Visual indication of current voice speaker
Abstract
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Expired 27 September 2024, 2 years ago.
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24 claims: 12 independent, 12 dependent
- 1A method for visually showing the voice speaker to the listener in the context of a computer session, (a)A speaker identifier containing a username gamertag was sent by the voice speakerSteps to get from audio data and (b)The speaker identifier is used to indicate the voice speaker.Steps to associate with visual indicators and (c)Selectively and temporarily display the visual indicator when the voice speaker is speaking, and selectively and temporarily display the user name gamer tag when the voice speaker is speaking. Then, when the visual indicator and the user name gamer tag are displayed, the visual indicator and the user name adjacent to each other are displayed on the display indicating that the voice speaker is speaking.Steps to display and (d)In response to receiving user input to select a player tab view that provides information about the player in the current game session and receiving user input to select the player tab view, for the player in the current game session. Display a list of players, including a player ID column that lists gamer tags, In the player ID column, for each of the players, A mute icon indicating that the local listener is muting voice communication from the selected player, A permanent two-way mute icon indicating that the local listener or network gaming service prohibits its corresponding player from speaking to the listener and listening to any voice communication from the listener. A null icon indicating that the corresponding player does not have a voice communicator, A listening-only icon indicating that the corresponding player can hear voice communication but does not have a microphone to speak to other players. With the step of displaying the voice communication sequence that makes it possible to selectively display each of A method characterized by providing. コンピュータセッションの状況において音声発話者を受聴者に視覚的に示すための方法であって、 (a)ユーザ名ゲーマータグを含む発話者識別子を音声発話者により送信された音声データから取得するステップと、 (b)前記発話者識別子を、前記音声発話者を示すために使用される視覚インジケータと関連付けるステップと、 (c)前記音声発話者が発話しているときに、選択的かつ一時的に前記視覚インジケータを表示し、前記音声発話者が発話しているときに、選択的かつ一時的に前記ユーザ名ゲーマータグを表示し、前記視覚インジケータ及び前記ユーザ名ゲーマータグが表示されたときに、前記音声発話者が発話していることを示す前記表示上に、お互いに隣接する前記視覚インジケータおよび前記ユーザ名を表示するステップと、 (d)現在のゲームセッションにおいて、プレーヤに関する情報を提供するプレーヤタブビューを選択するユーザ入力を受け取り、前記プレーヤタブビューを選択するユーザ入力を受け取ることに応答して、現在のゲームセッションにおいて、プレーヤのためのゲーマータグをリストするプレーヤID列を含むプレーヤのリストを表示し、 前記プレーヤID列において、前記プレーヤのそれぞれのために、 ローカルの受聴者が選択されたプレーヤからの音声通信をミュートしていることを示すミュートアイコンと、 ローカル受聴者またはネットワークゲームサービスが、その対応するプレーヤが前記受聴者に発話し、前記受聴者からの一切の音声通信を聞き取ることを禁止していることを示す永続的な双方向ミュートアイコンと、 対応するプレーヤが音声コミュニケータを備えていないことを示すヌルアイコンと、 対応するプレーヤが音声通信を聞くことはできるが、他のプレーヤに発話するためのマイクを備えていないことを示す聞き取り専用アイコンと、 のそれぞれを選択的に表示可能とする音声通信列を表示するステップと を備えることを特徴とする方法。
- 3The determination step is (a) a step of determining whether or not the listener has muted the voice communication from the voice speaker, and (b) the voice speaker is the voice communication from the voice speaker. The claim comprises at least one step of determining whether the voice speaker has provided evidence trusted by the listener so that the voice speaker can be heard by the listener.2The method described in. 前記判定するステップは、 (a)前記受聴者が前記音声発話者からの音声通信をミュートしているかどうかを判定するステップと、 (b)前記音声発話者は、前記音声発話者からの音声通信が前記受聴者によって聞き取られ得るように、前記音声発話者が前記受聴者によって信頼される証拠を提供したかどうかを判定するステップと の少なくとも一方を備えることを特徴とする請求項2に記載の方法。
- 4The claim is further comprising a step of determining whether or not the listener is prohibited from listening to the voice communication from the voice speaker before the display step.1The method described in. 前記表示するステップの前に、前記受聴者が前記音声発話者からの音声通信を聞き取ることを禁じられているかどうかを判定するステップをさらに備えることを特徴とする請求項1に記載の方法。
- 5The determination step is (a) a step of determining whether the voice speaker is muted in the computer session, and (b) an event in which the voice speaker occurs in the computer session and the computer session. A claim comprising at least one of a step of determining whether voice communication is restricted as a result of one of the situations.4The method described in. 前記判定するステップは、 (a)前記音声発話者が前記コンピュータセッションでミュートされているかどうかを判定するステップと、 (b)前記音声発話者が、前記コンピュータセッションで発生したイベントおよび前記コンピュータセッションの状況の一方の結果として音声通信を制限されているかどうかを判定するステップと の少なくとも一方を備えることを特徴とする請求項4に記載の方法。
- 108. The step of modifying the voice data according to a predefined characteristic selected by the voice speaker comprises adjusting the voice data to a voice of a predefined gender, claim 8. The method described. 前記音声発話者によって選択された事前定義の特性に応じて前記音声データを変更するステップは、前記音声データを事前定義された性別の声に調整するステップを含むことを特徴とする請求項8に記載の方法。
- 16A computer-readable recording medium that records machine instructions that cause a computer to perform the following functions when executed:The machine command is (a) A function to acquire a speaker identifier including a user name gamer tag from voice data transmitted by a voice speaker, and (b) A function that associates the speaker identifier with a visual indicator used to indicate the voice speaker, and (c) Selectively and temporarily display the visual indicator when the voice speaker is speaking, and selectively and temporarily the username gamer when the voice speaker is speaking. When the tag is displayed and the visual indicator and the user name gamer tag are displayed, the visual indicator and the user name adjacent to each other are displayed on the display indicating that the voice speaker is speaking. The function to display and (d) In the current game session, in response to receiving user input to select a player tab view that provides information about the player and receiving user input to select the player tab view, the player in