Computer device and evaluation control method
By detecting the peak value of the measured value of the game controller before stopping the action, the timing deviation problem caused by insufficient sensor accuracy is solved, and timing judgment and feedback matching the player's feelings are realized, improving the gaming experience.
Patent Information
- Application Number
- CN201880084380.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2017-12-28
- Filing Date
- 2018-11-28
- Publication Date
- 2024-12-13
- Estimated Expiration
- 2038-11-28
AI Technical Summary
In game controllers equipped with acceleration sensors or gyroscope sensors, the timing deviation of player operation inputs leads to damage to the gaming experience, especially when the virtual hitting surface does not exist, the low measurement accuracy and resolution of the sensor lead to delay and error It is large, and it is difficult to accurately determine the timing of the operation input.
By detecting the peak of the measured value that appears before the controller stops the action, the input timing is determined, and the difference between standard timing and input timing is evaluated. Various methods such as sound, display and vibration feedback are used, which are suitable for different types of game operations , including a strip-shaped controller held by one hand and a determination of various actions.
The operation input timing determination that matches the player's feelings is realized, reducing the sense of delay and error, and improving the gaming experience. Especially when the virtual knocking surface does not exist, the operation input is accurately identified through peak detection and adjustment time setting. Enhances the accuracy and fun of the game.
Smart Images

Figure CN111526926B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a technique for evaluating input timing of a player's operation input. Background Art
[0002] The technology for evaluating the input timing of operation input has been developed as one of the game technologies and has been put into practical use. For example, games such as music games, performance games, rhythm games, etc. (hereinafter collectively referred to as "music games") are representative examples of timing games that allow players to enjoy the specified timing (standard timing: the timing that should be the target) corresponding to the rhythm of the reproduced music, etc., and how to accurately perform the indicated operation (standard operation: the operation input required by the player). Players can use their favorite music as BGM and enjoy the operation input corresponding to the rhythm. Therefore, single-player stand-alone games are not to mention, and multiplayer games in which multiple players participate in cooperation or competition are also popular.
[0003] In addition, various technologies for increasing interest in music games have been proposed. For example, Patent Document 1 discloses a technology that accepts selection of a game medium such as a character or prop used in a game, changes a timing gauge (an evaluation criterion for displaying a standard timing in a gauge form) according to the state of the selected game medium, and evaluates operation input based on the changed timing gauge, thereby increasing interest in the music game.
[0004] On the other hand, a game controller of a stationary home game device or a portable game device is equipped with an acceleration sensor or a gyro sensor, and the motion of swinging the game controller is measured by these sensors and used for operation input.
[0005] For example, Patent Document 2 discloses a technique for distinguishing between an operation of swinging a game controller in the air and an operation of applying an impact to the game controller by focusing on the difference in acceleration at the timing when the increase and decrease directions of the acceleration value are reversed.
[0006] Prior art literature
[0007] Patent Literature
[0008] Patent Document 1: Japanese Patent Application Publication No. 2016-10646
[0009] Patent Document 2: Japanese Patent Application Publication No. 2008-36167 Summary of the invention
[0010] Technical problem to be solved by the invention
[0011] Music games are known as games that have extremely strict delays or responses to operation inputs. That is, if the timing when a player thinks that an operation input has been made and the timing when the operation input is reflected in the game and an operation sound is emitted deviate, the mood of playing the game will be greatly damaged.
[0012] For example, in a music game with percussion instrument performance as the theme, a business-specific game device is prepared. Such a business-specific game device is designed to physically prepare drumsticks for percussion instrument performance and a part (striking part) struck by the drumsticks, and to be configured to physically measure the strike on the striking part by the drumsticks, etc., so that the timing deviation described above does not cause a problem.
[0013] However, when the same music game is played on a game device having a game controller equipped with an acceleration sensor or a gyro sensor, the timing deviation described above can be clearly expressed in the form of physical sensation.
[0014] That is, the player holds the game controller as a drumstick for percussion and strikes the physically non-existent striking part downward to play the game. At this time, in order to reproduce the striking feeling, the player stops at the virtual struck surface of the physically non-existent striking part instead of throwing the game controller away.
