Object display system in a virtual world
一种虚拟世界、对象的技术,应用在显示装置、数据处理的输入/输出过程、运动附件等方向,能够解决不适当广告费等问题
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Embodiment 1
[0052] system structure
[0053] figure 1 is a block diagram of an online game system according to Embodiment 1 of the present invention. Such as figure 1 As shown, the network game system according to Embodiment 1 includes, for example: a designated network 1 such as the Internet; client terminals 2 of a plurality of players, which can be connected to the network 1; Terminal 2 provides a designated virtual world.
[0054] For the client terminal 2, for example, a video game unit can be used. If a video game unit is used as the client terminal 2, the controller 4 will be used as the input device and the monitor 5 will be used as the display device.
[0055] In addition, other terminal units such as a personal computer may be used as the client terminal 2 . When using a personal computer, a keyboard and a mouse are used as input devices.
[0056] Game server 3 comprises: be used to draw the data base that object such as virtual world and character need such as polygonal...
Embodiment 2
[0144] Next, a network game system according to Embodiment 2 of the present invention will be described. In the description of Embodiment 1 as described above, the display position and display direction of an object such as a billboard reflect each player's "movement track" and "input history". Meanwhile, the network game system according to Embodiment 2 is configured to statistically estimate the "trajectory of movement" of each player, and accordingly determine the land price that each player will give to the land in the virtual world.
[0145] This is the only difference between the foregoing embodiment 1 and embodiment 2. Therefore, only the difference between these two embodiments will be described below, and repeated description will be omitted.
[0146] Figure 17 is a block diagram of the game server 3 according to Embodiment 2. The process on the game server 3 will be described below with reference to this block diagram.
[0147] General Concepts About Land Pric...
Embodiment 3
[0164] Next, a network game system according to Embodiment 3 of the present invention will be described. In Embodiment 2 as described above, it is configured to determine the land price for each player based on data such as the "movement trajectory" of each player. However, in the present Embodiment 3, it is configured to determine an advertisement rate of an object such as a billboard based on the statistics of "movement trajectories" of a plurality of players.
[0165] Figure 24 is a block diagram of the game server 3 according to Embodiment 3. The process on the game server 3 is explained below with reference to this block diagram.
[0166] Statistics of each player's movement trajectory
[0167] The statistical processing unit 66 of the game server 3 compiles statistical data from the data of each player's movement trajectory stored in the player profile database 7, for example, in hours, days, weeks, months, quarters or years, and based on the statistical results, ...
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