the current game session. Displays a list of players, including a player ID column listing gamer tags for, and in the player ID column, for each of the players, a local listener mutes voice communication from the selected player. A mute icon indicating that the local listener or network game service prohibits the corresponding player from speaking to the listener and listening to any voice communication from the listener. A permanent two-way mute icon, a null icon to indicate that the corresponding player does not have a voice communicator, and a microphone that allows the corresponding player to hear voice communication but speak to other players. A listening-only icon that indicates that it is not provided, and a function that displays a voice communication string that enables each to be displayed selectively. A computer-readable recording medium comprising. 実行されたときにコンピュータに以下の機能を実行させる機械命令を記録するコンピュータ読み取り可能記録媒体であって、 前記機械命令は、 (a)ユーザ名ゲーマータグを含む発話者識別子を音声発話者により送信された音声データから取得する機能と、 (b)前記発話者識別子を、前記音声発話者を示すために使用される視覚インジケータと関連付ける機能と、 (c)前記音声発話者が発話しているときに、選択的かつ一時的に前記視覚インジケータを表示し、前記音声発話者が発話しているときに、選択的かつ一時的に前記ユーザ名ゲーマータグを表示し、前記視覚インジケータ及び前記ユーザ名ゲーマータグが表示されたときに、前記音声発話者が発話していることを示す前記表示上に、お互いに隣接する前記視覚インジケータおよび前記ユーザ名を表示する機能と、 (d)現在のゲームセッションにおいて、プレーヤに関する情報を提供するプレーヤタブビューを選択するユーザ入力を受け取り、前記プレーヤタブビューを選択するユーザ入力を受け取ることに応答して、現在のゲームセッションにおいて、プレーヤのためのゲーマータグをリストするプレーヤID列を含むプレーヤのリストを表示し、前記プレーヤID列において、前記プレーヤのそれぞれのために、ローカルの受聴者が選択されたプレーヤからの音声通信をミュートしていることを示すミュートアイコンと、ローカル受聴者またはネットワークゲームサービスが、その対応するプレーヤが前記受聴者に発話し、前記受聴者からの一切の音声通信を聞き取ることを禁止していることを示す永続的な双方向ミュートアイコンと、対応するプレーヤが音声コミュニケータを備えていないことを示すヌルアイコンと、対応するプレーヤが音声通信を聞くことはできるが、他のプレーヤに発話するためのマイクを備えていないことを示す聞き取り専用アイコンと、のそれぞれを選択的に表示可能とする音声通信列を表示する機能と を備えることを特徴とするコンピュータ読み取り可能記録媒体。
- 17A system for visually demonstrating a voice speaker to a listener in the context of a computer session, with (a) a processor, (b) a display communicating with the processor, and (c) a memory communicating with the processor. There is, in the processor (i) A function to acquire a speaker identifier including a user name gamer tag from voice data transmitted by a voice speaker, and (ii) A function that associates the speaker identifier with a visual indicator used to indicate the voice speaker, and (iii) Selectively and temporarily display the visual indicator when the voice speaker is speaking, and selectively and temporarily the username gamer when the voice speaker is speaking. When the tag is displayed and the visual indicator and the user name gamer tag are displayed, the visual indicator and the user name adjacent to each other are displayed on the display indicating that the voice speaker is speaking. The function to display and (iv) In the current game session, in response to receiving user input to select a player tab view that provides information about the player and receiving user input to select the player tab view, the player in the current game session. Displays a list of players, including a player ID column listing gamer tags for, and in the player ID column, for each of the players, a local listener mutes voice communication from the selected player. A mute icon indicating that the local listener or network game service prohibits the corresponding player from speaking to the listener and listening to any voice communication from the listener. A permanent two-way mute icon, a null icon to indicate that the corresponding player does not have a voice communicator, and a microphone that allows the corresponding player to hear voice communication but speak to other players. A listening-only icon that indicates that it is not provided, and a function that displays a voice communication string that enables each to be displayed selectively. A system characterized by having a memory for storing machine instructions that execute multiple functions including. コンピュータセッションの状況において音声発話者を受聴者に視覚的に示すためのシステムであって、 (a)プロセッサと、 (b)前記プロセッサと通信するディスプレイと、 (c)前記プロセッサと通信するメモリであって、前記プロセッサに、 (i)ユーザ名ゲーマータグを含む発話者識別子を音声発話者により送信された音声データから取得する機能と、 (ii)前記発話者識別子を、前記音声発話者を示すために使用される視覚インジケータと関連付ける機能と、 (iii)前記音声発話者が発話しているときに、選択的かつ一時的に前記視覚インジケータを表示し、前記音声発話者が発話しているときに、選択的かつ一時的に前記ユーザ名ゲーマータグを表示し、前記視覚インジケータ及び前記ユーザ名ゲーマータグが表示されたときに、前記音声発話者が発話していることを示す前記表示上に、お互いに隣接する前記視覚インジケータおよび前記ユーザ名を表示する機能と、 (iv)現在のゲームセッションにおいて、プレーヤに関する情報を提供するプレーヤタブビューを選択するユーザ入力を受け取り、前記プレーヤタブビューを選択するユーザ入力を受け取ることに応答して、現在のゲームセッションにおいて、プレーヤのためのゲーマータグをリストするプレーヤID列を含むプレーヤのリストを表示し、前記プレーヤID列において、前記プレーヤのそれぞれのために、ローカルの受聴者が選択されたプレーヤからの音声通信をミュートしていることを示すミュートアイコンと、ローカル受聴者またはネットワークゲームサービスが、その対応するプレーヤが前記受聴者に発話し、前記受聴者からの一切の音声通信を聞き取ることを禁止していることを示す永続的な双方向ミュートアイコンと、対応するプレーヤが音声コミュニケータを備えていないことを示すヌルアイコンと、対応するプレーヤが音声通信を聞くことはできるが、他のプレーヤに発話するためのマイクを備えていないことを示す聞き取り専用アイコンと、のそれぞれを選択的に表示可能とする音声通信列を表示する機能と を含む複数の機能を実行させる機械命令を格納するメモリと を備えたことを特徴とするシステム。
- 19The machine command provides the processor with (a) a function of determining whether the listener has muted voice communication from the voice speaker, and (b) voice communication from the voice speaker. A claim characterized in that the voice speaker performs at least one of a function of determining whether the voice speaker has provided evidence trusted by the listener so that it can be heard by the listener. Item17The system described in. 前記機械命令は、前記プロセッサに、さらに、 (a)前記受聴者が前記音声発話者からの音声通信をミュートしているかどうかを判定する機能と、 (b)前記音声発話者からの音声通信が前記受聴者によって聞き取られ得るように、前記音声発話者が前記受聴者によって信頼される証拠を前記音声発話者が提供したかどうかを判定する機能と の少なくとも一方を実行させることを特徴とする請求項17に記載のシステム。
- 20Prior to displaying the visual indicator, the machine instruction is characterized by causing the processor to further perform a function of determining whether the listener is prohibited from listening to voice communications from the voice speaker. Claim17The system described in. 視覚インジケータを表示する前に、前記機械命令は、前記プロセッサに、さらに、前記受聴者が前記音声発話者からの音声通信を聞き取ることを禁じられているかどうかを判定する機能を実行させることを特徴とする請求項17に記載のシステム。
