Gps-based user movement and character recovery linkage method and device for providing the same

KR1020260131331APending Publication Date: 2026-09-01임재혁
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Patent Information

Application Number
KR1020250023461
Authority / Receiving Office
KR · KR
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-24
Publication Date
2026-09-01

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Abstract

A method for linking user movement and character recovery in a GPS-based game is disclosed. The method may include the steps of: creating a character at a first point, which is the location coordinate of a user, based on a GPS signal; displaying at least one object within a first range centered on the character; moving the character to a second point corresponding to the object when the object is located within a second range centered on the first point; controlling the interaction between the character and the object at the second point; and recovering the character's stamina, which has decreased due to the interaction, based on the user's location change or step information.
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Description

Technology Field

[0001] The present invention relates to a method for linking user movement and character recovery in a GPS-based game and an apparatus for providing the same. Background Technology

[0002] The following description merely provides background information related to an embodiment according to the present invention and does not constitute prior art.

[0003] In existing GPS-based games, character movement and interaction were primarily based on the user's location, but health recovery often relied on item usage or the passage of time. This approach has limitations in that it fails to adequately reflect the user's real-time movement data.

[0004] Therefore, a method is needed to link user movement and character recovery in GPS-based games, utilizing GPS signals to naturally restore character health based on user location changes and step information. Prior art literature

[0005] Republic of Korea Registered Patent Publication No. 10-1622361 The problem to be solved

[0006] Existing GPS-based games have limitations in that character health recovery primarily relies on item usage or the passage of time, failing to correlate with the user's actual movements. Additionally, errors in GPS signals may lead to inaccurate reflection of character movement and interactions, potentially causing issues where recovery is not effectively achieved in specific areas.

[0007] To this end, we aim to provide a more intuitive and realistic game environment by automatically restoring the character's health based on the user's location changes and step information. Additionally, users can engage in active gameplay by strategically utilizing movement, and continuous game participation can be encouraged through recovery functions in specific areas. In particular, by reflecting the user's location changes and step information to ensure natural interaction between character movement and objects, we intend to more effectively implement a method for linking user movement and character recovery in GPS-based games. means of solving the problem

[0008] The method may include the steps of: creating a character at a first point, which is the location coordinate of a user, based on a GPS signal; displaying at least one object within a first range centered on the character; moving the character to a second point corresponding to the object when the object is located within a second range centered on the first point; controlling the interaction between the character and the object at the second point; and restoring the character's stamina, which has decreased according to the interaction, based on the user's location change or step information.

[0009] The step of restoring the stamina of the above character based on the user's location change or step information may include a step of further increasing the stamina recovery speed of the above character when the character reaches at least one of the user's accumulated step count, average movement speed within a certain period of time, and specific conditions while moving.

[0010] The step of restoring the stamina of the above character based on the user's location change or step information may include the step of calculating the location change in real time and automatically restoring the reduced stamina when the user reaches a specific area or recovery area, and the step of increasing the number of objects occurring over time when the user stays within the specific area for a certain period of time or longer.

[0011] The method includes a step of automatically recovering health when the character moves to a specific terrain or is located on the terrain, and the terrain may be characterized as including the interior of a building, the exterior of a building, roads, and sidewalks.

[0012] If a status abnormality occurs in the character due to interaction between the objects, a step of restoring it according to conditions different from the health recovery may be included.

[0013] The step of recovering according to conditions different from the above-mentioned stamina recovery may include the step of recovering the character's status ailment by achieving at least one of the following conditions depending on the type of status ailment: moving to a specific area, acquiring a certain number of steps, and moving in a certain direction.

[0014] The above-mentioned types of abnormal status include at least one type among poisoning, paralysis, stun, and confusion that affect the state of the character, and the step of controlling the interaction between the objects may include the step of providing a reward according to the grade of the object and the step of providing additional health recovery when the reward is obtained.

[0015] The above position change may be characterized by utilizing the GPS signal to correct the error of the above-determined position change.

[0016] The step of controlling the interaction between the above objects includes the step of automatically using a recovery item when the character's health reaches a certain value, and the recovery item may be characterized by immediately restoring the character's health or increasing the recovery speed.

[0017] The system includes a memory on which at least one program is recorded and a processor that executes said program, and said program may include instructions for performing steps such as creating a character at a first point which is the location coordinate of a user based on a GPS signal, displaying at least one object within a first range centered on said character, moving said character to a second point corresponding to said object when said object is located within a second range centered on said first point, controlling interaction between said character and said object at said second point, and restoring the character's stamina, which has decreased according to said interaction, based on the user's location change or step information. Effects of the invention

[0018] According to the present invention, a technology is provided for creating and moving a character based on a user's location using GPS signals, and for controlling interaction with objects. By restoring the character's stamina by reflecting the user's movement information or step count, activity linked to the game can be naturally induced.

[0019] In addition, by applying a movement-based recovery mechanism, continuous user engagement can be encouraged and the replayability of the game can be enhanced. Brief explanation of the drawing

[0020] FIG. 1 shows subjects for a method of linking user movement and character recovery in a GPS-based game according to one embodiment of the present invention. FIG. 2 is a flowchart of a method for linking user movement and character recovery in a GPS-based game according to an embodiment of the present invention. FIG. 3 is a flowchart for a GPS-based user location linkage interaction method according to another embodiment of the present invention. FIG. 4 is a screen for explaining a GPS-based user location linkage interaction method according to another embodiment of the present invention. FIG. 5 shows screens implementing a GPS-based user location linkage interaction method according to another embodiment of the present invention. FIG. 6 is a diagram showing a computer system according to one embodiment of the present invention. Specific details for implementing the invention

[0021] The present invention will be described in detail below with reference to the accompanying drawings. Hereinafter, repetitive descriptions and detailed descriptions of known functions and configurations that may unnecessarily obscure the essence of the invention are omitted. Embodiments of the present invention are provided to more fully explain the invention to those with average knowledge in the art. Accordingly, the shapes and sizes of elements in the drawings may be exaggerated for clearer explanation.

