with 24 steps S120, S130).</p><p num="0040"> According to the seventeenth invention, it is possible to realize an electronic device exhibiting the same effect as that of the first invention.</p>
0041<figref num="1">The figure which shows an example of the structure of a game system.</figref><figref num="2">Diagram to give an overview of the game as a VR experience.</figref><figref num="3">Diagram to explain the purpose and general flow of the game.</figref><figref num="4">A diagram to explain the bleachers.</figref><figref num="5">A diagram for explaining the dressing of an avatar.</figref><figref num="6">The figure for demonstrating the line-of-sight feed to an idol character.</figref><figref num="7">The figure which shows the example of the gaze type and the viewpoint point.</figref><figref num="8">Diagram for explaining special fan service.</figref><figref num="9">The figure for explaining the contents of the first part.</figref><figref num="10">Diagram for explaining the extra part.</figref><figref num="11">The functional block diagram which shows the functional configuration example of the server system in 1st Embodiment.</figref><figref num="12">The figure which shows the example of the program and data stored in the server storage part in 1st Embodiment.</figref><figref num="13">The figure which shows the data structure example of the idle character initial setting data.</figref><figref num="14">The figure which shows the data structure example of the special fan service initial setting data.</figref><figref num="15">The figure which shows the data structure example of the user management data.</figref><figref num="16">The figure which shows the data structure example of the play data.</figref><figref num="17">The figure which shows the data structure example of the avatar control data.</figref><figref num="18">The figure which shows the data structure example of the idle character control data.</figref><figref num="19">The functional block diagram which shows an example of the functional structure of the user terminal in 1st Embodiment.</figref><figref num="20">The flowchart for demonstrating the flow of processing in the server system of 1st Embodiment.</figref><figref num="21">The flowchart that continues from FIG.</figref><figref num="22">A flowchart for explaining the flow of the basic value setting process of the fan spirits point.</figref><figref num="23">Part 2 Flow chart for explaining the flow of progress control processing.</figref><figref num="24">The flowchart that continues from FIG.</figref><figref num="25">The functional block diagram which shows the functional configuration example of the user terminal in 2nd Embodiment.</figref><figref num="26">The figure which shows the example of the program and data stored in the terminal storage part of the user terminal in 2nd Embodiment.</figref><figref num="27">A block diagram showing a modified example of the functional configuration of the server system based on the first embodiment.</figref>
0042Hereinafter, an example of an embodiment to which the present invention is applied will be described, but it goes without saying that the embodiment to which the present invention can be applied is not limited to the following embodiments.
0043[First Embodiment] As the first embodiment, an example in which a player provides a 3D stereoscopic VR experience (virtual reality experience) as an online game with the theme of participating in a virtual live stage as one of the fans of a virtual 3D idol. To explain. The VR experience may be provided as a virtual live stage for commercial purposes, not as a game.
0044FIG. 1 is a diagram showing an example of the configuration of the game system 1000 according to the present embodiment. The game system 1000 of the present embodiment is a virtual reality experience providing device that provides a VR experience (virtual reality experience) to a user. In other words, the game system 1000 is a computer system designed for a user, that is, a player 2, to wear a VR (Virtual Reality) type VR-HMD1200 with a head tracking function and execute a VR game.
0045Specifically, the game system 1000 includes a server system 1100 and a VR-HMD1200 capable of mutual data communication by connecting to a communication line 9. In the illustrated example, the VR-HMD1200 and the game controller 1210 are set as one set, and the system on the user side for one person is illustrated. However, in the case of multiplayer support, multiple sets are prepared for each user, and multiple VR-HMD1200s are provided. At the same time, it may be possible to communicate with the server system 1100.
0046The communication line 9 means a communication path capable of data communication. That is, the communication line 9 includes a telephone communication network, a cable network, a communication network such as the Internet, as well as a LAN (Local Area Network) using a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark). It means, and the communication method does not matter whether it is wired or wireless.
0047The server system 1100 is a computer system and an electronic device having a main unit 1101, a keyboard 1106, a touch panel 1108, and a storage 1140. The control board 1150 is mounted on the main unit 1101.
0048The control board 1150 is equipped with various microprocessors such as CPU (Central Processing Unit) 1151, GPU (Graphics Processing Unit), DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, ROM, and communication device 1153. Has been done. A part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-programmable gate array), or an SoC (System on a Chip).
0049Then, in the server system 1100, the control board 1150 performs arithmetic processing based on a predetermined program and data, so that 1) a user management function related to user registration and the like, and 2) a player who is a user can experience VR on a user terminal 1500. A game management function that provides the data necessary to manage the game execution control on the user terminal 1500, and 3) an online shopping function that sells various items available in the game to the user online. Realize. That is, the game in this embodiment is realized as a kind of client-server type online game.
0050Although the server system 1100 is described as a single unit, the server system 1100 may be configured to be connected to each other via an internal bus by mounting a plurality of blade servers that share each function. Alternatively, a configuration may be configured in which a plurality of independent servers installed at remote locations perform data communication via the communication line 9 to function as the server system 1100 as a whole.
0051The VR-HMD1200 is a computer that functions as a VR-type head-mounted display that can track the orientation and direction of the head (that is, the head posture). In the present embodiment, it is an immersive type (non-transparent type) in which both eyes are covered and the surrounding state cannot be seen when worn, but a type in which transmission / non-transmission can be controlled by transmission control may also be used. In that case, it is basically controlled to be non-transparent during game play except in an emergency.
0052The VR-HMD1200 of the present embodiment is configured by mounting the user terminal 1500 in a dedicated case 1202.
0053The user terminal 1500 is a computer system individually used by a registered user who is a player for game play, and is an electronic device capable of accessing the server system 1100 via a communication line 9 and executing an online game. The user terminal 1500 of the present embodiment can be mounted on the head of the player 2 as a VR-HMD1200 by mounting the user terminal 1500 on the case 1520.
0054The user terminal 1500 of this embodiment is a device called a so-called smartphone, but when it is attached to the case 1202 and used as a VR-HMD1200, an image can be displayed at a position in front of both eyes of the player 2. For example, it may be in another form such as a portable game device, a tablet computer, or a wearable computer.
0055The user terminal 1500 includes a direction input key 1502, a button switch 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a speaker 1510, a built-in battery 1509, a microphone 1512, a control board 1550, and a computer. It includes a memory card reader 1542 that can read and write data from a memory card 1540, which is a readable storage medium. In addition, a power button, a volume control button, etc. (not shown) are provided. Further, an IC card reader capable of reading and writing data in a non-contact manner with respect to an IC card type credit card or a prepaid card capable of paying for game play may be provided.
0056The control board 1550 is used for wireless communication with various microprocessors such as CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, and mobile phone base stations and wireless LAN base stations connected to communication line 9. It is equipped with a wireless communication module 1553, a 3-axis acceleration sensor 1555, a 3-axis gyro sensor 1556, and an interface circuit 1557.
0057The 3-axis acceleration sensor 1555 is a sensor that detects acceleration or acceleration change in the orthogonal 3-axis directions and outputs a signal according to the detected value. In the present embodiment, the touch panel 1506 is attached so as to face any of the three orthogonal axes in the normal direction of the display surface. It is also possible to replace the 3-axis acceleration sensor 1555 with a 3-axis tilt sensor.
0058The 3-axis gyro sensor 1556 is a sensor that detects the angular velocity around the orthogonal 3-axis direction and outputs a signal according to the detected value. In the present embodiment, the touch panel 1506 is attached so as to face any of the three orthogonal axes in the normal direction of the display surface.
0059The interface circuit 1557 includes a driver circuit for the touch panel 1506, a circuit for receiving signals from the direction input key 1502 and the button switch 1504, an output amplifier circuit for outputting an audio signal to the speaker 1510, and an audio signal collected by the microphone 1512. It includes an input signal generation circuit to generate, a signal input / output circuit to the memory card reader 1542, a signal input / output circuit from the 3-axis acceleration sensor 1555 and the 3-axis gyro sensor 1556, and the like.
0060These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read / write data and send / receive signals. A part or all of the control board 1550 may be configured by ASIC, FPGA, or SoC. Then, the control board 1550 stores the client program and various data for realizing the function as the user terminal 1500 of the present embodiment in the IC memory 1552.
0061In the present embodiment, the user terminal 1500 is configured to download the client program and various setting data from the server system 1100, but it may be configured to be read from a storage medium such as a separately obtained memory card 1540.
0062The case 1202 for assembling the user terminal 1500 is designed to look like ski goggles, and has a fitting structure for mounting the user terminal 1500 in a horizontal position inside the part corresponding to the lens part of the ski goggles. There is.
0063The case 1202 may be provided with stereo headphones that can be separately connected to the user terminal 1500.
0064The game controller 1210 is a means for detecting the movement of the hand of the player 2. For example, it is realized by mounting a three-dimensional acceleration sensor and a three-axis gyro and connecting to the user terminal 1500 by short-range radio or the like. Then, the game controller 1210 wirelessly communicates with the user terminal 15000 and outputs an operation input signal to the user terminal 1500. The game controller 1210 can be omitted from the system configuration.
0065[Game description] FIG. 2 is a diagram for explaining an outline of the game as a VR experience of the present embodiment. In the game space constructed as a VR space (virtual 3D space), stage 4 which is a live stage acting hall and multiple viewing seats 6 are prepared, and an idol who is an acting character of NPC (non-player character). Character 8 (8a, 8b, ...) acts on stage 4.
0066As for the contents of the live stage, live performances such as singing music, playing musical instruments, dancing, and street performance can be set as appropriate. In this embodiment, a choreographed song is sung.
0067The settings of stage 4 can be set as appropriate. Outdoor stages, concert halls, live houses, etc. Depending on the situation setting of the game content, it may be a stage of a school gymnasium, a classroom teaching platform, a truck bed, a deck, or the like.
0068The bleachers 6 are viewing positions for viewing the live stage. At the venue of one live stage, a large number of bleachers 6 with one seat per person are prepared in predetermined positions. The layout of the bleachers 6 can be set as appropriate according to the design of the stage 4. In the illustrated example, the bleachers 6 are set as standing seats, but may be seated type.
0069The composition of the gender, age, and number of idol characters 8 (8a, 8b, ...) that appear can be set as appropriate. In the illustrated example, the first idle character 8a and the second idle character 8b are a duo, but a single or a group of three or more people may be used.