[0015] Therefore, it is natural to design a program in such a way that the timing when the game controller actually stops (or approximately stops) is determined based on the measurement value of the acceleration sensor or gyroscope sensor, and this is judged as the operation input timing. However, in many cases, the timing when the player thinks "hit the virtual hit surface here" deviates from the timing when the game controller actually stops.
[0016] In addition, the accelerometer or gyroscope sensor used in the game controller of the portable game device or the fixed home game device sold in large quantities is a relatively cheap sensor, so there is a problem that the measurement accuracy and resolution are low and the cumulative error from the zero point tends to become larger. Therefore, there is a tendency for the timing deviation as mentioned above to become larger, making it difficult to solve the deviation.
[0017] The technology is a method for appropriately determining the timing of operation input in a manner close to the player's feeling regarding the timing of operation input, by considering the action of swinging a game controller equipped with an acceleration sensor or a gyro sensor in the air as an operation input.
[0018] Technical solutions to solve problems
[0019] A computer device of the first mode is a computer device for evaluating the input timing of an operation input performed by a player, and comprises: a prompting unit for prompting the player with a standard timing for causing the player to perform an action, wherein the action refers to holding a controller having a built-in sensor for measuring acceleration and / or angular velocity by hand and moving it in a manner of waving and then stopping; a timing determination unit for determining the input timing by detecting a peak value of the measurement value that occurs just before the action is stopped; and an evaluation unit for performing the evaluation based on at least the difference between the standard timing and the input timing.
[0020] When the action of holding the controller by hand and moving in a manner of waving and then stopping is used as the operation input, for example, the action of striking a virtual body to be struck that does not exist in reality can be considered as the operation input. In this case, at the timing when it is believed that the person is striking, it is as if the striking tool hits the body to be struck and stops, and braking is naturally performed at the end of the action. However, the movement of the controller actually stops after the timing when the person thinks that the striking is made. This is because: although it is a very short time, it takes time for the controller to actually stop due to the influence of inertia, etc. Therefore, when the timing of the end of the action, that is, the timing when the controller stops moving, is used as the input timing, there will be a time gap with the timing when the person thinks that the striking is made, thereby producing a sense of delay.
[0021] Therefore, after re-analyzing the entire action, it is known that a peak value appears in the measured value at the moment close to the timing when the person thinks that the tapping is made. In the first mode, focusing on this view, the peak value of the measured value that occurs before the action stops is detected, and input timing is determined according to this peak value.
[0022] Therefore, when the action of swinging the controller and stopping is regarded as an operation input, it is possible to determine an operation input timing that is close to the player's feeling and does not feel awkward.
[0023] A computer device according to a second aspect is the computer device according to the first aspect, further comprising a response output control unit configured to immediately output a response by sound and / or display when the timing determination unit determines the input timing.
[0024] The second aspect is particularly effective in games that require a response output by sound or display immediately according to input timing, that is, games that require a good delay time or response.
[0025] The computer device of the third mode is that in the first or second mode, the prompting unit prompts multiple standard timings in the order of arrival; the timing determination unit determines the corresponding input timing for each standard timing, and the evaluation unit evaluates each standard timing in turn by comparing it with the input timing determined by the timing determination unit. The computer device also has an evaluation result notification control unit that notifies the evaluation unit of the evaluation result for each standard timing.
[0026] According to the third aspect, the standard timing can be sequentially arrived, and the evaluation and notification of the input timing can be sequentially repeated.
[0027] A computer device according to a fourth aspect is the computer device according to the third aspect, wherein the controller includes a vibration device, and the evaluation result notification control unit operates the vibration device at each standard timing with a vibration pattern or a vibration magnitude corresponding to the evaluation result of the evaluation unit.
[0028] According to the fourth method, the evaluation result can be notified by the mode and magnitude of the controller vibration. Compared with sound or light, the evaluation result can be directly felt by the hand holding the controller through vibration, so it is easy to intuitively understand the timing deviation, which becomes an assistant suitable for improving gaming skills.