[0022] Throughout the specification, when a part is described as "comprising" a certain component, this means that, unless specifically stated otherwise, it does not exclude other components but may include additional components.

[0023] Hereinafter, preferred embodiments according to the present invention will be described in detail with reference to the attached drawings.

[0024] FIG. 1 shows subjects for a method of linking user movement and character recovery in a GPS-based game according to one embodiment of the present invention.

[0025] Referring to FIG. 1, a method for linking user movement and character recovery in a GPS-based game according to one embodiment of the present invention may be composed of a user terminal (110), a service providing device (120), and a database (130).

[0026] A user terminal (110) can function as a core device that receives GPS signals, creates a virtual character based on them, and performs interactions with objects. The user terminal (110) may generally include a smartphone, tablet, wearable device (smartwatch, smart glasses, etc.) or other electronic device including a GPS receiving function, and can control the movement and interaction of the character by collecting and analyzing the user's current location information in real time.

[0027] Specifically, the user terminal (110) may include various components such as a location measurement module, a computation processing module, a display module, an interface module, a network communication module, and a data storage module, and these modules may be interconnected to perform GPS-based user location interaction.

[0028] First, the location measurement module can receive the current location of the user terminal (110) in real time through various satellite navigation systems such as GPS (Global Positioning System), GLONASS, Galileo, and BeiDou. In addition, if a GPS signal is not received, the location can be calculated secondarily by utilizing Wi-Fi-based location measurement technology (Wi-Fi Positioning System) or mobile communication base station information. Through this, the user terminal (110) can obtain accurate location information even in various usage environments, including indoor and outdoor environments.

[0029] Next, the computation processing module can perform various functions such as character creation and movement, object search, and interaction control based on location data received by the user terminal (110). In particular, functions such as dynamically adjusting the interaction range by analyzing the user's movement speed vector and correcting the location when a GPS signal error occurs can be performed in this module. Additionally, it can perform real-time data processing by utilizing a processor (CPU, GPU, NPU, etc.) within the terminal and optimize augmented reality (AR)-based rendering computations.

[0030] Next, the display module can serve to visually provide the user with virtual characters and surrounding objects. Through the screen, the user can check information such as the character's location, movement range, and interactive objects, and intuitively grasp the current situation through the UI / UX. For example, a first state area (280) displaying the character's status information (level, experience points, health, etc.) may be placed at the top of the screen, and a second state area (290) including the user's movement speed, pedometer data, and elapsed time may be displayed at the bottom of the screen. Additionally, an execution button may be placed at the bottom of the screen to allow the user to perform direct interaction.

[0031] Next, the interface module may provide various input methods (touchscreen, physical button, voice command, gesture input, etc.) so that the user can operate the user terminal (110). For example, when the user touches a specific button on the screen, a character may move or an interaction with an object may be executed, and a specific command may be performed using voice commands. In addition, in smart glasses or augmented reality (AR) devices, interaction using the user's eye tracking or hand gestures may be possible.

[0032] Next, the network communication module can play a role in transmitting and receiving data between the user terminal (110) and an external server. It can support various wireless communication methods such as Wi-Fi, LTE, 5G, Bluetooth, and NFC, and through this, object information (POI data, etc.) or user data (experience points, items, etc.) provided by the server can be synchronized in real time. In addition, it can be linked with the server to support location-based interaction with other users in a multi-user environment.

[0033] Next, the data storage module can store and manage GPS data, movement paths, interaction records, etc., performed on the user terminal (110). Data can be stored in conjunction with local storage (internal memory, SD card, etc.) or cloud storage, and customized data processing can be performed by analyzing the user environment.

[0034] The service providing device (120) can perform a core role in a GPS-based user location-linked interaction system in conjunction with the user terminal (110). The service providing device (120) centrally manages and processes location data, user activity records, and interaction data with objects collected from the user terminal (110), thereby providing an efficient and stable interaction environment. In particular, by managing object data (location, state, attributes) and user state (level, experience points, stamina, inventory, etc.) in real time, it can support a multi-user environment through data synchronization between terminals.

[0035] Next, the service providing device (120) can reduce the computational load of the terminal and perform efficient data processing by performing complex operations that are difficult to process on the user terminal (110). For example, it can calculate a dynamic search range based on the location data of an object, or process interaction data generated from multiple user terminals (110) to provide consistent results. In addition, when a user reaches a specific area, it can transmit information on searchable objects within that area to the user terminal (110) to enable real-time interaction.

[0036] Next, the service providing device (120) can synchronize and store the latest object location information, environment data, etc. in conjunction with the database (130). Through this, the system can maintain the accuracy of object data and provide location-based content (missions, events, rewards, etc.) to the user terminal (110) in a timely manner. In addition, by managing interaction data between multiple users and centrally recording and synchronizing the state of the object, data consistency can be maintained without conflicts between multiple users.

[0037] Through this, the service providing device (120) updates data in real time through data transmission and reception between the user terminal (110) and the server, and can provide a smooth interaction environment by accurately synchronizing user status and object information.

[0038] The database (130) is a core component responsible for storing and managing data between the user terminal (110) and the service provider (120), and can provide stability and efficiency to the location-based interaction system. The database (130) stores and manages object information, user status, activity records, and location-based content data, thereby enabling the system to synchronize data in real time with the user terminal (110). Additionally, the database (130) centrally manages user status data to support the user terminal (110) in continuously receiving services in the same state.

[0039] Next, the database (130) provides object information and content data requested by the user terminal (110), stores the location, state, and attribute information of the object, and can search for and transmit it to the user terminal (110) when necessary. Through this, the user can interact with objects that can be explored based on the current location. In addition, the database (130) stores user activity records to manage movement paths, interaction records, item acquisition information, etc., and based on this, can provide user-customized content or analyze log data to utilize for system optimization.

[0040] Through linkage with the service provider device (120), the database (130) can efficiently manage data even in a multi-user environment. For example, when one user acquires a specific object, the state of the object can be updated and immediately reflected to other users, thereby maintaining data consistency. Additionally, it can store data related to location-based content and support the service provider device (120) in providing this to the user terminal (110). If necessary, the database (130) can link with an external database (130) to synchronize object information (POI data) or environment data to maintain the latest data.