- 21The machine instructions were issued to the processor, (a) a function of determining whether the voice speaker was muted in the computer session, and (b) the voice speaker was generated in the computer session. A claim characterized in that at least one of a function for determining whether voice communication is restricted as a result of one of the events and the situation of the computer session is executed.17The system described in. 前記機械命令は、前記プロセッサに、さらに、 (a)前記音声発話者が、前記コンピュータセッションでミュートされているかどうかを判定する機能と、 (b)前記音声発話者が、前記コンピュータセッションで発生したイベントおよび前記コンピュータセッションの状況の一方の結果として音声通信を制限されているかどうかを判定する機能と の少なくとも一方を実行させることを特徴とする請求項17に記載のシステム。
- 22The machine instruction is a function of changing the voice data to the processor according to the situation of at least one of the speaker and the listener in the computer session.FruitClaims characterized by letting go17The system described in. 前記機械命令は、前記プロセッサに、さらに、 前記コンピュータセッションでの前記発話者および前記受聴者の少なくとも一方の状況に応じて前記音声データを変更する機能を実行させることを特徴とする請求項17に記載のシステム。
- 23The machine command causes the processor to further execute a function of mixing the voice data from the voice speaker with voice data from another voice speaker to provide the listener with multiple voice communications. Characteristic claims17The system described in. 前記機械命令は、前記プロセッサに、さらに、 前記音声発話者からの前記音声データを別の音声発話者からの音声データと混合して前記受聴者に多重音声通信を提供する機能を実行させることを特徴とする請求項17に記載のシステム。
Independent claims12
43 paragraphs, as filed
The present invention generally relates to visually indicating which of a plurality of speakers is currently speaking, and more specifically, each voice speaker is not always known to the listener. Not related to providing visual instructions for the current voice speaker among multiple voice speakers involved in a common computer session.
Voice communication for games and other electronic activities is becoming more and more popular, especially for individuals connected via the Internet or other networks. For those who participate in multiplayer games, voice communication greatly enhances the enjoyment and interaction between game players. However, multiplayer games often involve players unknown to each other. In addition, the sound of the player can be easily changed so that it cannot be recognized. For example, many players from around the world can connect to server-based game services over the Internet and communicate anonymously with each other while participating in game sessions together.
There are several systems that allow players to establish voice communication between each other, independent of the game session. Players can identify participants using a conference call system that uses caller identification (caller ID) data. However, the caller ID data makes public information that anonymous players may not want to publish. Other examples include Microsoft Corporation's SIDE WINDER GAME VOICE and GameSpy Industries, Inc.'s ROGER. There is a WILCO system. These systems require players to exchange communication address information and make direct connections. However, exchanging address information and making a direct connection is often inconvenient and undesirable. Setting up independent voice communication is time consuming and interferes with game play. A player with a static communication address may not want to reveal that information to other players for fear of misuse of that communication address. Alternatively, a player may find that after establishing communication, another player tampers with vulgar or threatening language. In that case, the player or game hosting service may attempt to mute or disconnect communication by the other player. Moreover, these independent voice communication systems cannot relate voice communication to gaming activities. For example, it may be desirable to prevent voice communication between specific players if the animated characters representing those players are not within sufficient distance of each other in the virtual environment of the game.
Some multiplayer network games incorporate a text chat system for players to communicate. For example, Id Software, Inc.'s QUAKE III allows players during a game session to type text messages into each other. This text chat system is similar to a traditional stand-alone text chat system in which the user types a message in the text input box and sends the message by pressing the Enter key. The message appears as text on each recipient's display screen. The author of the text message is shown on the display because the author's identifier precedes the text message sent by the author. However, the text message and the author's identifier are not displayed on the recipient's display screen until the author finishes typing the message and presses the Enter key. If the creator's anime character is visible to other players in the game session, the creator is busy typing text messages and does not know that the creator's anime character cannot be moved from where harm is done at the same time. The creator's anime character may be destroyed by the opponent's player. To alleviate this problem, QUATE In III , when an author begins typing a text message, a chat balloon can be displayed above the creator's animated character. This chat balloon appears only when the creator's animated character is displayed on the recipient's display screen. If the creator's anime character is not visible on the recipient's display screen, the chat balloon will not be displayed and there is no indication that the creator is typing a text message. Instead, the text message only appears on the recipient's display screen after the author presses Enter. The QUATE III game is also similar to a traditional chat session in that it displays text messages in sequence.