[0029] A fifth mode of computer device is a mode in which, in any one of the first to fourth modes, the controller has a long strip shape with a plurality of operation buttons arranged on the front side and can be held by one hand, the sensor at least measures the acceleration with the direction orthogonal to the length direction of the controller and the normal direction of the front side of the controller as the first axis, and the timing determination unit determines the input timing by detecting the peak value of the acceleration in the direction of the first axis.
[0030] According to the fifth aspect, it is possible to realize a technology for determining input timing suitable for playing with a long-shaped controller having operation buttons arranged on the front side while holding it in one hand.
[0031] The computer device of the sixth mode is any one of the first to fifth modes, wherein the controller has a long strip shape with a plurality of operation buttons arranged on the front side and can be held by one hand, the sensor at least measures the angular velocity around the second axis with the normal direction of the front side of the controller as the second axis, and the timing determination unit determines the input timing by detecting the peak value of the angular velocity around the second axis.
[0032] According to the sixth method, when playing with a long controller with operation buttons arranged on the front side while holding it in one hand, a technology for appropriately determining the input timing can be implemented even in the operation input in which the posture of the controller is changed by waving the forearm or rotating the wrist, for example.
[0033] A computer device according to a seventh aspect is any one of the first to sixth aspects, wherein the timing determination unit detects the peak value by detecting a reversal of the increase or decrease trend of the measured value, and determines the input timing based on the detected timing.
[0034] When the operation input is a hand holding the controller and moving it in a manner of swinging and then stopping, the insight is obtained that the increase and decrease trend of the measured value is reversed in the final braking stage. In the seventh method, focusing on this insight, the reversal of the increase and decrease trend of the measured value is detected as the timing of the player's stopping action, so that the input timing can be appropriately determined.
[0035] A computer device according to an eighth aspect is any one of the first to seventh aspects, wherein the timing determination unit determines as the input timing a timing adjusted by a predetermined adjustment time from a timing at which the peak is detected.
[0036] According to the eighth aspect, the time difference between the timing at which the peak is detected and the timing at which the input timing is determined can be adjusted using a given adjustment time.
[0037] A computer device according to a ninth aspect is the computer device according to the eighth aspect, further comprising an adjustment time setting unit for setting the adjustment time.
[0038] Some players feel that the peak detection timing is consistent with the input timing, while others feel that it is more consistent when it is slightly slower. According to the ninth aspect, the adjustment time can be set.
[0039] The computer device of the tenth mode is any one of the first to ninth modes, wherein the action is an action of waving the hand downward in a manner stopping at a downward swing position, and the timing determination unit has a premise determination unit that determines whether a downward swing action is started successively following an upward swing action based on the measured value, and the input timing is determined by detecting a peak value of the measured value in the downward swing action when a positive determination is obtained using the premise determination unit.
[0040] The action of lowering the hand holding the controller also occurs in addition to the operation input.
[0041] However, according to the tenth aspect, as a premise for determining the input timing, it is determined based on the measured value whether a downward motion is started following an upward motion, so that it is possible to accurately distinguish between motions that are operation inputs and other motions.
[0042] The computer device of the eleventh embodiment is that in the tenth embodiment, the controller has a long strip shape with a plurality of operation buttons arranged on the front side and can be held by one hand, the sensor measures at least the acceleration with the direction orthogonal to the length direction of the controller and the front normal direction of the controller as the first axis and the angular velocity around the second axis with the front normal direction of the controller as the second axis, and the premise judgment unit judges whether a downward swing action is started successively according to the acceleration in the first axis direction and the angular velocity around the second axis.
[0043] According to the eleventh aspect, when a long controller having a plurality of operation buttons arranged on the front side is operated by holding it in one hand, it is possible to appropriately determine whether a downward swing action has been initiated following an upward swing action based on the acceleration of the controller during the upward and downward movement. For example, it is possible to appropriately determine whether a downward swing action has been initiated following an upward swing action based on a change in the posture of the controller caused by the swinging of the forearm or the internal rotation of the wrist.