[0041] Next, the database (130) can increase the efficiency of the system and provide a stable location-based interaction environment through data transmission and reception and synchronization between the user terminal (110) and the service provider device (120). Through data centralization and real-time data processing functions, user status and object information can be managed consistently, and data conflicts that may occur in a multi-user environment can be prevented. As a result, the user terminal (110) can provide the user with an immersive location-based service experience and secure scalability to flexibly respond to various environments.

[0042] FIG. 2 is a flowchart of a method for linking user movement and character recovery in a GPS-based game according to an embodiment of the present invention.

[0043] Referring to FIG. 2, a method for linking user movement and character recovery in a GPS-based game according to one embodiment can provide an automatic character recovery system in a game environment that reflects the user's actual location change by utilizing GPS signals.

[0044] Specifically, the user's current location coordinates are set as the first point based on GPS signals, and a character can be created at that location (S210). After the character is created, the in-game environment can change dynamically based on the user's real-time movement data, thereby enabling more immersive gameplay.

[0045] Next, a first range is established centered on a first point where a character exists, and at least one object may be displayed within that range (S220). This object can perform various roles within the game and may consist of specific items, NPCs (Non-Playable Characters), hostile targets, or elements capable of interacting with the environment. Depending on the placement of the object, the user's game experience can change in diverse ways, and new strategic gameplay can be induced based on the user's movement patterns.

[0046] Next, the system establishes a second range centered on the user's location, and if an object exists within that range, the character can move to a second point corresponding to that object (S230). In this process, whether movement is possible can be determined by considering various factors such as the user's movement speed, direction, and distance, in addition to the mere presence or absence of an object. Through this, the user can utilize more sophisticated strategies in addition to simple movement within the game, and movement within the game can be performed more naturally.

[0047] Next, the system can control the interaction with the object when the character moves to a second point (S240). This interaction is not merely expressed as a simple graphical element, but can unfold in various ways depending on the object's attributes and in-game rules. For example, acquiring a specific item may improve the character's stats or trigger a battle with a hostile target, and a new quest may be generated through interaction with an NPC.

[0048] Next, if the character's stamina decreases, stamina can be automatically restored based on the user's actual movement data (S250). The character's stamina recovery can utilize the user's location changes and step information to apply a more active recovery method than in existing RPGs. For example, if the user moves a certain distance or meets a certain number of steps, the character's stamina can be naturally restored, providing more realistic feedback within the game.

[0049] Next, the system can adjust health recovery speed by utilizing specific zones or terrain. For example, if a user stays in a particular location for a certain period of time, that area may be designated as a 'recovery zone,' in which case the health recovery speed may increase. Conversely, health recovery may be restricted in certain danger zones, allowing gameplay to vary depending on the user's movement strategy.

[0050] The system can implement a more realistic gameplay experience by providing a function that automatically restores the character's stamina using user location changes and step information based on GPS signals.

[0051] As an optional embodiment, it includes a function to automatically restore the character's stamina by utilizing the user's location change and step information, and in particular, can provide a function to further increase the stamina recovery speed based on the user's accumulated step count, average movement speed within a certain period of time, and specific conditions.

[0052] Specifically, the system can be configured so that a character's health recovers more quickly when the user continuously moves within the game and reaches certain criteria. For example, if the user's accumulated step count exceeds a certain value, the character's health recovery speed may increase. Additionally, if the average movement speed within a certain period exceeds a set threshold, it is determined that the user is highly active, and an additional health recovery bonus may be provided. This approach can motivate users to move continuously while playing the game and provides a more realistic gaming experience by linking the character's recovery to the user's actual movements, rather than simply relying on the passage of time.

[0053] Next, it may include a feature that increases health recovery speed based on specific conditions. For example, if the user moves a certain distance continuously or moves steadily at a constant speed, the health recovery speed may be further enhanced. This allows the user to plan more strategic movement paths within the game and proceed with the game in a way that maximizes health recovery.

[0054] As an optional embodiment, it may include a function to automatically restore the character's stamina based on the user's location changes and step information, and in particular, may provide a more sophisticated recovery mechanism by utilizing a specific area or recovery area.

[0055] Specifically, changes in the user's location can be calculated in real time, and if the user reaches a specific area or recovery zone, the character's depleted health can be automatically restored. In this case, the specific area may be a predefined region within the game, and GPS signals can be utilized to determine whether the user has entered that area. For example, parks, specific landmarks, or mission completion points can be set as specific areas, and when the user reaches them, the character's health can be restored by a certain percentage. This encourages users to strategically plan their movements within the game and manage their health efficiently.

[0056] Next, a feature may be included that increases the number of objects appearing in a specific area if the user stays there for a certain period of time. For example, if a user stays in a specific recovery zone for a certain duration, not only can health recovery effects be provided, but additional reward elements may also be offered, and new objects may appear, enabling additional missions or interactions within the game. Through this, users can experience strategic gameplay beyond simple health recovery, and staying in a specific area can serve as a source of new content rather than a mere wait.

[0057] The method of increasing the number of objects generated within a specific area can vary depending on the user's movement patterns, and can be configured so that the probability of object generation increases as the time spent there lengthens. For example, if a user stays in a recovery zone for a certain period of time, additional game elements may appear to induce more diverse interactions, and this approach can have the effect of enhancing user immersion in the game.

[0058] As an optional embodiment, a system that automatically restores a character's stamina based on the user's location changes and step information can be provided, and in particular, a more sophisticated recovery mechanism can be implemented through linkage with specific terrain.

[0059] Specifically, the system may include a feature where health automatically recovers when the user moves a character to a specific terrain or positions themselves on it. In this case, the specific terrain can be set as a predefined location within the game, and GPS signals can be utilized to match the user's current location with terrain information to determine whether the character has reached that specific terrain. For example, if the user moves inside a building, that terrain is considered a favorable environment for health recovery, allowing the character's health to recover more quickly. Conversely, in open environments such as roads or sidewalks, basic health recovery is maintained, but the recovery speed may be relatively slower. This differentiated recovery method can encourage users to plan their movements more strategically within the game and diversify gameplay progression by utilizing specific terrain.