As a further enhancement, the player can bind a text message to a key, which allows the user to send a preset text message by simply pressing that key. In this case, it is not necessary to display the chat balloon. That's because the text message appears immediately on each recipient's display screen. However, if most players use only predefined text messages, no chat balloons will appear above the sender's animated character. In that case, it may be difficult or impossible for other players to determine which animated character corresponds to a particular predefined text message. For a player who physically inputs a text message to display a chat balloon, the creating player must interrupt gameplay to enter the text message. When multiple players start typing text messages, their gameplay can effectively stop. This is because the remaining players may not want the corresponding player to unfairly or inadvertently harm an unprotected anime character while typing a text message.
<p> Therefore, it is desirable to use rapid voice communication to reduce interruptions to the game session. It is also desirable to visually identify anonymous speakers so that each player can better control and react to voice communications with other players. In addition, voice communication can be mixed so that multiple speakers can be heard at the same time. Therefore, it is desirable to visually identify the player who is speaking. It is also desirable that voice communication be affected by the environment of the game session, such as changing the speaker's volume based on the distance between the speaker and the listener's animated character. Obviously, this concept is also applicable to applications in environments where voice communication is performed by other virtual environment entities.</p>
<p> The present invention is one or more voice speakers to a listener in a computer session. Target methods and systems for visually identifying speakers). For each voice speaker, the listener's computer device receives voice data, including the speaker identifier. The speaker identifier is associated with a visual indicator that identifies the voice speaker and is displayed to the listener to indicate that the voice speaker is currently speaking. This visual indicator is preferably associated with an element of the computer session controlled by the voice speaker. For example, an animated game character controlled by a voice speaker can be highlighted and the current voice communication can be visually associated with the highlighted game character. This visual instruction allows the listener and / or the intermediary of the computer session to control the voice communication. For example, listeners and / or intermediaries can mute the voice speaker associated with a particular game character. Preferably, the visual indicator also identifies the voice speaker by name, such as an alias, allowing the listener and / or intermediary to select that name from a list of names to control the voice communication, and the communication is mixed. Allows the listener to identify and select the voice speaker from among multiple anonymous voice speakers heard together by the listener.</p><p> Visual indicators can take many other forms. A common icon can be displayed adjacent to a visual element controlled by a voice speaker during a computer session. The same icon can be displayed adjacent to each visual element associated with each speaking voice speaker. Alternatively, a different icon can be displayed for each voice speaker. These different icons can be displayed adjacent to the corresponding visual element of the computer session, or if the voice speaker's visual element is not currently displayed, a given on the listener's display screen. Can be displayed at the position of. It is also possible to display various icons adjacent to the name of the voice speaker in the participant list of the computer session.</p><p> One benefit of the visual indicator is that it gives the listener control over voice communications that may come from many anonymous speakers who may abuse the voice communications. The present invention first provides this control by determining whether the listener has chosen to listen to voice communications from a given voice speaker. For example, the listener's computer equipment can first determine if the listener has muted the voice communication from the voice speaker. Alternatively, or in addition, the listener's computer equipment can determine if the voice speaker is trusted by the listener. Trust may be established and recorded by the listener or provided by another party. For example, a computer session manual or automatic intermediary collects feedback on a voice speaker from other participants in the computer session to determine if the voice speaker meets the community's criteria for voice communication. Can be done. If the voice speaker does not meet community standards, the intermediary of the computer session may temporarily or permanently ban the voice speaker from communicating by voice in subsequent computer sessions. it can. Alternatively, a trusted third party can be used to issue a certificate of voice communication accepted by the listener.</p><p> Another form of voice communication control is based on the event or state of a computer session. The computer session and / or the listener's computer equipment can determine whether the voice speaker's animated character is within the audible range of the listener's animated character within the virtual environment of the computer session. The computer session and / or the listener's computer equipment can adjust the volume or other audible characteristics according to a function of the distance between the characters, or another state of the computer session. Events that occur in a computer session can also change or clear the voice speaker's communication. For example, the listener's animated character can be trapped in a simulated soundproof room or moved behind a thick wall.</p><p> Another aspect of the invention is directed to a memory medium that stores machine instructions for performing the aforementioned steps according to the invention, as discussed in more detail below.</p><p> Many of the aforementioned aspects and accompanying advantages of the present invention will be more easily and correctly evaluated if they are better understood by reference to the following detailed description in conjunction with the accompanying drawings.</p>
A preferred embodiment of the present invention will be described below with respect to an example of use in providing visual instructions of a voice speaker for an electronic game system designed to execute game software in cooperation with a network game service. .. Those skilled in the art will appreciate that the present invention may also be practiced in other anonymous or semi-anonymous voice communications between speakers involved in a common session. The present invention can also be implemented in various computer devices such as personal computers (PCs), set-top boxes, arcades, handheld devices, hi-fi systems, and other related systems.
(Example operating environment) As shown in FIG. 1, an exemplary electronic game system 100 suitable for carrying out the present invention includes support for up to four user input devices, such as a game console 102 and controllers 104a, 104b. The game console 102 is equipped with an internal hard disk drive (not shown in this figure) and an optical medium drive 106 that reads various forms of portable optical storage medium represented by the optical storage disk 108. Examples of suitable portable storage media include digital versatile discs (DVDs) and compact disc read-only memory discs (CD-ROMs). In this game system, the game program is preferably distributed on a DVD disc for use with the game console, but other storage media may be used instead in the above and other types of systems using the present invention. It is also planned to be able to do it.