[0044] The computer device of the twelfth mode is any one of the first to tenth modes, wherein the actions include a plurality of actions with different swinging directions, the prompt unit prompts to perform a standard type of action among the plurality of actions at the standard timing, the computer device further includes an input type discrimination unit for discriminating which of the plurality of actions is input based on the measurement value, and the evaluation unit performs evaluation based on the difference between the standard timing and the input timing and whether the input type discriminated by the input type discrimination unit is the same as the standard type.
[0045] According to the twelfth aspect, it is possible to further diversify the operation inputs that drive a plurality of actions with different swing directions.
[0046] The computer device of the thirteenth embodiment is that in the twelfth embodiment, the controller has a long strip shape with multiple operation buttons arranged on the front side and can be held by one hand, the sensor at least measures the angular velocity around the first axis with the direction orthogonal to the length direction of the controller and the normal direction of the front side of the controller as the first axis, and the multiple actions include a curved downward swing action of making the hand swing downward in a curve; the input type judgment unit judges whether the curved downward swing action is input based on the angular velocity around the first axis.
[0047] According to the thirteenth method, when operating a long-shaped controller with operation buttons arranged on the front side with one hand, the curved downward swing action can be appropriately judged according to the change in the posture of the controller. Therefore, it is not affected by the different trajectories of the player's downward swing curve, and the curved downward swing action can be judged with high precision.
[0048] The computer device of the fourteenth mode is that in any one of the first to thirteenth modes, the prompt unit prompts at which of at least two intensity levels with different vibration intensities the action to be performed at the standard timing, the computer device also has an intensity level determination unit, which determines the intensity level of the input action based on the measurement value, and the evaluation unit also performs the evaluation based on whether the prompted intensity level is the same as the intensity level determined by the intensity level determination unit.
[0049] According to the fourteenth aspect, a game with more diverse operation inputs using motions with different swing strengths can be realized.
[0050] The evaluation control method of the fifteenth mode is for evaluating the input timing of an operation input performed by a player by a computer device, and comprises: prompting the player with a standard timing for causing the player to perform an action, wherein the action refers to holding a controller having a built-in sensor for measuring acceleration and / or angular velocity by hand and moving in a manner of waving and then stopping; determining the input timing by detecting a peak value of the measurement value that occurs just before the action is stopped; and performing the evaluation based on at least the difference between the standard timing and the input timing.
[0051] According to the fifteenth aspect, it is possible to realize an evaluation control method that can obtain the same effects as those of the first aspect. BRIEF DESCRIPTION OF THE DRAWINGS
[0052] Figure 1 This is a front view showing an example of the configuration of a game device in which a game controller can be freely attached and detached.
[0053] Figure 2 This is a diagram showing a game device in a state where the game controller is separated.
[0054] Figure 3 This is a diagram for explaining the game content and is a diagram showing a display example of a game screen.
[0055] Figure 4 This is a diagram showing examples of types of standard operations.
[0056] Figure 5 This is a conceptual diagram for explaining the determination of input timing of a single-player action.
[0057] Figure 6 This is a conceptual diagram for explaining the determination of the input timing of the continuous typing action.
[0058] Figure 7 This is a conceptual diagram for explaining the input type discrimination of the operation input in the dongkachi mode.
[0059] Figure 8This is a conceptual diagram for explaining input type discrimination of operation input in the click-click mode.
[0060] Fig. 9 This is a conceptual diagram for explaining the input type determination of the operation input in the click-dong mode.
[0061] Fig.10 It is a diagram showing a display example of an operation screen related to setting of adjustment time.
[0062] Fig.11 This is a diagram showing a display example of the results of the input timing determination and the input type determination on the game screen.
[0063] Fig.12 This is a functional block diagram showing an example of the functional configuration of a game device.
[0064] Fig.13 This is a diagram showing an example of a program or data stored in a storage unit.
[0065] Fig.14 This is a diagram showing an example of the data structure of game data.
[0066] Fig.15 This is a flowchart for explaining the processing flow in the game device.
[0067] Fig.16 This is a flowchart for explaining the flow of input determination processing.
[0068] Fig.17 Then Fig.16 Flowchart of the process.