0070Then, in the bleachers 6, an avatar 10 for each player having a role as an idol fan is arranged. Player 2 participates in the game in association with at least one of the avatars 10. The avatar 10 associated with the player 2 is automatically controlled so as to synchronize and link with the player's operation detected by the VR-HMD1200 or the controller 1220. That is, the head posture of the avatar 10 is automatically controlled so as to be synchronized with the head posture of the player 2 detected by the VR-HMD1200. In the present embodiment, since the user terminal 1500 detects the player 2 head front direction as the player line-of-sight direction, the line-of-sight of the avatar 10 (head front direction) is synchronized with the player 2 line-of-sight.
0071At the binocular positions of Avatar 10, the virtual camera C1 for the right eye and the virtual camera C2 for the left eye, whose shooting angle of view and depth of field are set to correspond to the viewing angle of a person, are set to face the front of the head. The images taken by them are displayed on the right half and the left half of the user terminal 1500, respectively. Therefore, the player 2 can see the state W2 in the game space viewed with the eyes of the avatar 10 as a stereoscopic image W4 by changing the direction and posture of the head.
0072Since the game of this embodiment supports multiplayer, one avatar 10 is arranged in each seat in the bleachers 6. NPCs are automatically placed in the bleachers 6 where the avatar 10 is not placed, and the computer automatically controls them to act as fans of idols.
0073FIG. 3 is a diagram for explaining the purpose and general flow of the game of the present embodiment. In the game of the present embodiment, one of the purposes is that the player 2 plays a fan of the idol character 8 and virtually experiences the joy of getting fan service from his favorite idol character 8 on the live stage. That is, the player 2 selects the bleachers 6 for viewing the live stage in which the favorite idol character 8 appears through the avatar 10, and prepares to go to the live stage considering the preference of the favorite idol character 8. , Send your eyes to your favorite idol character 8 on the live stage and support them.
0074The results of selecting the bleachers, the result of dressing, the result of sending the line of sight, etc. are converted into various points such as the bleachers points, the dressing points, the line of sight points, etc. , ...) are added up as fan spirits points associated with the combination. Then, the idol character 8 performs a special fan service operation for individuals to a limited number of players 2 among the players 2 whose fan spirit points have reached the predetermined fan service activation conditions.
0075As a result, Player 2 will be impressed by getting personal fan service as a result of preparations such as selecting bleachers and getting dressed before participating in the live stage and enthusiastic support on the day of the live stage. You will feel the excitement. In other words, Player 2 can enjoy a VR experience with an unprecedented theme, with the theme of personally receiving special actions from a person who participates as one of the crowd and attracts everyone's attention.
0076Paradoxically, Player 2 will devote himself to how to earn fan spirits points, which is the key to the response of the game of this embodiment. In particular, how to obtain bleachers points, dressing points, and line-of-sight points is an important factor.
0077FIG. 4 is a diagram for explaining the bleachers 6. The plurality of bleachers 6 are divided into several directional divisions according to the relative positional relationship with respect to the stage 4. In the illustrated example, there are three categories, "left side", "center", and "right side" when facing stage 4, but other categories such as upstairs seats can be set as appropriate according to the design of stage 4.
0078In addition, a plurality of grades are set for the bleachers 6 according to the relative distance from the stage 4, in other words, the degree of approaching the idol character 8. In the illustrated example, three types of "S seat", "A seat", and "B seat" are set in order from the top, but two types or four or more types may be used.
0079The higher the grade, the higher the value of the bleachers point is set. However, in the present embodiment, payment of consideration is required for viewing in a high-grade bleachers. Payment of consideration is realized by payment in the form of consuming virtual currency, specific items, behavior parameter values, and other holding resources. The higher the grade, the higher the price of the reservation. Of course, it is possible to configure the system so that payment of consideration is not required.
0080FIG. 5 is a diagram for explaining the dressing of the avatar 10. Dressing is a setting that includes at least one of Avatar 10's appearance, clothing, and equipment. For example, appearance selection by selecting the character model to be used as Avatar 10, facial makeup of the character model (face paint, face seal, beard, date glasses, colored contacts, hairstyle arrangement, etc.), selection of clothes for Avatar 10. , Avatar 10 equipment selection, corresponds to this.
0081Character models that can be used as Avatar 10 and items that can be used as clothing and equipment can be acquired by Player 2 by purchasing them through the prescribed online shopping, as rewards for gameplay, or by distributing them by the game administrator. .. In addition, it may be obtained by a free lottery at the time of login, a paid lottery, or the like.
0082In the present embodiment, the character model of the avatar 10 is predetermined, and the player 2 can select and set at least one item for each category of the handheld equipment 12, the clothes 14, and the requested costume 16. .. In addition, "not equipped" can be included in the options as appropriate. It is also possible to select and set multiple items for one category.
0083Parameter values for the degree of conspicuity are set for items 12a and 12b, which are candidates for handheld equipment 12. As for the degree of conspicuity, a relatively high point is set as the degree is higher, and the fan spirits point will be increased as it is as a dressing point. In addition, regarding the degree of conspicuity, among the tendency of which direction division of the bleachers 6 the front of the idol character 8 when performing the stage choreography is directed, the tendency of the avatar to the direction division with the bleachers is from the initial value. Affect to increase as well.
0084Therefore, for the player 2, it is preferable to equip the item with a high degree of conspicuity, but the item with a high degree of conspicuity is set to have a higher purchase price and a lower acquisition frequency. In addition, the higher the degree of standing, the shorter the life (for example, the life according to the decrease in effectiveness due to the number of uses and the degree of conspicuity gradually decreasing), and when to get the item for handheld equipment 12 The point to consider is when to use it. It is also possible to eliminate the purchase price and lifespan settings.
0085Items 14a and 14b, which are candidates for clothing 14, are compatible with the idol character 8 (8a, 8b, ...). Specifically, for each idol character 8 (8a, 8b, ...), preference is set for 14 types of clothes, and dressing points are set according to the good or bad of the preference. Then, the dressing points of the selected item are added to the fan spirits points associated with the combination of the avatar 10 and each idol character 8 (8a, 8b, ...). Therefore, the player 2 needs to select the clothes 14 while considering the preference of the idol character 8 in mind. In addition, the items that are candidates for clothing 14 are particularly highly evaluated by a specific idol character 8 because of their individuality, but if items that are not evaluated at all by other idols are set, almost all idol characters. There are also versatile items that are highly rated by 8. The latter is set so that the purchase price is higher. Of course, a configuration without setting a purchase price is also possible.
0086In addition, in the configuration that includes appearance selection by selecting a character model and facial makeup of the character model as elements of the dressing of the avatar 10 that can be selected and operated by the player, dressing points are set for each type of appearance selection and makeup type. It shall be.
0087Request costume 16 is considered to be a costume item for idol character 8. When the player's game performance (specifically, fan spirits points) becomes high enough to meet the predetermined privilege grant conditions, player 2 sees the idol character 8 wearing this as a privilege and performing a live stage. Can be done.
0088FIG. 6 is a diagram for explaining the line-of-sight feed to the idle character 8 (8a, 8b, ...). Player 2 changes the posture of his / her head and plays so that the line of sight of Avatar 10 is directed to the desired idol character 8. Due to the setting of the game world, player 2 watches the virtual live stage as one fan, so you can pay attention to the decoration of stage 4, you can see the appearance of other avatars, and the choreography of idol character 8. And you may pay attention to the costume. However, it is not counted as a line-of-sight point except for the gaze at the head of the idle character 8.
0089In other words, the line-of-sight points are given to the effort of the player 2 to make eye contact with the idol character 8 and how much effort the player 2 makes to visually convey the passion for cheering. However, as long as I enjoy the stage, I tend to pay close attention to the attractive limbs and choreography of the idol character 8 that I am interested in, and I can't just look at the head. For player 2, the key to playing during a live performance is to send the line of sight so that the line of sight can be aligned at what time.
0090Specifically, in the present embodiment, the line-of-sight direction VL1 of the avatar 10 is the idol character 8 while the choreography front direction Da of the idol character 8 is facing the direction division of the bleachers of the avatar 10 of the player 2. When it penetrates the head or a predetermined range around the head, it is determined and detected that the line-of-sight feed is established, and a line-of-sight point is given.
0091The choreography front direction Da referred to here is the direction considered to be the front in the stage choreography. For example, in the case of choreography, when the body is turned upside down and twisted to look up at the sky, the apparent front direction of the body and the front direction of the face continue to change, but the front of the choreography is constant. .. In other words, the choreography front direction Da of the idol character 8 can be said to be the main direction to be shown as choreography when viewed from the stage.
0092The line-of-sight point to be given is composed of a "line-of-sight feed point" and a "line-of-sight alignment point". The line-of-sight feed point is such that the choreography front direction Da of the idol character 8 faces the direction division of the bleachers of the avatar 10 of the player 2, and the line-of-sight direction VL1 of the avatar 10 penetrates the head of the idol character 8. If so, it will be granted. When the line-of-sight direction of the avatar 10 and the line-of-sight direction of the idle character 8 satisfy a predetermined facing condition and it is determined / detected that the line-of-sight alignment is established, the line-of-sight alignment point is the "eye-gaze" of the idle character 8 at that time. It depends on the type.
0093The gaze type is determined according to the deviation between the front face direction of the idle character 8 and the VL8 in the idle line-of-sight direction, and the type can be set as appropriate. In the present embodiment, as shown in FIG. 7, the idol character 8 has a front gaze 20 in which the line of sight is directed toward the front of the face, a diagonal gaze 22 in which the idol character 8 is directed slightly diagonally, and the face is directed sideways. There are three types of "flowing eyes" 24. Then, higher gaze points are given in the order of sink gaze 24 <diagonal gaze 22 <front gaze 20.
0094Of course, the relationship between the gaze type and the line-of-sight point is not limited to this. For example, if it is difficult to establish a line-of-sight alignment with respect to the sink line 24 according to the game rules, for example, the line-of-sight point of the flow line 24 may be set higher than that of other types of eyes.
0095Further, it is preferable to set the line-of-sight point higher as the line-of-sight direction VL1 of the avatar is closer to the pupil position of the idle character 8.
0096Further, a threshold value may be set for the duration of the line-of-sight alignment state for each type of gaze of the idle character 8, and the corresponding line-of-sight point may not be given unless the threshold value is exceeded. In that case, it is preferable to display the relationship between the continuous time and the threshold value in the form of a gauge or the like on the game screen and notify the player.