There are four slots 110 on the front of the game console 102 for connecting to supported controllers, but the number and placement of those slots can be changed as needed to support more or less controllers. can do. The power button 112 and eject button 114 are also located on the front of the game console 102. The power button 112 controls the application of power to the game console, and the eject button 114 alternately opens and closes the tray (not shown) of the optical medium drive 106 to allow insertion and removal of the storage disk 108 for the game. Make the digital data readable for use on the machine.
The game console 102 connects to the television 121 or other display monitor or screen via an audiovisual (A / V) interface cable 120. The power cable plug 122 delivers power to the game console when connected to a normal AC power source (not shown). The game machine 102 transmits data over a network, such as through a connection to a hub or switch (not shown), or over the Internet, for example, through an xDSL interface, cable modem, or other broadband interface (not shown). Includes Ethernet® data connector 124 for transmission and reception. Other types of game consoles that implement the present invention can be combined together or combined with a remote server by communication using a conventional telephone modem.
Each of the controllers 104a, 104b is coupled to the game console 102 via a lead (or via a wireless interface). In the illustrated implementation, the controller is USB compatible and is connected to the game console 102 via the USB cable 130. However, it is also intended that other types of data interfaces can be used instead. The game console 102 can be equipped with any of a wide variety of user devices for interacting with and controlling game software. As shown in FIG. 1, each controller 104a, 104b includes two thumbsticks 132a and 132b, one D-pad 134, multiple buttons 136, and two triggers 138. These controllers are merely representative and may use other game input control devices in place of or in addition to those shown in FIG. 1 for use with the game console 102. it can.
Optionally, a removable functional unit 140 can be inserted into each controller 104a, 104b to provide additional features and functionality. For example, a portable memory unit (MU) allows a user to store game parameters and insert the portable MU into a controller connected to another game console to store those parameters for play on another game console. Be able to port. Another removable functional unit comprises a voice communication unit that allows a user to verbally interact with other users locally and / or over a network. Headphones 142 including a boom microphone 144 are connected to this voice communication unit. Alternatively, the circuit of the voice communication unit can be incorporated into the controller, and headphones with a boom microphone can be detachably or fixedly connected to the controller. Preferably, each controller is configured to contain two removable functional units, but more or less removable functional units or modules can be used instead.
The game system 100 can play, for example, games, music, videos, and the like. Other functions can be performed using digital data stored on a hard disk drive or read from optical storage disk 108 in drive 106, or using digital data obtained from an online supplier or MU. Is intended. For example, the game system 100 can potentially play the following: -Game titles stored on CDs and DVDs read by optical media drives, stored on hard disk drives, or downloaded from online sources. · CD read by optical media drive 106, stored on a file on a hard disk drive (eg, WINDOWS® MEDIA AUDIO (WMA) format, etc.) or online streaming supply over the Internet or other networks Originally obtained digital music. · Stored on a DVD disc read by optical media drive 106, or a file stored on a hard disk drive (such as Active Streaming Format (ASF)), or accessed from an online streaming source via the Internet or other networks. Digital A / V data to be created.
FIG. 2 shows the functional components of the game system 100 in more detail. The game machine 102 includes a CPU 200 and a memory controller 202 that facilitates CPU access to read-only memory (ROM) 204, random access memory (RAM) 206, hard disk drive 208, and portable optical medium drive 106. The CPU 200 includes a Level 1 cache 210 and a Level 2 cache 212 that temporarily store data to reduce the number of memory access cycles required, thereby increasing the processing speed and throughput of the gaming system. The CPU 200, memory controller 202, and various memory devices are via one or more buses, including serial and parallel buses, memory buses, peripheral buses, processors or local buses using any of the various bus architectures. To be interconnected. For example, such architectures include ISA (Industry Standard Architecture) bus, MCA (Micro Channel Architecture) bus, and EISA (Enhanced). ISA) buses, VESA (Video Electronics Standards Association) local buses, and PCI (Peripheral Component Interconnect) buses can be included.
As an example of a suitable implementation, the CPU 200, the memory controller 202, the ROM 204, and the RAM 206 are integrated in the common module 214. In this implementation, the ROM 204 is configured as a flash ROM connected to the memory controller 202 via a PCI bus and a ROM bus (neither shown). The RAM 206 is configured as a plurality of double data rate synchronous dynamic RAM modules (DDR SDRAM modules) independently controlled by the memory controller 202 via a separate bus (not shown). The hard disk drive 208 and the optical medium drive 106 are connected to the memory controller via the PCI bus and the ATA (Advanced Technology Attachment) bus 216.
The 3D graphics processing unit (GPU) 220 and the video encoder 222 form a video processing pipeline for high-speed, high-resolution graphics processing. Data is transmitted from the GPU 220 to the video encoder 222 via a digital video bus (not shown). The audio processor 224 and the audio encoder / decoder (CODEC) 226 form the corresponding audio processing pipeline for hi-fi and stereo audio data processing. Audio data is transmitted between the audio processor 224 and the audio CODEC 226 via a communication link (not shown). The video and audio processing pipeline outputs data to A / V port 228 for transmission to a television or other display monitor. In the illustrated implementation, the video and audio processing components 220-228 are mounted on module 214.
Module 214 also implements a USB host controller 230 and a network interface 232. The USB host controller 230 is coupled to the CPU 200 and the memory controller 202 via a bus (such as a PCI bus) and acts as a host for peripheral game controllers 104a to 104d. Network interface 232 provides access to networks (Internet, home networks, etc.) and includes Ethernet® cards, telephone modem interfaces, Bluetooth® modules, cable modem interfaces, xDSL interfaces, and more. It can include either a variety of wired or wireless interface components.