[0069] Fig.18 This is a flowchart for explaining the flow of the type discrimination process. DETAILED DESCRIPTION
[0070] Hereinafter, an example of an embodiment of the present invention will be described, but the mode to which the present invention can be applied is of course not limited to the following embodiment. As an example of a computer device, a game device will be described as an example.
[0071] Figure 1 This is a front view showing a configuration example of a portable game device as one embodiment, in which a game controller is detachable. Figure 2 This is a diagram showing the game device in a state where the game controller is separated.
[0072] The game device 1400 is a computer designed for portability and convenience in use and is classified as a portable game device. The game device 1400 includes a main device 1401 and at least one detachable game controller 1460 (right game controller 1460R, left game controller 1460L).
[0073] The main device 1401 includes a touch panel 1406 that functions as an image display device and a touch position input device, a connector 1407, a built-in battery 1409, a speaker 1410, and a control board 1450. In addition, a power button, a volume adjustment button, etc. are provided as appropriate.
[0074] Connectors 1407 are provided at the left and right ends of the main device 1401 corresponding to the right game controller 1460R and the left game controller 1460L, respectively. And, they are connected to the connectors of the right game controller 1460R and the left game controller 1460L, thereby realizing communication between the game controller and the main device 1401.
[0075] The control substrate 1450 is equipped with various processors such as a CPU (Central Processing Unit) 1451, a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor), various IC memories 1452 such as VRAM, RAM or ROM, a communication module 1453 for wireless communication with a mobile phone base station or a wireless LAN base station, other devices with a short-range wireless device, etc., and an interface circuit 1457, etc.
[0076] The interface circuit 1457 includes a driver circuit for the touch panel 1406 , a circuit for transmitting and receiving signals with the right game controller 1460R or the left game controller 1460L via the connector 1407 , an output amplifier circuit for outputting sound signals to the speaker 1410 , and the like.
[0077] These elements mounted on the control substrate 1450 are electrically connected via a bus circuit, etc., and are connected in a manner that enables data reading and writing, and signal transmission and reception. In addition, a part or all of the control substrate 1450 may also be constituted by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).
[0078] The control board 1450 stores programs and various data in the IC memory 1452 , and the control board 1450 performs calculations based on these data, thereby implementing various functions of executing the game of this embodiment.
[0079] The right game controller 1460R and the left game controller 1460L are designed so that the player can hold them with the right hand or the left hand. In addition, the right game controller 1460R and the left game controller 1460L are respectively equipped with a joystick 1461, a plurality of button switches 1462 as operation buttons, a vibrator 1463 as a vibration generating device, a speaker 1464, a connector 1467, a controller control substrate 1470, and a built-in battery (not shown).
[0080] The controller control substrate 1470 includes a controller control IC 1471 corresponding to a processor for controlling the game controller, a communication module 1473 , a three-axis acceleration sensor 1475 , a three-axis gyro sensor 1476 , and an interface circuit 1477 .
[0081] Of course, other elements may be appropriately included, such as an image sensor module. Alternatively, some elements may have the functions of other elements, thereby omitting the other elements. For example, a sensor may be used to realize the three-axis acceleration sensor 1475 and the three-axis gyroscope sensor 1476, or a controller control IC 1471 and an interface circuit 1477 may be integrated.
[0082] The communication module 1473 realizes wireless communication with the communication module 1453 of the main device 1401.
[0083] like Figure 2 As shown, the three-axis acceleration sensor 1475 of the right game controller 1460R constitutes the local coordinates (Xr, Yr, Zr) of the right hand system. Specifically, it is constituted as follows: when facing the front of the right game controller 1460R, the right direction ( Figure 2 The right side of the controller is the positive direction of the Xr axis and the upper side of the controller in the length direction ( Figure 2 The positive direction of the Yr axis and the normal direction of the front of the controller, that is, the front side of the controller ( Figure 2 The near front side) is the positive direction of the Zr axis.
[0084] The three-axis gyro sensor 1476 of the right game controller 1460R forms the local coordinates (Xr, Yr, Zr) of the right-hand system, and is configured to be able to detect the angular velocity around each axis of the three-axis acceleration sensor 1475 of the right game controller 1460R.