0097Further, as shown in FIG. 6, the idle character 8 (8a, 8b, ...) choreographs the bleachers 6 in which direction (which direction division) according to the standing position on each stage and is in the front direction. The tendency to do is set. For example, in the example of FIG. 6, since the idol character 8 (8a, 8b, ...) is a pair, the first idol character 8a standing on the left side facing the stage 4 has the choreography front facing the bleachers 6 on the left side. The second idol character 8b standing on the right side tends to be easy, and the choreography front tends to face the bleachers 6 on the right side. Of course, the front of the choreography will be different for each song (sung song) sung on the stage.
0098Therefore, in order for player 2 to more efficiently acquire gaze points and finally obtain special fan service, whether the idol of interest is the first idol character 8a or the second idol character 8b, and It will be necessary to make a reservation for the bleachers 6 considering which song they will sing. There has never been a game that includes elements that require careful preparation before the live stage performance.
0099In addition, what kind of choreography frontal tendency is associated with the singing song of the idol character 8 in mind is configured so that the player can naturally find out while playing many times by himself / herself. (That is, the game provider does not provide (disclose) information), but it may be disclosed to the player by paying a separate information disclosure fee.
0100FIG. 8 is a diagram for explaining the special fan service. Fig. 8 (1) shows an example of the screen seen by player 2 (2a) (= avatar 10 (10a)) who is the target of the special fan service, and Fig. 8 (2) is not the target of the special fan service. Shows an example of the screen seen by player 2 (2b) (= avatar 10 (10b)).
0101The special fan service is provided individually to a limited number of avatars 10 out of 10 avatars whose fan spirits points meet the predetermined special fan service activation conditions. Specifically, it is controlled by replacing a part of a series of stage choreography operations according to the song with a special fan service operation.
0102The content of the special fan service can be appropriately set according to the composition, age, gender, world view of the game, etc. of the idol character 8. For example 1) Maintaining the line of sight of Avatar 10 and the line of sight of Idol Character 8 for a given time, 2) Wave towards Avatar 10, 3) Wink towards Avatar 10, 4) Throw a kiss towards Avatar 10, 5) Nod to Avatar 10, 6) Talk to Avatar 10, 7) Thumb up to Avatar 10, 8) Approaching Avatar 10, 9) Beckoning to Avatar 10, 10) Bow towards Avatar 10, 11) Make a gesture like hugging Avatar 10, 12) Make a heart symbol with your finger toward Avatar 10, 13) Point to Avatar 10, 14) Reach for Avatar 10, 15) Make a retrospective gesture toward Avatar 10, 16) Say a special line that says thank you to Avatar 10 or think that you are a special person. And so on. Of course, contents other than these can be included as appropriate.
0103In addition, special fan services include special stage production (lighting, smoke, stage transformation, stage rotation, stage background change, etc.), effect display (heart and star-shaped object dance, partial costume). Luminescence / blinking, gloss up of lips, etc.), etc. can be included.
0104In that case, as shown in Fig. 8 (1), the special stage effect and effect display 81 is applied only to the screen W6 viewed by player 2 (2a), which is the target of the special fan service. As shown in FIG. 8 (2), it does not apply to the screen W8 viewed by the non-target player 2 (2b).
0105Instead, on the screen W8 viewed by the non-target player 2 (2b), the target player information display 31 that notifies which player is the target of the special fan service and the avatar 10 of the player are dressed. The dressing information display 32 notifying a part or all of the selected item is displayed while the fan service is being executed. The target player information display 31 and the dressing information display 32 inspire the excluded players and provide hints for devising the dressing, and bring about the effect of encouraging mutual improvement of the level of the entire player and enlivening the entire game. ..
0106By the way, the game contents described so far with reference to FIGS. 2 to 8 are regarded as the second part in the live stage having a three-part structure in the present embodiment.
0107FIG. 9 is a diagram for explaining the contents of the first part of the three-part configuration in the present embodiment. The first part is executed first after the reservation of the bleachers 6 and the selection of the equipment of the avatar 10 are completed (see Fig. 3), and the live stage is started. It can be said that it is the beginning of the live stage.
0108The song performed by the idol character 8 (8a, 8b, ...) in the first part is the same song as the second part, but a part like the first half part, or the song itself is different from the second part. You may.
0109The viewpoint of player 2 (2a) in the VR space in the first part is not the viewpoint of avatar 10 (10a) of the player 2 placed in the viewing seat 6, but a free-moving stereo virtual that can freely move in the VR space. It is a camera CM (corresponding to a set with the virtual camera C1 for the right eye and the virtual camera C2 for the left eye in Fig. 2).
0110The position of the stereo virtual camera CM in the VR space can be operated by capturing the camera operation icon group 38, which is displayed so as to float in the background of the stage 4, in the center of the field of view for a predetermined time or longer. As shown in the figure, the camera operation icon group 38 includes icons that are associated with movements in each of the up, down, left, and right directions, and icons that are associated with movements that move closer to or further away from the center of stage 4. Will be done. When the line-of-sight direction of the player 2 (the line-of-sight direction of the stereo virtual camera CM) penetrates any of the icons for a predetermined time or longer, the movement of the camera associated with the icon is executed.
0111In other words, in the first part, the player can freely move in the VR space to see the production unfolding on stage 4 up close, and the idol character 8 from an angle that can never be seen from the bleachers 6. The main purpose is to enjoy watching (8a, 8b, ...).
0112Then, when the first part ends, the second part starts. In the second part, the viewpoint of player 2 (2a) is the viewpoint of avatar 10 (10a) (see Fig. 2). In the second part, if player 2 (2a) keeps his eyes on the idol character 8 he is interested in, earns eyes points, and becomes a target of special fan service, he can experience receiving special fan service. Then, when the second part is completed, the extra part according to the game results up to the second part is started.
0113FIG. 10 is a diagram for explaining the extra part in the present embodiment. In the extra part of the present embodiment, a high-quality live stage moving image is displayed. Specifically, for player 2 (2a) whose fan spirit points have reached the threshold value that is a predetermined privilege granting condition, an idol character wearing a costume item set as the player's requested costume 16 (see Fig. 5). An HD (High Definition) rendered movie 40 with high-definition rendering featuring 8 (8a, 8b, ...) is displayed. On the other hand, for player 2 (2b) whose fan spirit points did not reach the threshold for granting benefits, the standard idol character 8 (8a, 8b, ...) in the same clothes as the second part appears. The SD (Standard Definition) rendering movie 42 with high-quality rendering is displayed.
0114The HD rendered movie 40 is given the privileged value that can be seen because of its high game performance. For example, the character model of the idol character 8 (8a, 8b, ...) is finer than the SD rendered movie 42, the motion is smooth, and even the details such as detailed facial expressions and gestures, and the shaking of hair and costumes. Adjustments are being made. It may also include choreography not seen in the SD rendered movie 42.
0115[Explanation of functional configuration] FIG. 11 is a functional block diagram showing a functional configuration example of the server system 1100 according to the present embodiment. The server system 1100 in the present embodiment includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.
0116The operation input unit 100s is a means for inputting various operations for managing the server. This is the keyboard 1106 in Figure 1.
0117The server processing unit 200s is realized by, for example, a microprocessor such as a CPU or GPU, or an electronic component such as an ASIC or IC memory, and inputs / outputs data to and from each functional unit including the operation input unit 100s and the server storage unit 500s. Take control. Then, various arithmetic processes are executed based on a predetermined program and data, an operation input signal from the operation input unit 100s, and data received from the user terminal 1500, and the operation of the server system 1100 is controlled in an integrated manner.
0118The server processing unit 200s of the present embodiment includes a user management unit 202, a game progress control unit 210, a timekeeping unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, functional parts other than these can be included as appropriate.
0119The user management unit 202 performs processing related to the user registration procedure and storage management of data associated with the account (user ID, player ID). Specifically, in the present embodiment, 1) account grant control, 2) registration information management for registering and managing personal information about users, and 3) funds for payment of consideration related to execution of billing elements linked to the account. Virtual account setting and deposit / withdrawal control, that is, electronic payment control related to electronic payment, 4) billing history management that stores and manages billing history related to billing elements by the user of the account, and 5) login / logout. Various functions of the first play history management that manages the history of the game, and 6) the second play history management that stores and manages the data related to the game progress status (so-called game save data) up to that point in association with the account. Have. Of course, a function for managing data associated with accounts other than these can also be included as appropriate. For example, an online shopping function such as an item related to a game may be included.
0120The game progress control unit 210 performs various processes related to game execution management. Since the game of the present embodiment is a client-server type online game, the game progress control unit 210 of the present embodiment controls to provide data necessary for game play while communicating with the user terminal 1500.
0121The game progress control unit 210 of the present embodiment includes the live stage setting unit 212, the bleachers setting unit 214, the avatar setting unit 215, the avatar arrangement control unit 217, the music output control unit 218, and the acting character operation. Control unit 220, avatar line-of-sight control unit 222, line-of-sight detection unit 224, determination unit 226, special control execution unit 228, billing control unit 230, detection notification control unit 232, and non-selection notification control unit 234. And have.
0122The live stage setting unit 212 sets the live stage for game play based on the operation input of the player.
0123The bleachers setting unit 214 sets the placement position of the player's avatar on the live stage set by the live stage setting unit 212, that is, the viewing position of the stage, based on the operation input of the player. The reservation designation of the bleachers 6 of the present embodiment corresponds to this. Since the right-eye virtual camera C1 and the left-eye virtual camera C2, which are the viewpoints of the players, are set in both eyes of the avatar 10 of the present embodiment, the audience seat installation unit 214 is the right-eye virtual camera C1 and the right-eye virtual camera C1. It can be read as a function unit that sets the reference position for arranging the virtual camera C2 for the left eye.
0124The avatar setting unit 215 sets the avatar 10 associated with the player based on the operation input of the player 2. In the present embodiment, the avatar dressing setting unit 216 is included, and the dressing setting including at least one of the appearance, clothes, and equipment of the avatar 10 is set. If the character model of the avatar 10 and the makeup of the face are configured to be selectable by the player, the avatar setting unit 215 shall also select and set them.
0125The avatar placement control unit 217 controls the placement of the avatar 10 set by the avatar setting unit 215 at the placement position set by the bleachers setting unit 214.
0126The music output control unit 218 controls to output a given music during play. In the present embodiment, the output control of a song song preset as a performance is performed on the selected and set live stage.
0127The acting character motion control unit 220 controls the motion of each acting character. In the present embodiment, the stage choreography is performed for each idle character 8 (8a, 8b, ...), and the choreography front direction change control is performed. The acting character motion control unit 220 has an acting character line-of-sight control unit 221.