The game console 102 includes two dual controller support subassemblies 240a, 240b, and each subassembly supports two of the game controllers 104a-104d. The front panel input / output (I / O) subassembly 242 supports the functions of the power button 112 and eject button 114, as well as the function of any light emitting diode (LED) or other indicator exposed on the outside of the game console. To do. The subassemblies 240a, 240b, and 242 are coupled to module 214 via one or more cable assemblies 244.
Eight functional units 140a-140h are shown as being able to connect four functional units 104a-104d, i.e. two functional units per controller. Each functional unit provides additional functionality or storage for games, game parameters, and other data. Once the MU is inserted into the controller, the MU can be accessed by the memory controller 202.
The system power supply module 250 powers the components of the game system 100. Fan 252 cools the components and circuits within the game console 102.
To practice the present invention, a game software application 260 with machine instructions stored on a DVD or other storage medium (or downloaded over a network) has RAM 206 and / or cache 210 for execution by CPU 200. And / or loaded on 212. Some of the software applications 260 can be loaded into RAM only when needed, or all of the software applications can be loaded into RAM 206 (depending on their size). The software application 260 and the related functions it performs to implement the present invention will be described in more detail below.
The game system 100 can operate as a stand-alone system by simply connecting the system to a television or other display monitor. In this stand-alone mode, the game system 100 allows one or more users to play games, watch movies, and listen to music. However, with the connection to the internet or other networks available through network interface 232, the gaming system 100 is also operating as a component of the larger network gaming community, allowing the internet or other networks to operate. Online multiplayer interaction can be enabled in games played with players using other gaming systems through. The gaming system 100 can also be coupled in peer-to-peer communication with another gaming system using a network interface and a suitable cable (not shown).
(Network system) FIG. 3 shows an exemplary network game environment 300 in which a plurality of game systems 100a, ... 100n are interconnected via a network 302. Preferably, each gaming system includes at least one corresponding headset 142a, ... 142n and a corresponding microphone 144a, ... 144n for voice communication between players. Network 302 represents any of a wide variety of data communication networks and may include public parts (such as the Internet) and private parts (such as residential or commercial local area networks (LANs)). The network 302 can be implemented using any one or more of a wide variety of conventional communication configurations, including both wired and wireless. Data can be communicated over network 302 using any of a wide variety of communication protocols, including both public and proprietary protocols. Examples of such protocols include TCP / IP, IPX / SPX, NetBEUI, and so on.
In addition to the gaming system 100a, ... 100n, one or more online services 304a, ... 304s can be accessed via network 302 to provide online gaming services and / or hosting, downloadable music or video. It provides participants with a variety of services, including providing file services, hosting game competitions, providing streaming A / V file services, and enabling the exchange of email or other media communications. The network game environment 300 also distributes keys that serve to authenticate individual players and / or game systems 100a, ... 100n for interconnection between players and with online services 304a, ... 304s. Center 306 can be used. Distribution Center 306 is a valid participant with keys and service tickets that can be used to form a gameplay group containing multiple players or to purchase services from online services 304a, ... 304s. Distribute to.
The network game environment 300 introduces another memory source available for each game system 100a, ... 100n, ie online storage. In addition to accessing data on the optical storage disk 108, the hard disk drive 208, and the functional unit 140, the game system 100a, ... 100n is network 302, as illustrated by the remote storage 308 of the online service 304s. You can also access data files available in remote storage locations via.
The network game environment 300 also includes a developer service 309 that allows developers to create media effects, updated media data, game code, and other services. Such services can be distributed between online services and game producers for gaming systems, and between other devices inside and outside the network gaming environment 300. Network gaming environments provide enhanced security, for example using communication over virtual private network tunnels, restrict access by other computer devices, and only access other gaming systems and gaming environments. It should be noted that it can be a closed network to provide.
(Exemplary process) A preferred embodiment of the present invention is intended to display visual instructions to identify a voice speaker in a multiplayer game session. Figure 4 shows an exemplary scene 350 from a multiplayer network game session. Scene 350 includes a listener's vehicle 352 controlled by a human player via a local game system. Scene 350 also includes a non-speaking opponent's vehicle 354 controlled by a human player via a remote gaming system. Players using this remote gaming system are not currently using a voice communicator to communicate with local listeners. Scene 350 also shows the speaking opponent's vehicle 360, controlled by a human player currently speaking via a voice communicator connected to another remote gaming system. When the speaking player begins speaking, a speaker icon 362 is displayed above the speaking player's vehicle 360 to identify the current speaker. Preferably, the player ID 364 (such as a gamertag) is displayed along with the speaker icon 362 to associate the speaker with the speaking player's vehicle 360. Highlight the speaker's vehicle, provide an image away from the speaker's vehicle, blink the spot next to the speaker's name, or use some other visual instruction. Those skilled in the art will appreciate that they can provide many other visual instructions that direct the player speaking.
Other players may provide other instructions indicating that the corresponding vehicle is speaking invisible in the current scene. For example, off screen when another remote player is speaking screen) The speaker icon 370 can be displayed, but the vehicle corresponding to the remote player is invisible to the local listener on the display of the local listener. Preferably, the off-screen speaker icon also includes a player ID or gamer tag to identify the off-screen speaker. Optionally, the muted player icon 372 can be displayed when the unwanted speaker is speaking but the listener is muting the voice communication of the unwanted speaker. .. The muted speaker icon 372 can function to remind the listener of the muted player. Other displays may optionally be used by the gaming service to indicate players who may be subject to some form of global voice sanctions. For example, the censored speaker icon 374 can indicate that a particular player is temporarily prohibited from using voice communication. Players may temporarily or permanently prohibit the use of voice communications and / or listening to voice communications from local players. This censorship can be triggered by a network game service or a local player. For example, a local player may wish to prohibit voice communication with any player other than a team member. The game service may prohibit voice communication for violations of the game service rules as a result of in-game events or for other reasons.