[0060] Next, health recovery in specific terrain can be linked not only to simple location changes but also to the user's behavior patterns. For example, if a user stays inside a building for a certain period, health can be gradually restored; conversely, the recovery speed can be adjusted to decrease if the user remains stationary for longer than a certain amount of time. Through this, users can perform strategic gameplay by maintaining a consistent movement pattern or utilizing specific areas to maximize health recovery, rather than simply moving to a specific location.

[0061] Next, specific terrain can be linked to various interaction elements within the game. For example, bonus effects that increase health recovery speed can be provided in parks or specific landmarks, while conversely, health recovery can be restricted or reduced in dangerous areas. This enhances the realism of the game and allows the user's movement patterns to function as a more meaningful element within the game.

[0062] Next, if the user meets conditions such as accumulated steps or average movement speed while moving through specific terrain, additional bonus effects may be provided. For example, if the user moves quickly through an urban area, the stamina recovery speed may increase slightly, while conversely, if the user moves through mountainous terrain or rough roads, a higher stamina recovery bonus may be received.

[0063] As an optional embodiment, the system may restore a character under conditions different from health recovery when a status abnormality occurs due to interaction between objects.

[0064] Specifically, character status effects are a factor distinct from simple health reduction and can act as a restriction on the character's actions or movement. For example, this may include status effects such as poisoning, paralysis, stun, and confusion; these effects can be configured so that they do not simply disappear with the passage of time but require specific conditions to be met for recovery.

[0065] As an optional embodiment, status effect recovery may be performed under conditions different from character health recovery. For example, the system may be configured so that a status effect is resolved when the character moves to a specific area or acquires a certain number of steps. Additionally, the system may be adjusted so that the status effect gradually recovers when the user moves a certain distance in a specific direction. By directly linking the user's actual movements to changes in the in-game character's status, this method can induce continuous user engagement and enhance the game's replayability.

[0066] In particular, the system can set recovery conditions differently depending on the type of status effect. For example, in the case of poisoning, recovery can be set to require the user to continuously move a certain distance, while in the case of paralysis, recovery can be achieved by staying in a specific area for a certain period of time. Additionally, in the case of confusion, recovery can be set to require the user to continuously move in a certain direction. This approach encourages the effective management of status effects based on the user's actual movement patterns and allows for more strategic movement planning within the game.

[0067] The status ailment recovery system is differentiated from existing item-based recovery methods and can create a more dynamic gameplay environment by actively utilizing user movement data. Through this, users can overcome status ailments by strategically adjusting their movement patterns rather than simply consuming items, thereby further enhancing game immersion.

[0068] As an optional embodiment, the system may include a reward system linked to the recovery of a character's health as well as status ailments in a GPS-based game.

[0069] Specifically, if a status effect occurs after a character interacts with a specific object, the type of the status effect can be identified, and conditions for effectively recovering from it can be set. Status effects, such as poisoning, paralysis, fainting, and confusion, can affect the character's movement or functions, and certain in-game activities may need to be performed to recover from the status effect.

[0070] In particular, to recover from status ailments, a character may need to satisfy conditions such as moving to a specific area, acquiring a certain number of steps, or moving a certain distance in a specific direction. For example, in a poisoned state, the user must continuously move a certain distance to recover, while in a paralyzed state, the user must stay in a specific area for a certain amount of time to be relieved. This approach can encourage the management of status ailments based on the user's actual movement patterns, rather than simply relying on the passage of time or the use of items.

[0071] Next, additional rewards may be provided during the process of recovering from status ailments. In controlling interactions between objects, the system may distribute rewards differentially based on the object's grade, and acquiring these rewards may result in additional health recovery. For example, acquiring a reward after interacting with a high-grade object may provide a faster recovery effect than standard health regeneration. This allows users to move more strategically within the game and choose a play style that prioritizes seeking out high-grade objects.

[0072] Next, the method of recovering from status ailments can be linked to character ability enhancement. For example, the system can be configured to grant additional experience points or items if the user moves a certain distance or utilizes specific terrain during the recovery process. Through this, users can experience elements of continuous gameplay progression and growth beyond simple status recovery.

[0073] The status effect recovery and reward system is differentiated from existing simple health recovery methods and can create a more dynamic gameplay environment by actively utilizing user movement data. Through this, users must adjust their movements to manage their in-game character's status, and by strategically utilizing this, they can further enhance the game's immersion and enjoyment.

[0074] As an optional embodiment, a system is provided for automatically restoring a character's health in a GPS-based game based on the user's location changes and step information, and in particular, may include a function to correct location change data to improve the accuracy of GPS signals. Generally, errors in GPS signals may occur depending on the user's indoor or outdoor environment, interference from satellite signals, network conditions, etc., and if these errors are applied as is, inaccurate data may be reflected during the character's movement and health recovery processes.

[0075] To address this, the system can analyze changes in the user's location in real time and correct GPS signals to generate more precise location data.

[0076] Next, the system can perform position change correction in various ways. For example, by analyzing the user's movement direction and step data, a correction algorithm can be applied when GPS coordinates fluctuate rapidly, and sudden errors can be minimized by setting an estimated movement range based on past movement paths and speeds. Additionally, the most reliable value can be selected by comparing and analyzing multiple GPS satellite data, or more precise position changes can be calculated by utilizing data from the device's accelerometer and gyroscope. This allows the user's actual movement path to be reflected more accurately, and enables character movement and health recovery within the game to occur more naturally.

[0077] Next, the system's location change correction function can be applied with greater precision in specific terrains. For example, if a user is located inside a building where GPS signals are weak, the current location can be corrected based on previous movement patterns, or location data can be enhanced by utilizing Wi-Fi and Bluetooth signals. Conversely, in open outdoor spaces, location changes can be calculated with higher precision by utilizing multi-satellite data. This approach can help maintain the reliability of GPS signals when users play games in various environments, thereby further enhancing game immersion.