0128The acting character line-of-sight control unit 221 controls the line-of-sight of the acting character. In this embodiment, the line of sight of the idle character 8 (8a, 8b, ...) is controlled. Specifically, the stage choreography is performed according to the singing song while changing the choreography front direction for each idol character 8 (8a, 8b, ...). Face orientation and eye movements are set in the stage choreography. That is, causing the idle character 8 (8a, 8b, ...) to perform the stage choreography operation eventually controls the line of sight of the character.
0129The avatar line-of-sight control unit 222 controls the postures of the right-eye virtual camera C1 and the left-eye virtual camera C2 associated with the player based on the operation input of the player 2. That is, the line of sight of the avatar 10 is controlled. In the present embodiment, the line of sight of the avatar is controlled by synchronously controlling the head posture of the avatar 10 based on the information of the head posture of the player 2 detected by the VR-HMD1200 worn by the player 2.
0130The line-of-sight detection unit 224 satisfies the given line-of-sight facing condition for detecting a state in which the line of sight of the idle character 8 (acting character) and the line of sight of the avatar 10 match, that is, a "line-of-sight alignment state". Detect by acting character. The line-of-sight facing condition can be set within a given range in which a deviation in the directions of both lines of sight is allowed.
0131The determination unit 226 determines whether or not to execute special control, including at least increasing the frequency of directing the line of sight of the idle character 8 (acting character) toward the avatar and / or providing a special opportunity to direct the line of sight to the avatar. , At least the detection result of the line-of-sight detection unit 224 is used to make a determination for each acting character. Specifically, the determination unit 226 determines whether or not to execute the special control using the detection result of the line-of-sight detection unit 224 and the play status.
0132The content of the play situation referred to here can be set as appropriate, but in the present embodiment, it is realized by making a judgment based on the fan spirits points (see FIG. 3). Therefore, the determination unit 226 includes at least the position (viewing position) of the bleachers 6 reserved for viewing the idol character 8 (acting character) by the avatar 10 in the virtual three-dimensional space, and performs special control. It is possible to determine whether or not to execute. In addition, the determination unit 226 can determine whether or not to execute the special control by including at least the dressing setting of the avatar 10 in the play situation. In addition, the determination unit 226 may determine whether or not to execute the special control by including at least the type of gaze of the idle character 8 (acting character) when detected by the line-of-sight detection unit 224 in the play situation. it can.
0133The content of the special control can also be set as appropriate according to the settings of the game world. In the present embodiment, it is possible to improve the frequency of directing the line of sight of the acting character to the avatar by singing a song with stage choreography and changing the choreography front direction during stage choreography operation control. Therefore, the determination unit 226 can cause the acting character to perform a live operation toward the avatar as a special operation.
0134Further, in the present embodiment, the execution of the special fan service corresponds to providing a special opportunity to direct the line of sight of the acting character to the avatar. Therefore, the determination unit 226 performs special control as a special control for causing the idol character 8 (acting character) to perform a special operation (special fan service in the present embodiment) performed in a given direction toward the avatar. It is possible to determine whether or not to execute.
0135The special control execution unit 228 executes special control when a positive determination is made by the determination unit 226. Then, the special control execution unit 228 can cause the idle character 8 (acting character) to perform a special fan service for the avatar 10 that satisfies the special fan service activation condition as a special operation. In the present embodiment, as special control, singing of a song with stage choreography, change of the choreography front direction during stage choreography operation control, and special fan service are executed. Regarding the execution of the special fan service, the fan spirits points are executed for the avatars that have reached the threshold value that is the condition for activating the special fan service.
0136The charge control unit 230 charges according to the viewing position (position of the bleachers 6 in the present embodiment: setting of the arrangement position of the virtual camera C1 for the right eye and the virtual camera C2 for the left eye in the game space).
0137The detection notification control unit 232 controls to notify the player that the line-of-sight detection unit 224 has detected the detection, that is, that the line-of-sight alignment state has been established. For example, it can be realized by displaying a predetermined marker or the like on the screen displayed by the VR-HMD1200.
0138The non-selection notification control unit 234 controls to notify the player of the avatar not selected by the determination unit 226 that another avatar has been selected. In the present embodiment , the display control of the target player information display 31 and the dressing information display 32 corresponds to this (see FIG. 8).
0139The timekeeping unit 280s uses the system clock to time the current date and time, the time limit, and the time management for game progress control.
0140The sound generation unit 290s is realized by executing IC or software that generates and decodes audio data, and generates or decodes audio data such as operation sounds and BGM related to system management and game play of the server system 1100. Then, the voice signal related to the system management is output to the sound output unit 390s.
0141The sound output unit 390s emits an audio signal. In the example of FIG. 1, the speaker (not shown) provided in the main unit 1101 and the touch panel 1108 corresponds to this.
0142The image generator 292s displays an image related to the system management of the server system 1100 and a game image (the source of the game screen for displaying on the VR-HMD1200; a stereoscopic image of a virtual three-dimensional space based on the avatar 10) on the user terminal 1500. Data and the like for display can be generated. Then, the image related to the system management can be output to the image display unit 392s.
0143The image display unit 392s displays various images for system management based on the image signal input from the image generation unit 292s. For example, it can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, and a head-mounted display. In the example of FIG. 1, the touch panel 1108 corresponds.
0144The communication control unit 294s executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 394s.
0145The communication unit 394s realizes communication by connecting to the communication line 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, and the like. In the example of FIG. 1, the communication device 1153 corresponds.
0146The server storage unit 500s stores programs, various data, and the like for realizing various functions for the server processing unit 200s to control the server system 1100 in an integrated manner. It is also used as a work area for the server processing unit 200s, and temporarily stores the calculation results executed by the server processing unit 200s according to various programs. This function is realized by, for example, IC memory such as RAM and ROM, magnetic disk such as hard disk, optical disk such as CD-ROM and DVD, and online storage. In the example of FIG. 1, the IC memory 1152 mounted on the main unit 1101, a storage medium such as a hard disk, and the storage 1140 correspond to this.
0147FIG. 12 is a diagram showing an example of a program and data stored in the server storage unit 500s in the present embodiment. The server storage unit 500s in the present embodiment includes the server system program 501, the server program 503, the distribution game client program 505, the live stage initial setting data 508, the idle character initial setting data 510, and the voice data for each song. The 550, the item initial setting data 560, the viewing seat point table 562, the dressing point table 564, and the line-of-sight point table 566 are stored.
0148Further, the server storage unit 500s stores user management data 600, play data 700, and current date and time 800 as data that is sequentially generated and managed. In addition, information such as timers, counters, and various flags can be stored as appropriate.
0149The server system program 501 is a system program for realizing the basic input / output functions required as a computer in the server system 1100 by reading and executing the server processing unit 200s.
0150The server program 503 is a program for realizing the functions of the user management unit 202 and the game progress control unit 210 by reading and executing the server processing unit 200s (see FIG. 11).
0151The distribution game client program 505 is an original game client program provided to the user terminal 1500.
0152The live stage initial setting data 508 is prepared for each live stage and stores various data that define the contents of the stage. One live stage initial setting data 508 is, for example, 1) unique stage ID, 2) venue model data that defines the shape and interior of stage 4, 3) bleachers map, and 4) participating idol character list. , 3) Includes a list of songs. In the bleachers map, the arrangement position coordinates, direction classifications, and grades of each bleachers 6 at the venue are stored in association with each other (see Fig. 4). Of course, data other than these can be included as appropriate.
0153The idle character initial setting data 510 is prepared for each idle character 8 (8a, 8b, ...: See FIG. 2) and stores various data that define the idle character. As shown in FIG. 13, for example, one idol character initialization data 510 is a basic model for each song that defines 1) a unique idol character ID 512 and 2) the appearance of an idol character wearing a stage costume for each song. Data 516, 3) Motion data 518 for the first part by song, 4) Motion data 520 for the second part by song, 5) HD rendering movie 530 by song, 6) SD rendering by song Movie 532, 7) Very favorite item list 534 and dislike item list 536 showing the preference of the idol character related to the items that are candidates for handheld equipment 12 and clothing 14, 8) Special fan service initial setting data 540, including. Of course, data other than these can be included as appropriate.
0154The motion data 520 for the second part for each song includes the basic choreography motion data 522 and the choreography front direction tendency initial setting 524.
0155The basic choreography motion data 522 defines the motion of the stage choreography from the beginning to the end related to the song, assuming that the front direction of the choreography is fixed.
0156The choreography front direction tendency initial setting 524 defines the initial value of how often the choreography front of the motion defined in the basic choreography motion data 522 is directed to which direction division of the bleachers 6 (see FIG. 4). ..
0157Returning to FIG. 12, the special fan service initial setting data 540 is prepared for each type of special fan service of the idle character, and stores various information defining the contents of the special fan service. As shown in FIG. 14, for example, one special fan service initial setting data 540 includes a unique special fan service type 541, a special fan service activation condition 543, motion data 545, stage effect setting data 546, and effect setting. Includes data 547 and. Of course, data other than these can be included as appropriate.
0158In this embodiment, as the special fan service activation condition 543, 1) The fan spirits point condition 543a, which indicates the range of fan spirits points (see Fig. 3) associated with the combination of the player and the idol character, and 2) Play history condition 543b, which indicates conditions such as player play frequency and number of plays, 3) The relative position condition 543c, which indicates the positional relationship between the player's avatar and the idol character when the special fan service is activated (the position of the bleachers 6 is also acceptable), 4) Equipment condition 543d, which indicates the conditions related to the player's avatar's handheld equipment 12 and clothing 14, 5) Includes request costume condition 543e, which indicates the conditions for request costume 16 of the player's avatar.
0159In addition, "no condition" can be set for each item of the special fan service activation condition 543. In addition to these, each item of the special fan service activation condition 543 can be appropriately set according to the setting of the game world view and the content of the live stage.
0160The stage effect setting data 546 defines an effect that is specially expressed in stage 4 when the special fan service is executed.
0161The effect setting data 547 defines the content of the effect that is specially displayed when the special fan service is executed (see FIG. 8 (1) effect display 81).
0162Returning to FIG. 12, the song-specific voice data 550 is the song-specific voice data.
0163Item initial setting data 560 is prepared for each item that can be a candidate for hand-held equipment 12, clothing 14, and request costume 16, and stores various definition data related to the item. For example, one item initialization data 560 has a unique item ID and usage indicating whether it can be used for hand-held equipment 12, clothing 14, or requested costume 16, and its conspicuity, model data, and texture data. And, including. Of course, data other than these can be included as appropriate.