The current speaker can also visually indicate on the player list, along with more detailed information about the voice communication status of each player. For example, FIG. 5A is an exemplary screen of player tab view 380A that provides information about players in the current game session. List 382 of players includes player ID column 384, voice communication status column 386 and friendship status column 388. The current speaker's player ID 390 can be highlighted or otherwise visually indicated that the remote player is speaking. The corresponding utterable icon 392 indicates that the corresponding player has an active voice communicator. The mute icon 394 indicates that the local listener has muted the voice communication from the selected player. The permanent two-way mute icon 396 indicates that the local listener or network gaming service is prohibited from the corresponding player speaking to the listener and listening to any voice communication from the listener. A null icon 398 indicates that the corresponding player does not have a voice communicator. The listen-only icon 399 indicates that the corresponding player can hear the voice communication but does not have a microphone to speak to other players. Further description of the voice communication capability of the selected player is preferably provided in player status box 391.
The listener (ie, the local player) can change the local listening settings for each player. FIG. 5B is an exemplary screen of player tab view 380B, which includes a dialog box 400 for changing the local listening settings 402 of the selected player. For example, dialog box 400 can be used to mute the selected player.
FIG. 6 is a flow chart showing the logic for processing the voice communication received by the game system of the listening player. In step 410, the listener's game system receives a data packet that includes voice communication data and can include game data. In step 412, the game system decodes the received packet to obtain the speaker ID from the received packet. The game system determines in determination step 414 whether the listener has chosen to listen to audio data from the speaker or is permitted. Further details regarding this determination will be described below in connection with FIG. If the listener's game system determines that the listener should not hear the audio data from the speaker, control returns to step 410 and waits for another data packet.
However, if the listener's game system determines that the listener should hear the audio data from the speaker, the listener's game system decides in step 415 that the encoded audio of the data packet. The data is decrypted and decompressed, and in step 416, the decrypted speaker ID is associated with the visual indicator. For example, the listener's game system can associate the decrypted speaker ID with the speaker's corresponding vehicle or display icon.
In determination step 418, the listener's game system determines whether the speaker's vehicle, animated character, or other control game element is visible to the listener on the listener's display. If the speaker's character is currently visible to the listener, in step 420, the listener's game system highlights the speaker's character on display. For example, the speaker icon and player ID will be displayed on the speaker's character. As mentioned above, other instructions include increasing the brightness of the speaker's character, moving the speaker's character's lips, and placing a speech bubble on the character with or without a text version of the speaker's voice communication. It can indicate or include other instructions associated with the speaker's character. In addition to highlighting the speaker's character, or if the speaker's character is currently invisible to the listener, in step 422, the game system activates an alternative visual indicator. For example, a separate icon can be displayed on one side of the listener's display screen. Alternatively, the player ID of the speaker in the player list can be highlighted.
In optional step 424, the listener's gaming system can adjust the audio data or perform other audio processing. For example, adjusting the speaker's voice data to make it an elf voice, having a voice of a preselected gender that is the same as or different from the speaker, or having other characteristics that change the speaker's voice. can do. Alternatively, or in addition, the volume of the speaker's voice data can be adjusted to reflect the proximity of the speaker's character to the listener's character in the game virtual environment. In addition, the speaker's voice data can be buffered to prevent jitter or other unwanted effects. The speaker's voice data can also be mixed with voice data from other speakers so that the listener hears a large number of voices at the same time. This multiplex voice can include the listener's own voice if the listener is also speaking. When the desired adjustment to the sound characteristics is made, in step 426, the listener's game system reproduces the audio data via the listener's headphones or fixed speakers. Control then returns to step 410 and waits for another data packet.
FIG. 7 is a flow diagram showing the logic for performing some listening checks to determine whether the listener should listen to the received audio data. FIG. 7 provides further details of determination step 414 of FIG. In determination step 430 of FIG. 7, the listener's game system determines whether the speaker is trusted. For example, a listener may selectively choose to listen only to voice communications from players on that listener's team. As an alternative, or in addition, listeners should only receive voice communications from speakers who have a special voice communications certificate from a network gaming service key distribution center or a trusted third party. You can choose selectively. If the listener's game system determines that the speaker is untrusted, control is passed to step 432 to prevent further processing of the speaker's voice data. Additional processes may include reporting communications attempted by the speaker, providing automatic messages to the speaker, or handling errors.
If the speaker is trusted, the listener's game system determines in determination step 434 whether the speaker has been muted by the listener or the game service. When muted, the listener's gaming system ignores the speaker's audio data or performs other non-audio processing in step 432. For example, the listener's game system may display an icon corresponding to the speaker ID to indicate that the speaker is trying to communicate with the listener. However, the audio data will not be routed to the listener's headphones or fixed speakers.
In determination step 436, the listener's gaming system can optionally determine if the speaker is communicating over an acceptable channel. For example, a team of players can select channels for secure voice communication. If the speaker is not communicating on that secure channel, the listener's game system processes the speaker's voice data in step 432.