[0078] Next, the system's GPS signal correction is not limited to simple coordinate adjustment; by considering the user's step count, movement speed, and direction, it can calculate more precise position changes. For example, if a user's movement suddenly stops or changes direction abruptly, sensor data is further analyzed to determine actual movement and correct unnecessary position fluctuations. This minimizes unnecessary movement errors within the game and enables smoother character movement and natural health recovery.

[0079] As an optional embodiment, the system may provide a function to automatically restore a character's health in a GPS-based game by utilizing the user's location changes and step information, and may include a function to automatically use recovery items when health drops below a certain level. Generally, health recovery in games is often performed by the user manually selecting and using items, but the system may provide an automatic usage function in conjunction with the user's real-time movement data to enable more natural health recovery.

[0080] Next, the system can be configured to automatically use in-game recovery items when a character's health drops below a certain level. For example, if a user's health drops sharply due to combat or specific events, health may be restored immediately or the recovery speed increased without requiring any separate action. This allows users to maintain smoother gameplay and effectively manage their health even in critical situations.

[0081] Next, the system allows for various settings to be applied to the effects of recovery items. Some recovery items can instantly restore a character's health, while others may include the ability to continuously restore health over a certain period. For example, a standard recovery potion can instantly restore a certain amount of health, whereas specific enhanced items can be configured to gradually restore health over time. This enables users to utilize diverse strategies and apply the optimal recovery method tailored to specific situations.

[0082] Next, the system allows the auto-healing function to be adjusted based on in-game settings. For example, if the user enables auto-healing, an item is used immediately when health drops below a certain level, whereas selecting manual mode allows the user to use items manually. These settings can be customized according to the user's play style, providing a more flexible gameplay experience.

[0083] Next, the conditions for the automatic use of recovery items can be adjusted more precisely in conjunction with the user's movement data. For example, automatic recovery can be activated only when the user has traveled a certain distance, or recovery items can be used automatically upon reaching specific terrain. This allows users to move beyond simple item consumption and utilize health recovery combined with movement strategies, providing a more immersive gaming experience.

[0084] FIG. 3 is a flowchart for a GPS-based user location linkage interaction method according to another embodiment of the present invention.

[0085] Referring to FIG. 3, in a GPS-based user location-linked interaction method according to another embodiment of the present invention, a user terminal (110) can provide a more natural and immersive user experience by creating a virtual character linked to the user's location based on a GPS signal and automatically controlling interaction with surrounding objects (240).

[0086] Specifically, the user terminal (110) can set the user's current location coordinates as a first point (220) via a GPS signal and create a virtual character at that point. At this time, the created character is automatically placed to reflect the user's real-time movement and can continuously update its location to maintain accuracy regarding the user's location. Additionally, a first range centered on the created character can be set to display at least one object (240) within that range. This object (240) can change dynamically according to the user's environment and can be utilized as data reflecting a virtual object (240) or a specific point in the real world.

[0087] Meanwhile, if an object (240) exists within a second range set around the first point (220), which is the user's current location, the user (110) can move the character to the second point (230) associated with the object (240). In this process, the character's movement path can be automatically determined based on GPS signals, and the user can move the character naturally without any separate operation. Additionally, the character's movement can be optimized through a pre-set algorithm and adjusted considering the distance to the object (240) or the user environment.

[0088] Subsequently, when the character moves to the second point (230), the user terminal (110) can control the interaction between the character and the object (240). Here, the interaction can be set differently depending on the type of the object (240) and can be implemented in various forms, such as a method of acquiring a specific item, a method of performing a mission, or a method of providing information. In addition, the interaction between the character and the object (240) can be fed back in real time, and the progress status or result of the interaction can be displayed on the user's screen. In this way, by utilizing GPS-based user location linkage technology to enable the virtual character to be closely connected to the real environment, a more natural and immersive interaction experience can be provided.

[0089] As an optional embodiment, the user terminal (110) may provide a technology that generates a virtual character reflecting the user's location based on a GPS signal and enables natural interaction with surrounding objects (240). In particular, by allowing the user's location change to be reflected in real time during the character's movement, smooth interaction can be achieved even in a dynamic environment. As the user moves, the first point (220) where the character is located also changes, and accordingly, the user terminal (110) can move the first range together by reflecting the character's movement. That is, when the user moves in a specific direction, the character follows this in real time, and the first range set around the character can also be updated in the same direction. This method allows the character to be continuously updated without being fixed in a specific location while the user moves, and enables more natural and intuitive operation.

[0090] Next, the user terminal (110) may be designed to update at least one object (240) in real time within the first range that has been moved. When the first range is updated according to the user's location change, the information of the object (240) existing within the range can also be updated immediately, and accordingly, the user can intuitively grasp changes in the surrounding environment while moving. For example, when the user moves from one place to another, the previously displayed object (240) moves out of the range, and the object (240) existing within the new range can be newly displayed. Through this, the user can experience an environment that changes in real time rather than the in-game environment remaining static, and more immersive interaction is possible.

[0091] Next, the user terminal (110) can more naturally reflect the user's movement patterns through this real-time update function and optimize interaction in a dynamic environment rather than simply displaying static objects (240). In particular, since the object (240) information within the first range can be updated automatically, the user can smoothly interact with the character and the object (240) simply by moving, without any additional operation. In this way, the user terminal (110) can strengthen the connection between the character and the object (240) by reflecting the user's location changes in real time, and consequently, implement a more intuitive and efficient GPS-based user location-linked interaction.

[0092] As an optional embodiment, the user terminal (110) can generate a virtual character based on the user's location information and automatically link interactions with surrounding objects (240) to provide a more intuitive user experience. In particular, by dynamically adjusting the range of linkage with objects (240) according to the user's movement speed, an optimal range of interaction can be set to suit the user environment that changes in real time. To this end, the user terminal (110) may adopt a method of analyzing the user's movement speed from GPS signals, converting it into a vector form, and automatically adjusting the distance range with objects (240).