[0085] Furthermore, an accessory 1468 can be mounted on the left end of the right game controller 1460R in a manner that blocks the connector 1467. The right game controller 1460R is held in a manner that the thumb and the ball of the thumb of the right hand are in contact with the right side of the controller, and the accessory 1468 of the controller is wrapped with the index finger to the little finger. In other words, the back side opposite to the front side is held in a manner that the back side is held with one hand as the palm side.
[0086] Similarly, the three-axis acceleration sensor 1475 of the left game controller 1460L constitutes the local coordinates (X1, Y1, Z1) of the left-hand system. Specifically, it is constituted as follows: the left direction ( Figure 2 The left side of the controller is the positive direction of the X1 axis, and the upper side of the controller in the length direction ( Figure 2 The positive direction of the Yl axis and the normal direction of the front of the controller, that is, the front side of the controller ( Figure 2 The near front side) is the positive direction of the Zl axis.
[0087] The three-axis gyro sensor 1476 of the left game controller 1460L constitutes the local coordinates (X1, Y1, Z1) of the left-hand system, and is configured to be able to detect the angular velocity around each axis of the three-axis acceleration sensor 1475 of the left game controller 1460L.
[0088] Furthermore, an accessory 1468 can be mounted on the right end of the left game controller 1460L in a manner that blocks the connector 1467. The left game controller 1460L is held in a manner that the thumb and the ball of the thumb of the left hand are in contact with the left side of the controller, and the accessory 1468 of the controller is wrapped with the index finger to the little finger. In other words, the controller is held in a manner that the back side opposite to the front side is the palm side and is held with one hand.
[0089] Figure 2 , Figure 5 The symbols indicating the directions of the coordinate axes are marked in the figure, but these symbols only indicate the directions of the coordinate axes and do not indicate the origin of the coordinates.
[0090] return Figure 1 The interface circuit 1477 includes a circuit for realizing wired communication with the control substrate 1450 of the main device 1401 via the connector 1467. In addition, the interface circuit 1477 realizes signal exchange between various devices (joystick 1461, button switch 1462, vibrator 1463, speaker 1464, three-axis acceleration sensor 1475, three-axis gyro sensor 1476, etc.) carried by the controller and the main device 1401.
[0091] Next, the game according to this embodiment will be described.
[0092] Figure 31460R and 1460L are diagrams for explaining the game content in this embodiment and are diagrams showing an example of a display of a game screen. The game in this embodiment is a type of rhythm game and is a music game with the theme of playing virtual percussion instruments by waving the right game controller 1460R and the left game controller 1460L to perform operation input while listening to music played (played) from the speaker 1410 of the main device 1401.
[0093] The player 2 holds the right game controller 1460R and the left game controller 1460L as if they were the handles of a virtual percussion instrument. The player 2 also holds the right game controller 1460R and the left game controller 1460L as if they had a long stick-shaped component at the front end (but not visible), and a virtual percussion instrument 4 at the front (but not visible), and swings the right game controller 1460R and the left game controller 1460L downward to hit the virtual percussion instrument 4 to perform operation input. Incidentally, in the game of this embodiment, the virtual percussion instrument 4 is set as a taiko drum, and the taiko drum is placed in front of the player 2 and near waist height in a manner such that the drum head faces the player side.
[0094] When the game starts, the music being played is played from the speaker 1410 of the main device 1401, and the game screen W3 is displayed on the touch panel 1406.
[0095] The game screen W3 displays a time display unit 10 indicating the time elapsed since the start of the game, a music title 12, and a music score 20. The design of the music score 20 can be appropriately set, but in this embodiment, it has a reference position 24 shown on the left side of the screen, an indicator 25 displayed in a flowing manner toward the reference position 24, a measure dividing line 26, an evaluation result display unit 27, and a score display unit 28.
[0096] The reference position 24 indicates a position serving as a reference for indicating a standard timing (timing of a target operation input). In the present embodiment, only one position is displayed in one musical score 20, but a configuration may be adopted in which a plurality of positions are provided.