0164The bleachers point table 562 stores the bleachers points in association with each grade of the bleachers 6 (see FIG. 4).
0165The dressing point table 564 defines dressing points according to the idol's preference for clothing 14. For example, three categories of "very like", "normal", and "dislike" are set as compatibility, and the dressing points corresponding to each are stored.
0166The line-of-sight point table 566 stores the line-of-sight points for each type of gaze in association with each other (see FIG. 7). When setting the time condition for assigning the line-of-sight point, the line-of-sight point table 566 may be used to appropriately associate and store the line-of-sight points.
0167The user management data 600 is prepared for each registered user and stores various data associated with the registered user (player). One user management data 600 includes a unique account 601, a holding fund balance 603, and a game save data 610, for example, as shown in FIG. Of course, data other than these can be included as appropriate depending on the content of the game and the like.
0168The holding resource balance 603 indicates the balance of virtual currency, items, game points, etc. used for payment related to various billing elements such as item purchase.
0169The game save data 610 includes play history data 612 and possessed item data 614. The play history data 612 is created every time a game play or, in the present embodiment, a virtual live stage is played. The possessed item data 614 is prepared for each candidate item of hand-held equipment 12, clothing 14, and requested costume 16. One possessed item data 614 includes an item ID, a usage type, and an item remaining life.
0170Returning to FIG. 12, the play data 700 is prepared for each game play, that is, for each live stage in the present embodiment, and data related to participating players, various data describing the progress of the game, and control data of each character. , Stores data related to game screen display, etc.
0171As shown in FIG. 16, one play data 700 includes a unique play ID 701, a play start date and time 703, a live stage ID 705, an audience registration data 710, an avatar control data 720, a stage part 750, and singing. Includes song control data 752, idle character control data 760, fan spirits point table 780, and primary extraction avatar list 782. Of course, data other than these can be included as appropriate depending on the content of the game and the like.
0172The live stage ID 705 indicates the stage ID of the live stage currently being played.
0173Audience registration data 710 is prepared for each player participating in the game play. One spectator registration data 710 is detected by the player account, the avatar ID indicating the avatar 10 associated with the player, the bleachers ID indicating the bleachers 6 on which the avatar is placed, and the VR-HMD1200 of the player. The HMD line-of-sight direction and HMD attitude data are stored. Of course, data other than these can be included as appropriate.
0174The avatar control data 720 is prepared for each avatar 10 and stores various data describing the state of the avatar. As shown in FIG. 17, one avatar control data 720 includes a unique avatar ID 721, a player account 722 associated with the avatar, dressing setting data 723, head posture control data 724, and an avatar line-of-sight direction 725. And the line-of-sight history data 726. Of course, data other than these can be included as appropriate.
0175The avatar ID 721 may be replaced by the bleachers ID or position coordinates of the bleachers 6 where the avatar is located.
0176The dressing setting data 723 shows the equipped hand-held item ID, the clothing ID, and the requested costume ID, which indicate each item set for the avatar as hand-held equipment 12, clothing 14, and request costume 16 (see Fig. 5). And are stored.
0177The line-of-sight matching history data 726 is created each time the line of sight of the avatar and the line of sight of the idle character 8 satisfy the opposite condition in which the line of sight is considered to be combined. One line-of-sight history data 726 includes the date and time of establishment, the distance between the avatar and the idol character 8 at the time of establishment, the type of gaze of the idol character 8, and the duration of line-of-sight alignment in which the line-of-sight alignment state is continuously maintained. , Store.
0178Returning to FIG. 16, stage part 750 shows the part progress of the current live stage. A value indicating any of the first part, the second part, and the extra part is stored.
0179The song control data 752 is audio reproduction control data of a song sung on the live stage.
0180The idle character control data 760 is prepared for each idle character 8 appearing in the stage, and stores various data describing the idle state. As shown in FIG. 18, for example, one idle character control data 760 includes an idle character ID 761, a stage choreography motion control data 763, a stage position coordinate 764, an applied choreography front direction tendency setting 765, and a choreography front direction 766. , 767 in the front face direction, and 768 in the idle line-of-sight direction. Of course, data other than these can be included as appropriate.
0181The applied choreography front direction tendency setting 765 is the choreography front of the stage choreography defined in the basic choreography motion data 522 (see Fig. 13), and how often in which direction division of the viewing seat 6 is actually performed during the second part. Define whether to point with. In the present embodiment, before the start of the second part, the choreography front direction tendency initial setting 524 (see FIG. 13) of the idle character initial setting data 510 of the character is copied, and is changed and applied according to the play situation and the like. To.
0182Choreography front direction 766 (same as choreography front direction Da in Fig. 6), face front direction 767 (same as face front direction Df in Fig. 7), and idle line-of-sight direction 768 (same as idle line-of-sight direction VL8 in Fig. 6). Is updated one by one according to the motion control of the stage choreography and the control in the front direction of the choreography, that is, while the idle character is performing the stage choreography.
0183Returning to FIG. 16, the fan spirits point table 780 stores the fan spirits points in association with the combination of the avatar 10 associated with the player 2 and the idle character 8 appearing on the stage. At the start of the game, it is initialized to "0", and at least the sum of the bleachers points based on the installation of bleachers 6 and the dressing points based on the dressing settings is stored as the basic value. Then, other points such as line-of-sight points are added one by one.
0184The primary extracted avatar list 782 is used to store the avatar ID of the extracted avatar 10 when temporarily limiting the avatar 10 as a processing target for controlling the progress of the game.
0185FIG. 19 is a functional block diagram showing an example of the functional configuration of the user terminal 1500 according to the present embodiment. The user terminal 1500 of the present embodiment includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.
0186The operation input unit 100 outputs an operation input signal to the terminal processing unit 200 in response to various operation inputs made by the player. For example, it can be realized by a push switch, a joystick, a touch pad, a trackball, a CCD module, and the like. The directional input key 1502, button switch 1504, and touch panel 1506 in Fig. 1 correspond to this.
0187Further, the operation input unit 100 of the present embodiment has a head posture / player line-of-sight detection unit 102. The head posture / player line-of-sight detection unit 102 detects the head posture and line-of-sight direction of the player 2 as an operation input, and outputs a signal according to the detected amount. In the example of FIG. 1, the 3-axis acceleration sensor 1555 and the 3-axis gyro sensor 1556 correspond to this.
0188The method of detecting the head posture and the player's line-of-sight direction is not limited to these. For example, the player 2 may be detected from an image taken from the surroundings in the same manner as motion capture. Alternatively, the depth sensor may be arranged in front of the player 2, a bone model of the body of the player 2 may be created from the detection result by the depth sensor, and the head posture may be read from the bone model.
0189Further, in the present embodiment, the front direction of the head posture is the player's line-of-sight direction, but the head posture and the player's line-of-sight direction can be handled separately. In this case, the VR-HMD1200 may be configured to capture the direction of the player's eyeball with a CCD sensor or the like and process the image captured by the user terminal 1500 to detect the player's line-of-sight direction.
0190The terminal processing unit 200 is realized by, for example, a microprocessor such as a CPU or GPU, or an electronic component such as an ASIC or IC memory, and inputs / outputs data to / from each functional unit including the operation input unit 100 and the terminal storage unit 500. Take control. Then, various arithmetic processes are executed based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100 to control the operation of the user terminal 1500. The control board 1550 in FIG. 1 corresponds to this. The terminal processing unit 200 in the present embodiment includes a user terminal calculation unit 260, a timekeeping unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.
0191The user terminal calculation unit 260 includes an operation signal transmission control unit 261 and a game screen display control unit 262.
0192The operation signal transmission control unit 261 executes a process for transmitting various data and requests to the server system 1100 in response to an operation performed on the operation input unit 100.
0193The game screen display control unit 262 controls to display the game screen based on various data received from the server system 1100. In this configuration, a game space image (for example, a 3DCG image) is generated by the server system 1100, but a game space image can be generated by the user terminal 1500. In that case, the game screen display control unit 262 includes, for example, control of an object arranged in a virtual three-dimensional space for generating 3DCG.
0194The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as an audio synthesis IC, an audio codec capable of reproducing an audio file, and the like, and an effect related to the game based on the processing result by the game screen display control unit 262. Generates sound signals such as sound, BGM, and various operation sounds, and outputs them to the sound output unit 390.
0195The sound output unit 390 is realized by a device that outputs sound effects, BGM, and the like based on the sound signal input from the sound generation unit 290. The speaker 1510 in FIG. 1 corresponds to this.
0196The image generation unit 292 is realized by, for example, a GPU, a processor such as a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, and the like.
0197Then, the image generation unit 292 generates an image of one game screen in one frame time (for example, 1/60 second) based on various data received from the server system 1100, and images the generated image signal of the game screen. Output to the display unit 392.
0198The image display unit 392 displays various game images based on the image signal input from the image generation unit 292. For example, it can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, and a head-mounted display. In this embodiment, the touch panel 1506 of FIG. 1 corresponds to this.
0199The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 connects to the communication line 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack or a control circuit of a wired communication cable, and the wireless communication module 1553 in FIG. 1 corresponds to this.
0200The terminal storage unit 500 stores a system program for realizing various functions for causing the terminal processing unit 200 to control the user terminal 1500 in an integrated manner, a program necessary for game play, various data, and the like. Further, it is used as a work area of the terminal processing unit 200, and temporarily stores the calculation result executed by the terminal processing unit 200 according to various programs, the input data input from the operation input unit 100, and the like. Such functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs and DVDs. The IC memory 1552 and the memory card 1540 mounted on the control board 1550 in FIG. 1 correspond to this.
0201The terminal storage unit 500 of the present embodiment stores the terminal system program 502 and the game client program 504. Of course, data other than these can be stored as appropriate.
0202The terminal system program 502 is a program for realizing the basic input / output functions of the user terminal 1500 as a computer.
0203The game client program 504 is application software for realizing the function as the user terminal arithmetic unit 260 by being read and executed by the terminal processing unit 200, but has a configuration incorporated as a part of the terminal system program 502. You may. In this embodiment, it is a copy of the distribution game client program 505 (see FIG. 13) provided by the server system 1100.
0204The game client program 504 may be a dedicated client program depending on the technical method for realizing an online game, or may be configured by a web browser program, a plug-in that realizes an interactive image display, or the like.
0205[Description of operation] Next, the processing flow in the server system 1100 will be described. The processing flow described here is realized by the server processing unit 200s executing the server program 503.
020620 to 21 are flowcharts for explaining the flow of processing in the server system 1100 in the present embodiment.