[0093] Specifically, the user terminal (110) can be designed so that the second range can be expanded as the movement speed increases, by calculating the user's movement speed in a vector format. This allows for smooth interaction with surrounding objects (240) when the user moves quickly. For example, when the user moves on foot, the second range can be set relatively narrow to induce detailed interaction, whereas when using a means of transportation such as a bicycle or car, the second range can be expanded to recognize a wider range of objects (240). This method can automatically adjust the interaction range by reflecting the user's movement pattern and minimize inconvenience due to the method of movement.

[0094] Next, the user terminal (110) may apply a method of expanding the second range in proportion to the magnitude of the movement speed vector, thereby adaptively adjusting the object (240) search area according to changes in the user's movement path. For example, when the user is stationary, the second range is kept to a minimum to enable precise interaction with surrounding objects (240), and as the movement speed increases, the range is gradually expanded to provide opportunities for interaction with more objects (240). This dynamic range adjustment function ensures an optimal search experience tailored to the user's movement environment and can reduce the burden of data processing caused by unnecessary expansion of the object (240) search range.

[0095] Next, the user terminal (110) can automatically adjust the object (240) search range by utilizing the user's movement speed vector, thereby enabling more natural location-based interaction.

[0096] As an optional embodiment, the user terminal (110) may provide a technology that generates a virtual character reflecting the user's location based on GPS signals and enables natural interaction with surrounding objects (240). In particular, by analyzing the user's movement speed and direction of movement to dynamically adjust the interaction range, it may enable the search for and interaction with objects (240) optimized according to the user environment. To this end, the user terminal (110) may adopt a method of calculating a movement speed vector based on the user's current location information and adjusting a second range by considering the directionality toward a specific object (240).

[0097] Specifically, the user terminal (110) can calculate a movement speed vector in the direction toward a specific object (240) from the user's current location. When the user moves in a specific direction, the user's movement path can be predicted through the movement speed vector, and based on this, the second range can be dynamically expanded. For example, if the user moves toward a specific object (240) at a speed greater than a certain speed, the range can be set to be wider than before to increase the possibility of interaction with the object (240). On the other hand, if the user's movement speed is low or the user does not move toward a specific object (240), unnecessary range expansion can be prevented and the second range minimized to reduce the computational load of the system.

[0098] Additionally, the user terminal (110) can calculate a second range based on the magnitude of the movement speed vector and the angle toward a specific object (240). The faster the movement speed, the wider the search range becomes, and if the direction of movement aligns with the specific object (240), the range can be expanded more actively. For example, if the user is moving along a path aligned with the specific object (240), the object (240) is likely to become a target for interaction, so the second range can be further expanded to perform early search and linkage. On the other hand, if the user moves in an arbitrary direction or moves in the opposite direction to the specific object (240), the second range is not expanded and the default value is maintained to reduce unnecessary object (240) search.

[0099] Through this, the user terminal (110) can analyze the user's movement pattern more precisely and optimize the range of interaction with the object (240) in real time, and reduce unnecessary data processing and computation costs, while enabling intuitive interaction tailored to the user's movement environment.

[0100] As an optional embodiment, a technology may be provided to generate a virtual character by reflecting the user's location based on the GPS signal of the user terminal (110) and to link interaction with surrounding objects (240). In particular, if the user location information is not updated normally due to environmental problems such as GPS signal reception errors or network delays, a correction technique may be applied to reliably maintain the character's location. Through this, smooth character movement and interaction can be provided even when the user terminal (110) is temporarily unable to obtain accurate GPS data.

[0101] Specifically, when GPS signal reception is not smooth, the user terminal (110) may adopt a method of estimating a new location using the character's previous location coordinate data. For example, a method of predicting the current location by calculating the average value of location coordinates collected over a certain period of time in the past may be used, thereby enabling stable location correction even in the event of sudden GPS signal loss. In addition, the corrected location may be calculated by considering the user's direction of movement and velocity vector together, thereby preventing the character's movement from stopping unnaturally or fluctuating rapidly.

[0102] Next, the user terminal (110) can ensure continuous movement of the character by generating temporary location data until the GPS signal is re-established. For example, if the user enters a GPS blind spot (tunnel, indoors, etc.), it may be possible to set an expected movement path based on the previous movement vector and move the character along that path. This method ensures that the user experience is not compromised even in environments where the network connection is unstable, and prevents problems such as the character momentarily disappearing or moving to an abnormal location.

[0103] Through this, the user terminal (110) can minimize the interruption of location data that may occur due to GPS signal errors or network delays, and provide more natural and stable character movement.

[0104] As an optional embodiment, the user terminal (110) may provide a technology that generates a virtual character based on a GPS signal to reflect the user's location and automatically links interactions with surrounding objects (240). In particular, to enable more intuitive interaction between the character and the objects (240), the method may include a method in which the interaction is executed when the user inputs a specific execution button on the screen. Through this, the user can perform interactions at the desired moment without unnecessary operations, and a more efficient and clear interface environment can be provided.

[0105] Specifically, the user terminal (110) may place an execution button at the bottom of the map on the screen to allow the user to perform an intuitive interaction. For example, when the user is in a state where interaction with a specific object (240) is possible, the execution button may be activated, and when the user touches the button, the character may directly interact with the object (240). This method actively utilizes the touch interface to allow the user to perform an interaction without separate complex operations and prevents accidental unwanted interactions.

[0106] Next, the user terminal (110) can dynamically adjust the UI and operation method of the execution button. For example, the execution button can be set to be activated only when the user is close to a specific object (240), and conversely, when the distance is far, the button can be disabled or displayed in a translucent state. This method allows the user to easily recognize the interactive object (240) and can provide a more intuitive user experience by reducing unnecessary button operations. In addition, various interaction options can be provided by using a long press of the button or a specific gesture.

[0107] Through this, the user terminal (110) can introduce an interaction method using an execution button, thereby enabling the user to perform interaction with the object (240) in a more intuitive and clear manner.