The listener's gaming system optionally has the speaker's character, vehicle, or other controlled gaming element within audible distance of the listener's controlled gaming element in determination step 438. You can also judge whether or not. For example, if the speaker's animated characters are in a building with a different game environment than the listener's character and those characters are not communicating wirelessly, the speaker's voice data is blocked and the listener can hear it. Absent. As described above, the volume of the speaker's voice data can be changed according to the distance between the speaker and the listener's character as an alternative. Similarly, in determination step 440, the listener's game system optionally determines whether the speaker or listener is otherwise restricted by the game. For example, the speaker character or listener character may be in a penalty box or silence booth as part of their gameplay. In that case, the listener's game system blocks the listener from hearing the speaker's voice or performs other non-audio processing in step 432. However, if the above judgment indicates that the listener should listen to the speaker, the listener's game system will allow the listener to hear the speaker's audio data in step 442. To do. Those skilled in the art will appreciate that other judgment steps can be included and the judgment steps described above can be arranged in a logical configuration other than the order shown.
Although the present invention has been described above in relation to the preferred embodiment of the present invention and its modified forms, it can be said that many other modifications can be made to the present invention within the scope of the appended claims. The vendor will understand. For example, the speaker can be visually identified within the local network of the game system, which is independent of the networked game service. Therefore, the scope of the present invention is not limited by the above description at all, and should be determined solely by referring to the appended claims.
<figref num="1">FIG. 5 is a diagram of an exemplary electronic game system that includes support for game consoles and up to four user input devices.</figref><figref num="2">It is a functional block diagram which shows the component of the game system of FIG. 1 in more detail.</figref><figref num="3">FIG. 5 is a schematic diagram showing an exemplary network game environment in which a plurality of game systems as shown in FIGS. 1 and 2 are interconnected via a network.</figref><figref num="4">FIG. 5 shows an exemplary scene from a multiplayer network game session showing a visual indicator of a voice speaker.</figref><figref num="5A">FIG. 5 illustrates an exemplary screen of a player tab that provides information about a player in a current game session.</figref><figref num="5B">FIG. 5 illustrates an exemplary screen of a player tab that includes a dialog box for changing the local listening settings of a selected player.</figref><figref num="6">It is a flow chart which shows the logic for processing the voice communication received by the game system of the listening side player.</figref><figref num="7">FIG. 5 is a flow diagram showing the logic for performing some listening checks to determine whether the listener should listen to the received audio data.</figref>
Code description
100 game system 102 game console 104 controller 106 Portable Media Drive 108 Portable media 110 slots 112 Power button 114 eject button 120 audiovisual interface cable 121 TV 122 Power cable plug 124 Ethernet® Data Connector 130 USB cable 134 D pad 136 button 138 trigger 140 functional unit 142 headset 144 Mike 200 central processing unit 202 memory controller 204 flash ROM memory 206 RAM memory 208 hard disk drive 210 Level 1 cache 212 Level 2 cache 214 modules 216 ATA cable 220 3D graphics processing device 222 Video Encoder 224 Audio processing device 226 Audio codec 228 A / V port 230 USB host controller 232 network interface 240 dual controller port subassembly 242 Front panel I / O subassembly 250 system power supply 252 fan 260 applications 300 network game environment 302 network 306 Key Distribution Center 304 Online Service 308 remote storage 309 Developer Services 350 scenes 352 Hearing vehicle 354 Opponent's vehicle 360 Speaking opponent's vehicle 362 Speaker icon 364 Player ID 370 Off-screen speaker icon 372 Mute player icon 374 Censored speaker icon 380 player tab view 382 List of players 384 Player ID column 386 Voice communication status column 388 Friendship column 390 Player ID of the current speaker 391 Player Status Box 392 Speakable icon 394 mute icon 396 Bidirectional mute icon 398 null icon 399 Listening-only icon 400 dialog box 402 Local listening settings
Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| JP06006471A | Cites | Japan |
| JP06121311A | Cites | Japan |
| JP06507084A | Cites | Japan |
| JP08018676A | Cites | Japan |
| JP2001154966A | Cites | Japan |
| JP2001268078A | Cites | Japan |
| JP2002369972A | Cites | Japan |
| JP63086686A | Cites | Japan |
7 members in 4 offices
Priority claims5
| Document | Office | Kind | Date |
|---|---|---|---|
| 10671361 | United States of America | – | |
| 67136103 | United States of America | A | |
| 67136103 | United States of America | A | |
| 2003671361 | – | – | – |
| US20030671361 | – | – | – |
Members7
| Document | Office | Kind | |
|---|---|---|---|
| EP1518592A1 | European Patent Office (EPO) | A1 | |
| KR20050030551A | Republic of Korea | A | |
| US2005075885A1 | United States of America | A1 | |
| JP2005100420A | Japan | A | |
| US7503006B2 | United States of America | B2 | |
| JP4685397B2This record | Japan | B2 | |
| KR101150100B1 | Republic of Korea | B1 |
22 legal events, as the office reported them to INPADOC
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Numbers
- Publication
- 4685397
- Publication, DOCDB
- 4685397
- Publication, EPODOC
- JP4685397B
- Application
- 280314
- Application, DOCDB
- 2004280314
- Application, EPODOC
- JP20040280314
Titles2
- Japanese
- 現在の音声発話者の視覚的指示
- English
- Visual instructions of the current voice speaker
Classification
- CPC, 22
- A63F13/215
- A63F13/52
- A63F13/537
- A63F2300/1081
- A63F2300/303
- A63F2300/306
- A63F2300/572
- A63F13/25
- A63F2300/30
- A63F13/5372
- A63F13/335
- A63F13/63
- A63F13/95
- A63F13/87
- A63F2300/206
- A63F13/79
- A63F2300/6018
- A63F2300/407
- A63F2300/5546
- A63F2300/208
- G06F3/14
- G06Q50/10
- IPC, 15
- G06F3 048
- A63F13 00
- A63F13 12
- G06F3 16
- A63F13 33
- A63F13 30
- A63F13 537
- A63F13 54
- A63F13 55
- A63F13 87
- G06F3 00
- G06F3 0481
- G06F3 0484
- G06F17 00
- G10L11 00