0207First, as shown in FIG. 20, the server system 1100 executes a player login process (step S2), and executes a live stage selection process to be played (step S4).
0208When designing as a single play game, the live stage selection process presents a list of live stages to the player and accepts the selection. Then, the play data 700 is prepared based on the selected live stage initial setting data 508. At this time, other than the avatar of the login player is set as an NPC.
0209When designing as a multiplayer game, play data 700 is prepared in advance in preparation for the date and time (in real time) set for each live stage. Then, in the live stage selection process, the play data 700 presents a list of prepared live stages and accepts the player's selection. Then, in both the single play and multiplayer cases, the audience registration data 710 for the login player is generated depending on the selection result of the live stage (see FIG. 16).
0210Next, the server system 1100 accepts the selection of the bleachers 6 (step S6). If the reception screen is designed to imitate the seat reservation of the live stage in the real world, it is preferable because of its reality. Avatar control data 720 (see FIG. 17) corresponding to the player is generated according to the selection result. In addition, the amount corresponding to the play consideration or the bleachers fee according to the grade of the selected bleachers 6 is consumed from the player's balance of resources 603. That is, you will be charged.
0211Next, the server system 1100 accepts the selection related to the dressing setting of the avatar 10 associated with the player 2 (step S8). That is, with reference to the game save data 610 of player 2 (see FIG. 15), the items owned by the player are presented in a selectable manner, and the selection of hand-held equipment 12, clothing 14, and requested costume 16 is accepted (Fig. 15). 5). The selection result is reflected in the dressing setting data 723 of the avatar control data 720 (see FIG. 17).
0212Next, the server system 1100 prepares for the first part of the live stage in the VR space, such as stage 4 of the live stage, idle character 8 (8a, 8b, ...), avatar 10, and camera operation icon group 38. (See Fig. 9) and so on (step S10). Each idle character 8 (8a, 8b, ...) follows the basic model data 516 (see FIG. 13) for each song of the respective idle character initial setting data 510.
0213Then, the server system 1100 arranges a freely moving stereo virtual camera CM at a predetermined position in the same VR space, and starts displaying a VR stereoscopic image on the VR-HMD1200 from this viewpoint (step S12). ..
0214Next, the server system 1100 starts the progress control of the first part (step S20). In the case of single play, it starts immediately after executing step S12. In the case of multiplayer, it will start when the date and time of each live stage arrives.
0215The server system 1100 starts the progress control of the first part and the reproduction control of the voice data 550 for each song corresponding to the song that is the performance of the live stage. Then, the idle character 8 (8a, 8b, ...) is motion-controlled according to the motion data 518 (see FIG. 13) for the first part for each song (step S22). Along with this, the server system 1100 also automatically controls the avatar 10 and executes various stage effects. For the free-moving stereo virtual camera CM, movement control according to the line-of-sight operation to the camera operation icon group 38 (see FIG. 9) is started (step S24).
0216When the progress control of the first part is completed (step S26), the server system 1100 erases the camera operation icon group 38 (step S28). Then, the server system 1100 starts control to synchronize the posture of the head of the avatar 10 of the player with the posture of the head of the player 2 detected by the VR-HMD1200, and displays the screen of the VR-HMD1200 on the screen of the player 2. Switch to the view view of the separately associated avatar 10 (step S30). That is, the VR stereoscopic image is displayed on the VR-HMD1200 based on the image taken by the stereo virtual camera set on the head of the avatar 10. As a result, the player 2 can see from his / her bleachers 6 as he / she wants to see the direction of the live stage.
0217Next, the server system 1100 starts the second part (step S32), and first executes the fan spirits point basic value setting process (step S34).
0218FIG. 22 is a flowchart for explaining the flow of the basic value setting process of the fan spirits point. This process is performed in the fan spirits point table 780 (see Fig. 16) for the fan spirits points stored in association with the combination of idle character 8 (8a, 8b, ...) and player 2 (avatar 10). This is the process of determining the basic value (see Fig. 3).
0219The server system 1100 first executes loop A for each idle character 8 (8a, 8b, ...) (steps S50 to S66). In loop A, the server system 1100 further executes loop B for each avatar (steps S52 to S64).
0220In loop B, the server system 1100 first initializes the fan spirits point associated with the combination of the loop A processing target idle character and the loop B processing target avatar to 0 (step S54).
0221Next, the server system 1100 refers to the play history data 612 (see FIG. 15) of the user management data 600 of the player 2 associated with the processing target avatar, and responds to the play history of the live stage in which the processing target idle character appears. The basic value is added to the previously initialized fan spirits points (step S56). Specifically, the total number of plays, the frequency of plays, the number of continuous plays, and the like are calculated, and the larger these values are, the higher points are added.
0222Next, the server system 1100 adds the bleachers points corresponding to the bleachers 6 of the avatar to be processed to the same fan spirits points (step S58; see FIGS. 3 and 4). Specifically, the audience registration data 710 (see FIG. 16) relating to the avatar to be processed and the bleachers map (see FIG. 12) of the live stage initial setting data 508 of the stage indicated by the live stage ID 705 are referred to. The bleachers points corresponding to the bleachers 6 reserved by the player associated with the avatar are added.
0223In addition, the server system 1100 adds the dressing points according to the handheld equipment 12 of the avatar to be processed to the same fan spirits points (step S60; see FIGS. 3 and 5). Specifically, the very favorite item list 534 and the dislike item list 536 of the loop A processing target idol character are collated with the handheld equipment 12 of the processing target avatar, and the points defined in those lists are added.
0224Similarly, the server system 1100 adds dressing points according to the clothing 14 of the avatar to be processed to the same fan spirits points (step S62; see FIGS. 3 and 5). That is, the very favorite item list 534 and the dislike item list 536 of the loop A processing target idol character are collated with the clothes 14 of the processing target avatar, and the points defined in those lists are added.
0225When the dressing points according to the clothes 14 are added, loop B ends (step S64), and when loop B is executed for all avatars, loop A for the idle character currently being processed ends (step S66). Then, when loop A is executed for all the idol characters 8 (8a, 8b, ...) appearing on the live stage now, the basic value setting process of the fan spirits point is completed.
0226Moving to FIG. 21, the server system 1100 executes the second part progress control process (step S70).
022723 to 24 are flowcharts for explaining the flow of the second part progress control process. In the same process, the server system 1100 first executes loop C for each of the idle characters 8 (8a, 8b, ...) (steps S80 to S88).
0228In loop C, the total of the dressing points based on the dressing of all the avatars 10 in the direction section is calculated for each direction section of the bleachers 6 (step S82), and the processing target idle character is calculated according to the calculated total value. Determine the applied choreography frontal trend setting 765 (step S84; see Figure 18). Specifically, the choreography front direction tendency initial setting 524 (see FIG. 13) of the idle character initial setting data 510 of the idle character to be processed in loop C is copied, and the higher the total value, the more frequently the choreography front is directed to the direction division. Is changed so that is relatively higher than the other direction divisions.
0229Then, a predetermined overall effect point is added to the fan spirit points with the idol character to be processed in the loop C of the avatar 10 in the direction division of the bleachers 6 where the calculated total value is the highest (step S86), and the loop C is added. Exit (step S88).
0230If loop C is executed for each of all idle characters 8 (8a, 8b, ...) appearing in the second part, the server system 1100 will perform each idle character 8 (8a, 8b, ...). The motion control according to the basic choreography motion data 522 (see FIG. 13) of the motion data 520 for the second part for each song and the applied choreography front direction tendency setting 765 is started (step S90). That is, the idle character 8 operates according to the basic choreography motion data 522 while changing the choreography front direction Da (see FIG. 6) at a rate according to the setting of the applied choreography front direction tendency setting 765. In other words, show off the live stage.
0231The server system 1100 then executes loop D for each of the idle characters 8 (8a, 8b, ...) (steps S100-S142; FIG. 24).
0232In loop D, the server system 1100 first first extracts the avatar 10 arranged in a predetermined range in front of the choreography of the idle character to be processed (step S102). Then, loop E is executed for each of the primary extracted avatars 10 (steps S106 to S140; FIG. 24).
0233Moving to FIG. 24, in loop E, the server system 1100 determines whether the avatar line-of-sight direction 725 of the processing target avatar penetrates the head of the loop D processing target idle character (step S106). If it does not penetrate (NO in step S106), the server system 1100 determines that the player 2 of the avatar to be processed is not able to send the line of sight well, and in the image displayed by the VR-HMD1200 of the player. , Display the line-of-sight guide (step S107). In the present embodiment, the direction of the center of view of the avatar 10 is set to the direction of the avatar's line of sight 725. Alternatively, it may be controlled to display a marker on the head of the processing target idle character in the screen.
0234On the other hand, if the avatar line-of-sight direction 725 of the processing target avatar penetrates the head of the loop D processing target idle character (YES in step S106), the server system 1100 states that the processing target avatar is able to send the line of sight well. Judgment is made, and a predetermined line-of-sight feed status notification indicating that the line-of-sight feed is successful is displayed in the image displayed by the VR-HMD1200 of the player 2 corresponding to the avatar to be processed (step S106).
0235The line-of-sight feed status notification can be set as appropriate. For example, a predetermined mark may be displayed in a corner of the screen, or the time during which the line of sight can be continuously fed may be displayed. Alternatively, the image may be displayed by performing a close-up process slightly toward the center of the screen.
0236Then, the server system 1100 adds a predetermined line-of-sight feed point, which is one of the line-of-sight points, to the fan spirits points corresponding to the combination of the loop D processing target idle character and the loop E processing target avatar (step S110). ..
0237Next, the server system 1100 determines whether the avatar line-of-sight direction 725 and the idle line-of-sight direction 768 of the idle character to be processed in Loop D satisfy a predetermined facing state condition (step S120). To put it simply, it is determined whether or not "line-of-sight alignment" is established.
0238Then, if the line-of-sight alignment is established (YES in step S120), the server system 1100 adds a "line-of-sight alignment point" according to the type of gaze as one of the line-of-sight points to the fan spirits point (step). S122). Specifically, the gaze type is determined from the deviation angle between the front face direction 767 of the idol character to be processed in loop D processing and the idol line-of-sight direction 768 at that time. Then, according to the definition of the line-of-sight point table 566 (see FIG. 12), the line-of-sight points according to the determined gaze type are added to the fan spirit points corresponding to the combination of the loop D processing target idle character and the loop E processing target avatar. To do.