[0108] As an optional embodiment, the user terminal (110) may provide a technology that generates a virtual character based on a GPS signal to reflect the user's location and automatically links interactions with surrounding objects (240). In particular, to effectively display the character's status and user movement information, it may include UI elements that provide specific status information at the top and bottom of the screen, respectively. Through this, the user can ascertain the current character and their status in real time, and more intuitive and convenient gameplay or service usage may be possible.

[0109] Specifically, the user terminal (110) may place a first state area (280) at the top of the screen that provides status information of the character. The first state area (280) may include information such as the character's level, experience points, and health (HP), allowing the user to easily check the character's current growth status and overall abilities. For example, the amount of experience points remaining until leveling up can be visually displayed through an experience point gauge, and the character's current status can be quickly identified by displaying a health gauge. Additionally, a more intuitive interface can be provided by immediately reflecting changes in status during combat or specific interactions.

[0110] Next, the user terminal (110) may provide a second state area (290) at the bottom of the screen that displays the user's movement and activity data. The second state area (290) may include information such as the user's pedometer reading, movement speed, and elapsed time, through which the user can check their current movement status. For example, by providing the pedometer reading, the user can receive assistance in achieving a specific goal, and by displaying the movement speed, the user can intuitively grasp their current movement status. Additionally, by displaying the elapsed time, the user can effectively manage the remaining time for a specific mission or event.

[0111] Next, the user terminal (110) can be configured to adjust the UI design of the state area according to the user's needs. For example, it can provide a function to shrink or expand the state area, and can be configured to selectively display only specific information. In addition, the user experience can be further enhanced by applying colors or animation effects to the state area according to specific conditions.

[0112] Through this, the user terminal (110) can provide a more intuitive and efficient interface by enabling the user to identify the current character's status and their own movement information in real time.

[0113] FIG. 4 is a screen for explaining a GPS-based user location linkage interaction method according to an embodiment of the present invention.

[0114] Referring to FIG. 4, the screen of a user terminal (110) for explaining a GPS-based user location-linked interaction method is shown. This screen visually displays the interaction process between a virtual character and surrounding objects (240) based on the user's current location and can specifically explain various information and interaction functions provided by the system.

[0115] First, the GPS (210) signal status and network connection status are displayed at the top right of the screen, indicating that the user terminal (110) is receiving accurate location data and synchronizing with the server. The first status area (280) at the top of the screen displays the virtual character's status information, and information such as level (LV.1), experience points, health (HP), and energy status is provided, allowing the user to intuitively check the character's current status. The second status area (290) at the bottom right of the screen displays the user's movement information, and data such as accumulated movement time, distance traveled, and average movement speed can be updated in real time. Through this, the user can clearly understand their movement activities and game progress.

[0116] A virtual character generated based on the user's current location is displayed on the screen of the user terminal (110), and a circular first search range can be established around it. This range represents an area for searching for objects (240) that the character can interact with, and objects (240) located within the range may appear on the screen in the form of dots or icons. Among the objects (240), specific objects (240) that are interactive are highlighted or distinguished by icons, and the possibility of interaction between the character and the objects (240) can be visually confirmed.

[0117] Additionally, the movement path from the character toward a specific object (240) can be visually guided by a movement vector indicated by an arrow. The movement vector is calculated in real time based on GPS (210) signals, allowing the user to move the character toward an interactive object (240) along the path without any separate operation. Status information areas displayed at the top and bottom of the screen update the status data of the user and the character in real time, helping the user to easily understand the progress and set appropriate goals.

[0118] FIG. 5 shows screens implementing a GPS-based user location linkage interaction method according to an embodiment of the present invention.

[0119] Referring to FIGS. 5(a) to 5(d), the screen of the GPS-based user location-linked interaction system can clearly visualize the interaction process taking place at the user terminal step by step.

[0120] FIG. 5(a) shows a virtual character located in the center of the screen and a circular first search range displayed around the character, through which searchable objects (240) around the character can be displayed. This search range represents an area where the character can interact, and status information such as the character's level, health, and experience points is provided at the top of the screen, while data such as GPS (210) status, distance traveled, and speed is provided at the bottom, allowing the user to understand the current situation.

[0121] FIG. 5(b) can show a state where the position of the character and the search range changes as the user moves. In this process, new objects (240) are displayed within the search range based on the GPS (210) signal, and changes in the user's location can be reflected in real time. The character status and user movement information are updated and displayed at the top and bottom of the screen, allowing the user to clearly understand the current environment and the possibility of interaction.

[0122] FIG. 5(c) may show a state in which a user attempts to interact with a specific object (240). An "Inventory Updating" message is displayed on the screen to indicate that interaction with the object (240) is in progress. When the interaction is completed in this state, an item may be saved to the inventory or a specific event may occur.

[0123] FIG. 5(d) can show the state after the interaction with the object (240) is completed. The character moves to a new location and the search range is updated so that new objects (240) can be displayed. User movement information and the character's state data can be reflected in real time.

[0124] As such, the sequential flow of FIGS. 5(a) to FIGS. 5(d) can visually explain the process of reflecting user location information in real time based on GPS (210) signals and effectively performing interaction between a character and an object (240).

[0125] As an optional embodiment, a technology can be provided to generate a virtual character based on the user's location using a GPS signal (210) and to automatically control interaction with an object (240). In particular, when interaction occurs between the character and the object (240), the user experience can be enhanced by intuitively displaying the status of the object (240). To this end, the user terminal (110) can provide a method of displaying a status bar indicating the current status of the object (240) at the top of the object (240).

[0126] Specifically, the status bar can visually provide the progress of the interaction with the object (240). For example, it can be implemented in the form of a progress bar that displays the progress until the interaction with a specific object (240) is completed, allowing the user to see at a glance how much progress has been made when attempting to interact with the object (240). Additionally, the form of the status bar can be set differently depending on the type of interaction; for example, if the object (240) is in combat, it can be displayed as a health bar indicating the health (HP) status, or if the object (240) is performing a specific mission, it can be implemented as a percentage bar indicating the progress.