0239Further, the server system 1100 displays a predetermined line-of-sight establishment notification notifying that the line-of-sight alignment is successful in the image displayed by the VR-HMD1200 of the player 2 associated with the loop E processing target avatar. (Step S124).
0240The line-of-sight establishment notification can be set as appropriate. For example, a predetermined mark may be displayed in a corner of the screen. It may also be a notification by camera work, such as a close-up process that automatically narrows the angle of view temporarily. If a configuration is adopted in which the line-of-sight point is increased according to the continuous time when the line-of-sight alignment is established, the continuous time may be displayed.
0241Next, the server system 1100 changes the applied choreography front direction tendency setting 765 of the idle character to be processed according to the addition of the viewpoint points in the loop E (step S126). Specifically, the avatar to be processed is corrected so as to increase the weighting of the direction division in which the audience seats are located. In other words, the choreography front of the processing target idol character is corrected so as to face the processing target avatar more frequently. Increasing the frequency with which the choreography is directed toward the front is synonymous with increasing the frequency with which the idol character to be processed is directed to the processing coping avatar.
0242Then, a display is displayed on the screen for the player of the avatar other than the processing target avatar to notify that the choreography front direction tendency related to the processing target idol character has been changed (step S128). For example, a predetermined mark may be displayed at a predetermined position on the screen, or a predetermined display body may be temporarily attached and displayed to the processing target idle character appearing on the screen.
0243Next, the server system 1100 determines whether either the loop E processing target avatar or the player 2 associated with the avatar satisfies the special fan service activation condition (step S130). Specifically, it is determined whether the special fan service activation condition 543 is satisfied in the special fan service initial setting data 540 (see FIGS. 13 and 14) related to the idle character to be processed in loop D.
0244Then, in the case of affirmation (YES in step S130), the server system 1100 executes the special fan service satisfying the special fan service activation condition 543 toward the processing target avatar (step S132).
0245Specifically, the server system 1100 temporarily changes the choreography front direction 766 of the processing target idle character to the processing target avatar, and makes a special fan for the motion of the basic choreography motion data 522 (see FIG. 13) being executed. Replace with the motion defined in the motion data 545 (see Fig. 14) of the special fan service that meets the service activation condition 543.
0246In addition, the stage effect defined in the stage effect setting data 546 is executed, and the effect defined in the effect setting data 547 is applied to the image displayed on the VR-HMD1200 of the player 2 associated with the avatar to be processed. To do. When the motion of the special fan service ends, the motion control of the idle character to be processed is returned to the motion defined in the basic choreography motion data 522 that was originally executed.
0247In addition, the server system 1100 temporarily displays the target player information display 31 and the dressing information display 32 on the image displayed by the VR-HMD1200 of another player that is associated with other avatars that are not covered by the special fan service (step). S134; see Figure 8), exiting loop E (step S140).
0248The server system 1100 exits loop D when it executes loop E for each of the primary extracted avatars 10 (step S142). Then, if loop D is executed for all the idle characters 8 (8a, 8b, ...) appearing in the second part, the end of the second part is determined (step S144).
0249In the present embodiment, the end of the playback of the singing song and the end of the motion control for the second part are regarded as the end of the second part. The server system 1100 repeats steps S100 to S144 until the second part is completed (NO in step S144). When the second part ends (YES in step S144), the second part progress control process ends.
0250Returning to FIG. 21, when the second part progress control process is completed, the server system 1100 first extracts the avatar 10 whose fan spirits points satisfy the predetermined privilege grant condition (step S160), and the extracted avatar 10 Play and display the HD rendered movie as an extra part for player 2 (step S162; see Figure 10). Specifically, the requested costume item ID is read from the extracted avatar 10 dressing setting data 723 (see Fig. 17), and the fan spirits points satisfy the privilege granting conditions for the idol character 8 (8a, 8b, ...). From the HD rendered movie 530 (see Fig. 13) for each song related to any of the above, the data corresponding to the song to be shown on the live stage and the read request costume device ID is extracted, and the video data is obtained. Playback control.
0251On the other hand, the server system 1100 plays and displays the SD rendered movie as an extra part for the player 2 of the avatar 10 that is not extracted (step S164). Specifically, it will be shown on the live stage from the SD rendering movie 532 (see Fig. 13) for each song related to any of the idol characters 8 (8a, 8b, ...) that appeared in the second part. The data corresponding to the singing song and the read request costume device ID is extracted, and the moving image data is played back and controlled.
0252After playing the HD-rendered movie or the SD-rendered movie, the server system 1100 executes an effect display indicating the end of the predetermined live stage (step S168). Then, the possessed item data 614 (see Fig. 15) is updated (step S170) so that the item remaining life of the item set for each avatar 10 is exhausted (step S170), and the equipment whose item remaining life has reached "0". Delete the possessed item data 614 of the item (step S172).
0253Next, the server system 1100 performs a game save process such as updating the play history data 612 of each player (step S174), and ends a series of processes.
0254As described above, according to the present embodiment, an appeal is made to a target limited by a large number of people (avatar 10 of player 2 in this embodiment) (idle character 8 (8a, 8b, ...) in this embodiment). In the form of a game, it is possible to provide a new and interesting VR experience that involves the player's line-of-sight information and the character's line-of-sight information in the game, with the theme of acquiring special treatment from the target.
0255That is, the player can experience the virtual live stage with a rich three-dimensional effect as a fan who gathers at the idol live stage. In it, the player reserves a good bleacher with the feeling of cheering for the idol, and makes the avatar wear items that the idol will be happy with. Then, on the stage, he keeps looking at the idol and aims to match his eyes with the idol he is interested in. As a result of these advance preparations for the live stage and the efforts made during the live stage, the player can receive special fan service from the idol.
0256Moreover, receiving special fan service is not an easy task, and it is a competition for you to choose yourself from many fans. In other words, in order to achieve a high probability of eye contact with the idol, it is necessary to select the bleachers in consideration of which direction the idol is trying to show the stage choreography. It is necessary to decide the equipment considering what the idol's taste is and how it stands out. Then, it is necessary to consider when to send the line of sight.
0257Then, if the player 2 continues to make an effort to match the line of sight with the idol character 8 of interest through the avatar 10, the possibility that the line of sight will meet more frequently and the chances of the line of sight will increase. And if done well, you can experience a VR experience as if the feelings of communication between the player and the acting character gradually increased.
0258Such a VR experience that successfully sublimates the psychology of fans and the act of fans sending hot eyes to idols as a game is unprecedentedly novel.
0259In the present embodiment, the virtual camera C1 for the right eye and the virtual camera C2 for the left eye are set as both eyes of the avatar 10, but they are arranged as a third party viewpoint at a position adjacent to the avatar 10 instead of both eyes of the avatar 10. It is also possible to omit the configuration and the avatar 10 itself, and arrange only the virtual camera C1 for the right eye and the virtual camera C2 for the left eye. Further, if the game screen is viewed in a plane without the need for stereoscopic viewing, one virtual camera can be used.
0260[Second Embodiment] Next, a second embodiment to which the present invention is applied will be described. This embodiment is basically realized in the same manner as the first embodiment, except that the processing subject of the game progress control is the user terminal 1500. Hereinafter, the differences from the first embodiment will be mainly described, and the same reference numerals will be given to the same components as those of the first embodiment, and the description thereof will be omitted.
0261FIG. 25 is a functional block diagram showing a functional configuration example of the user terminal 1500B in the present embodiment. The user terminal 1500B of the present embodiment has a game progress control unit 210 without the game screen display control unit 262 omitted. That is, in the present embodiment, the user terminal 1500 itself executes arithmetic processing related to the game progress to generate a game space image.
0262FIG. 26 is a diagram showing an example of programs and data stored in the terminal storage unit 500 of the user terminal 1500B of the present embodiment. The terminal storage unit 500 of the present embodiment stores the terminal system program 502 and the game program 506. Then, as the game progress control unit 210 is processed by the user terminal 1500B, the live stage initial setting data 508 to the current date and time 800 excluding the user management data 600 are stored in the terminal storage unit 500.
0263The game program 506 is a program for realizing the user terminal calculation unit 260 and the game progress control unit 210 of the present embodiment in the terminal processing unit 200.
0264The processing flow in the present embodiment is basically the same as the processing flow of the server system 1100 in the first embodiment (see FIGS. 20 to 24), and the game progress control unit 210 is executed by the user terminal 1500B. Therefore, the execution subject of each step may be read as the user terminal 1500B as appropriate. When executing a process that requires reference to the user management data 600 such as login on the user terminal 1500B, whether to request the server system 1100 to provide necessary data or collate, or to request the process itself. And deal with it.
0265According to this embodiment, the same effect as that of the first embodiment can be obtained. Note that the user terminal 1500B may not be responsible for all of the game progress control unit 210, but may be configured to play a part thereof.
0266[Modification example] Although the embodiments to which the present invention is applied have been described above, the embodiments to which the present invention can be applied are not limited to the above-described embodiments, and constituent elements can be added, omitted, or changed as appropriate.
0267[Part 1] For example, in the above embodiment, an example of realizing an online game in a client-server type computer system has been given, but it may be realized in a computer system in which a plurality of user terminals 1500 are connected peer-to-peer. In that case, any user terminal 1500 is made to take on the function as the server system 1100 of the first embodiment. Alternatively, a plurality of user terminals 1500 may share the functions of the game progress control unit 210.
0268[Part 2] Further, although the online game is illustrated in the above embodiment, the same can be applied to a game executed by the user terminal 1500 on a stand-alone basis, in other words, a game executed by a computer system (electronic device) composed of a single computer. In this case, basically, the functional configurations shown in FIGS. 11 and 25 may be read as those realized by the user terminal 1500 alone.
0269[Part 3] Further, in the above embodiment, although the example is given as a VR game capable of stereoscopic viewing, it may be realized in a game with a two-dimensional screen. In addition, the method of operating the line-of-sight direction of the avatar associated with the player can be appropriately adopted other than the method using the VR-HDM1200. For example, if the user terminal 1500 is used by hand, the center of the view image of the avatar 10 displayed on the touch panel 1506 indicates the line-of-sight direction, so that the view image or the edge of the touch panel 1506 can be used. The line-of-sight direction of the avatar 10 may be changed by touch operation. Alternatively, the directional input key 1502 may be used (see FIG. 1).
0270[Part 4] Further, the setting of the game world view and the situation is not limited to the above embodiment, and the setting can be changed as appropriate. That is, the player 2 is one of the crowd fans, and the appeal target is set to the idol character 8 (8a, 8b, ...), but a large number of people (the target in which the players in this embodiment are limited (supplementary). If you want to appeal to the idol character in the embodiment, get special treatment from the target, and use the line of sight between the player and the target in it, the setting of the game world view is It can be changed as appropriate.
0271For example, a game can be set in a school classroom, a player is set to one student, an appeal target is set to a teacher, and a game aimed at fulfilling a love affair between a teacher and a student in a school is also possible. In addition, the game is set as a training ground, the player is set as one student, the appeal target is set as the master, and the game aims to teach the technique of Ichiko Soden from a large number of students. It is also possible to.
0272[Part 5] Further, in the above embodiment, the VR-HMD1200 controls the postures of the virtual camera C1 for the right eye and the virtual camera C2 for the left eye to align the line of sight with the idle character 8, but the VR-HMD1200 is used. It is also possible to operate the line-of-sight alignment without using it.
0273Specifically, the game progress control unit 210 automatically controls the virtual camera C1 for the right eye and the virtual camera C2 for the left eye, and a marker indicating the line-of-sight direction at a predetermined position on the game screen (for example, an aiming mark). Execute the control to display the thing).
0274The player presses a predetermined operation (for example, a button switch) from the game controller as the timing at which the marker faces the head of the idle character 8, more specifically, the face, as the timing at which the line of sight with the idle character 8 should be aligned. , Pull the trigger, etc.), and the line-of-sight detection unit 224 determines that line-of-sight alignment is established when a predetermined operation is input and the head of the idle character 8 and the marker overlap. It is possible to configure it. As the line-of-sight point, it is preferable to give a higher point as the center position of the marker is closer to the pupil position of the idle character 8.
0275As another configuration, the game progress control unit 210 has a marker (for example, an aiming mark) in the game screen according to a change in the posture of a game controller (for example, a type such as a gun type controller) held by the hand. Execute the control to display. Then, the line-of-sight detection unit 224 can detect a state in which the marker overlaps the head of the idle character 8, more specifically, the face, as a state in which line-of-sight alignment is established.
0276[Part 6] Further, in the above embodiment, if the line of sight of the avatar 10 penetrates the head of the idol character 8, a line-of-sight feed point is given, but this may be omitted. That is, it is also possible to limit the line of sight of the avatar 10 and the line of sight of the idol character 8 to the state of line-of-sight alignment and to give only the line-of-sight point (line-of-sight alignment point). In that case, step S110 in FIG. 24 may be omitted.
0277Further, the addition of the line-of-sight points accompanying the detection of the line-of-sight alignment state may be given under more severe conditions, assuming that the line-of-sight opposition condition is satisfied when the line-of-sight alignment state continues for a given duration. In that case, when it is detected in step S120 of FIG. 24 that the line-of-sight alignment is established, a step is inserted to start timing the duration of the line-of-sight alignment state, and in step S122, the duration is a given reference value (for the gaze type). When the reference value determined accordingly) is reached, a line-of-sight point may be given.
0278[Part 7] Further, the detection of the line-of-sight alignment state may not be performed all the time as in the above embodiment, but may be determined at a predetermined timing whether or not the line-of-sight facing condition is satisfied. Specifically, assuming that the first embodiment is used as a base, as shown in FIG. 27, a timing notification unit 236 for notifying the arrival of timing is provided in the game progress 210. The timing notification unit 236 notifies the arrival of a predetermined timing (for example, beat, interlude part, chorus part, etc.) in association with the music (song song in the above embodiment) to be played during play at the start of game progress control. Notification control is started to detect and display a predetermined timing guide (for example, a marker moving toward the target input position indicated on the gauge) for a predetermined period on the game screen to guide the predetermined timing adjustment. Then, the line-of-sight detection unit 224 may determine whether or not the line-of-sight facing condition is satisfied at the timing when the line-of-sight facing condition should be satisfied, and whether or not the line-of-sight matching state is established.
0279[Part 8] Further, in the above embodiment, the movie is played back in the extra part, but if the processing capacity of the user terminal 1500 can be sufficiently secured, the extra part may be realized by real-time rendering. That is, in step S160, as a special action for the privilege targeting the primary extracted avatar 10, the given costume (request costume 16 of the present embodiment) set by the player 2 is changed to the idle character 8 (acting character). ) Can be worn to perform live movements.
0280[Part 9] In addition, a growth factor can be added to the live stage (game stage in the present embodiment) to the above embodiment. The "live stage is also a growth factor" referred to here is a rank level of the live stage set according to the history of game play and / or the progress of the game.
0281Specifically, for example, as shown in FIG. 27, a stage growth degree setting unit 238 is added to the game progress control unit 210. If the live stage also determines the degree of growth according to the gameplay history, the stage growth determination unit 238 determines the past live stage currently being played based on the player's play history data 612 (see FIG. 15). The number and frequency of plays are calculated, and the higher the number and frequency, the higher the growth rate of the live stage. In addition, when setting the growth degree according to the current game progress, the stage growth judgment unit 238 calculates the cumulative total of line-of-sight points for all avatars 10 one by one, and the higher the cumulative total, the more the live stage It will be configured to grow and increase.
0282On the other hand, multiple types of motion data 520 for the second part of each song of the idol character initial setting data 510 (see FIG. 13) are prepared according to the range of growth of the live stage. At this time, the higher the degree of growth, the higher the altitude and richer the motion will be set. Then, the acting character motion control unit 220 selects and refers to the motion data 520 for the second part of the song according to the growth degree of the current live stage, and controls the motion of the idle character 8.
0283According to this configuration, if each player who repeatedly watches the same live stage or multi-plays works hard to equip Avatar 10 and match the line of sight during play, it becomes the excitement of the live stage and the idol character 8 The interaction between the audience and the performers can be simulated, such as the more exciting the stage, the more wonderful the stage will be. Of course, the configuration is applicable to any of the first embodiment, the second embodiment, and modifications thereof.
0284[Part 10] Further, in the above embodiment, the line-of-sight point is determined for each idol character 8 according to the type of gaze (see FIG. 7) (step S122 in FIG. 24), but according to the facial expression and pose of the idol character 8 including the gaze. It is also possible to determine the line-of-sight point.
0285Specifically, "facial expression type setting data", "pose type setting data", "facial expression type addition point table", and "pose type addition point table" are added to the motion data 520 for the second part for each song (see Fig. 13). .. The "facial expression type setting data" is data indicating what kind of facial expression (may include a gaze) is performed at what timing during motion control by the motion data, and is, for example, a facial expression in the elapsed time from the start of motion. Data indicating the type is stored in association with each other.
0286The "pause type setting data" is data indicating what kind of facial expression is performed at what timing during motion control by the motion data. For example, data indicating the pose type is associated with the elapsed time from the start of the motion. Store. The "point addition table for each facial expression type" and the "point addition table for each pose type" define the addition amount of the line-of-sight points for each facial expression and the addition amount of the line-of-sight points for each pose at the timing when the line-of-sight alignment is established, respectively.
0287Then, before and after step S122 in FIG. 24, 1) the facial expression at the timing when the line-of-sight alignment is established is determined based on the facial expression type setting data, and the amount of points to be added corresponding to the determined facial expression is calculated from the facial expression type-specific point addition table. With reference to the step of adding points to the line of sight, and 2) the pose at the timing when the line of sight alignment is established is determined based on the pose type setting data, and the amount of points to be added corresponding to the determined pose is determined from the point addition table for each pose type. By referring to it, a step of adding a line-of-sight point and a step may be added.
02882 ... player 4 ... stage 6 ... bleachers 8 ... Idol character 10 ... Avatar 12 ... Handheld equipment 14 ... clothes 16 ... Request costume 20 ... front look 22 ... Diagonal gaze 24 ... sinking eyes 31 ... Target player information display 32 ... Dressing information display 38 ... Camera operation icons 40 ... HD Rendering Movie 42 ... SD Rendering Movie 81 ... Effect display 102 ... Player line-of-sight detector 200s ... Server processing unit 210 ... Game progress control unit 212 ... Live stage setting section 214 ... Grandstand setting section 216 ... Avatar setting section 217 ... Avatar placement control unit 218 ... Music output control unit 220 ... Acting character motion control unit 221 ... Acting character line-of-sight control unit 222 ... Acting character line-of-sight control unit 224 ... Line-of-sight detection unit 226 ... Judgment section 228 ... Special control execution unit 230 ... Billing control unit 232 ... Detection notification control unit 234 ... Non-selection notification control unit 236 ... Timing notification unit 238 ... Stage growth setting unit 238 500s ... server storage 503 ... server program 508 ... Live stage initialization data 510 ... Idle character initialization data 518 ... Motion data for the first part by song 520 ... Motion data for the second part by song 522 ... Basic choreography motion data 524 ... Choreography Front direction trend Initial setting 530 ... HD rendering movie by song 532 ... SD rendering movie by song 540 ... Special fan service initialization data 543 ... Special fan service activation conditions 545 ... motion data 546 ... Stage production setting data 547 ... Effect setting data 550 ... Voice data by song 562 ... Grandstand point table 564 ... dressing point table 566 ... Gaze point table 600 ... user management data 601 ... account 610 ... Game save data 612 ... Play history data 614 ... Owned item data 700 ... play data 705 ... Live Stage ID 710 ... Audience registration data 720 ... Avatar control data 725 ... Avatar line of sight 726 ... Line-of-sight history data 750 ... Stage part 752 ... Song control data 760 ... Idle character control data 763 ... Motion control data 765 ... Applicable choreography Front direction trend setting 766 ... Choreography front direction 767 ... Face front direction 768 ... Idle line of sight 780 ... Fan Spirits Point Table 1100 ... server system 1150 ... Control board 1200 ... VR-HMD 1500 ... user terminal 1550 ... Control board C1 ... Virtual camera for right eye C2 ... Virtual camera for left eye CM ... Stereo virtual camera Da ... choreography front direction Df ... Face front direction VL1 ... Line-of-sight direction VL8 ... Idle line of sight
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2 members in 1 office
Members2
| Document | Office | Kind | |
|---|---|---|---|
| JP2018007828AThis record | Japan | A | |
| JP6809830B2 | Japan | B2 |
10 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 |
Numbers
- Publication
- 2018007828
- Application
- 138525
Titles2
- Japanese
- プログラム及び電子機器
- English
- Programs and electronics
Classification
- IPC, 9
- A63F13 56
- A63F13 55
- A63F13 5255
- A63F13 25
- A63F13 792
- A63F13 44
- A63F13 533
- G06T13 40
- G06T19 00