[0127] Furthermore, the user terminal (110) can further enhance the user experience by dynamically adjusting the visual representation of the status bar. For example, the transparency of the status bar can be adjusted according to the distance from the object (240), or the color of the status bar can be set to change when certain conditions are met. Additionally, text information can be provided along with the status of the object (240).

[0128] Through this, the user terminal (110) can intuitively convey the state of the object (240) to the user, thereby supporting smoother interaction, and the user can easily understand the progress of interaction with the object (240) and respond quickly.

[0129] As an optional embodiment, a technology can be provided to create a virtual character based on a GPS (210) signal reflecting the user's location and to naturally link the interaction with surrounding objects (240). In particular, more intuitive gameplay and interaction can be implemented by including a function that stores the acquired item after the character performs an interaction with a specific object (240) and moves the character to its original location when certain conditions are satisfied. To this end, the user terminal (110) may adopt a function that stores the item collected from the object (240) in an inventory and a method that moves the character to a first point (220) after the interaction is completed.

[0130] Specifically, on the user terminal (110), the character can acquire various items through interaction with an object (240), and these items can be managed through an inventory system. For example, when the character interacts with a specific object (240) and receives a reward, the corresponding reward item can be automatically added to the inventory, and the user can open the inventory to check the reward. Additionally, items can be managed by classifying them into separate categories according to their type. Through this, the user can efficiently organize the items they currently possess and use them selectively as needed.

[0131] Additionally, the user terminal (110) may include a function that allows the character to automatically return to its original location (first point) after completing interaction with the object (240). This allows the character to naturally return to its initial location without the user having to perform unnecessary operations. For example, when the character completes interaction at a target point (second point) while performing a specific mission, it can automatically return to the first point (220) to prepare for the next interaction. This method can make the character's movement flow more intuitive in a game or AR environment and provide the effect of minimizing unnecessary operations.

[0132] FIG. 6 is a diagram showing a computer system according to one embodiment of the present invention.

[0133] Referring to FIG. 6, a computer system (1000) may include one or more processors (1010), memory (1030), user interface input device (1040), user interface output device (1050), and storage (1060) that communicate with each other via a bus (1020). Additionally, the computer system (1000) may further include a network interface (1070) connected to a network (1080). The processor (1010) may be a central processing unit or a semiconductor device that executes processing instructions stored in memory (1030) or storage (1060). Memory (1030) and storage (1060) may be various forms of volatile or non-volatile storage media. For example, memory may include ROM (1031) or RAM (1032). Explanation of the symbols

[0134] 110: User terminal 120: Service providing device 130: Database 210: GPS 220: 1st Branch 230: Branch 2 240: Object 280: First state region 290: Second state region 1000: Computer System 1010: Processor 1020: Bus 1030: Memory 1031: Rome 1032: RAM 1040: User interface input device 1050: User interface output device 1060: Storage 1070: Network Interface 1080: Network

Claims

Claim 1 A method for linking user movement and character recovery in a GPS-based game, comprising: a step of creating a character at a first point, which is the location coordinate of a user, based on a GPS signal; a step of displaying at least one object within a first range centered on the character; a step of moving the character to a second point corresponding to the object when the object is located within a second range centered on the first point; a step of controlling the interaction between the character and the object at the second point; and a step of recovering the character's stamina, which has decreased according to the interaction, based on the user's location change or step information. Claim 2 A method for linking user movement and character recovery in a GPS-based game, wherein the step of recovering the character's stamina based on the user's location change or step information includes the step of further increasing the character's stamina recovery speed when the character moves and reaches at least one of the user's accumulated step count, average movement speed within a certain period of time, and specific conditions. Claim 3 In paragraph 2, the step of restoring the character's stamina based on the user's location change or step information comprises: a step of calculating the location change in real time and, when the user reaches a specific area or a recovery area, automatically restoring the reduced stamina; and a step of, when the user stays within the specific area for a certain period of time or longer, increasing the number of objects that occur over time, thereby linking user movement and character recovery in a GPS-based game. Claim 4 A method for linking user movement and character recovery in a GPS-based game, wherein, in paragraph 3, the method includes a step of automatically recovering health when the character moves to a specific terrain or is located on the terrain, and the terrain includes the interior of a building, the exterior of a building, a road, and a sidewalk. Claim 5 A method for linking user movement and character recovery in a GPS-based game, wherein, in the first aspect, when a status abnormality occurs in the character due to interaction between the objects, the recovery is performed according to conditions different from the health recovery. Claim 6 A method for linking user movement and character recovery in a GPS-based game, wherein, in claim 5, the step of recovering according to conditions different from the above-mentioned physical recovery includes the step of recovering the character's status ailment by achieving at least one of the following conditions according to the type of status ailment: moving to a specific area, obtaining certain step information, and moving in a certain direction. Claim 7 In claim 6, the type of abnormal status includes at least one type among poisoning, paralysis, fainting, and confusion that affects the state of the character, and the step of controlling the interaction between the objects includes: providing a reward according to the grade of the object; and providing additional health recovery when the reward is obtained, a method for linking user movement and character recovery in a GPS-based game. Claim 8 A method for linking user movement and character recovery in a GPS-based game, wherein, in paragraph 3, the position change is corrected by utilizing the GPS signal to minimize the error of the calculated position change. Claim 9 A method for linking user movement and character recovery in a GPS-based game, wherein, in claim 1, the step of controlling the interaction between the objects includes the step of automatically using a recovery item when the character's health reaches a certain value, and the recovery item is characterized by immediately restoring the character's health or increasing the recovery speed. Claim 10 A device for providing user movement and character recovery linkage in a GPS-based game, comprising: a memory on which at least one program is recorded; and a processor for executing said program, wherein the program includes instructions for performing the steps of: creating a character at a first point which is the location coordinate of a user based on a GPS signal; displaying at least one object within a first range centered on said character; moving the character to a second point corresponding to the object when the object is located within a second range centered on said first point; controlling the interaction between said character and said object at the second point; and restoring the character's stamina, which has decreased according to said interaction, based on the user's location change or step information.