[0097] The indicator 25 is prepared in a different design depending on the type of standard operation (correct operation input that should be performed at the standard timing at this time). In addition, in the present embodiment, the display appears from the right side of the score 20, and moves toward the left side in a linear flow along with the bar dividing line 26 toward the reference position 24. The area between the bar dividing lines 26 represents one bar in the music being played. The timing at which the indicator 25 overlaps with the reference position 24 is the standard timing in the present embodiment, and the type of the overlapping indicator 25 represents the type of standard operation.
[0098] The evaluation result display unit 27 uses the timing when the center of the indicator 25 overlaps with the center line of the reference position 24 as the standard timing, and the type of the overlapping indicator 25 as the standard operation, and displays the input evaluation based on 1) the deviation between the standard timing and the input timing of the operation input at this time, and 2) the consistency / inconsistency between the standard operation and the type of the operation input. For example, the more consistent the standard operation is with the type of the operation input, and the smaller the deviation between the standard timing and the operation input timing is, the higher the evaluation is.
[0099] The score display unit 28 displays the accumulated scores given according to the evaluation results input by the operation.
[0100] In addition, in this embodiment, there are two types of standard operations and indicators 25 corresponding thereto.
[0101] like Figure 4 As shown, a first indicator body dong 25a (white circle) as a first operation input representing hitting the drum head of a virtual percussion instrument 4 (taiko), and a second indicator body kachi 25b (shaded corners) as a second operation input representing hitting the outer periphery of the drum head frame or drum body. Of course, standard operations or indicators of types other than these can also be appropriately set. In this embodiment, the input timing is first determined, and when the input timing is determined, the input type of the operation input is distinguished. Then, the determined input timing and operation input type are compared with the standard timing and standard operation prompted in the music score 20 at that time, and an evaluation is performed on the operation input.
[0102] First, the principle of determining input timing in this embodiment will be described.
[0103] Regardless of the first operation input (dong) or the second operation input (kachi), the action performed by player 2 includes three consecutive actions: an "upward swing action" and a "downward swing action" like hitting a taiko drum with a drumstick, and a "braking action of stopping at the downward swing end position Ps of the drumhead considered to be the virtual percussion instrument 4" played as a virtual percussion instrument.
[0104] Furthermore, if we look at the details further, we can classify the tapping action into the action of snapping the wrist inwards with the angular velocity of the wrist and the action of tapping with the wrist slightly rotated and roughly fixed. The former is common when performing single tapping intermittently, and the latter is common when performing so-called continuous tapping repeatedly in a short period of time. Therefore, the former is called "single tapping action" and the latter is called "continuous tapping action".
[0105] First, the determination of input timing in a single play action will be described.
[0106] Figure 5It is a diagram for explaining the determination of input timing of a single-player action. In addition, although the left game controller 1460L is used as an example for explanation here, the same is applicable to the right game controller 1460R by switching the local coordinates from the left-hand system to the right-hand system.
[0107] If we further focus on the posture change of the left game controller 1460L, the single-handed action includes the start or transition of the three actions that constitute the action. Therefore, in this embodiment, based on the change of the angular velocity ωz around the Z1 axis measured by the three-axis gyro sensor 1476, the single-handed action of the first operation input is correctly identified and the appropriate input timing is determined.
[0108] Specifically, first, when the absolute value of the angular velocity ωz around the Z1 axis measured by the three-axis gyro sensor 1476 exceeds the predetermined swing-up start determination reference angular velocity value ωm, it is determined that the "swing-up action" has started. At this time, the angular velocity ωz rotates in the negative direction in the left-handed coordinate system, so it can also be configured so that when it is less than a predetermined negative reference value corresponding to the swing-up start determination reference angular velocity value ωm, it is determined that the swing-up action has started.
[0109] Next, when the angular velocity ωz around the Z1 axis is detected to be positively and negatively reversed when the upward swing action is started, it is determined that the upward swing action is switched to the downward swing action. In other words, it is determined that the downward swing action is started after the upward swing action. This is called "precondition determination". By having this premise determination, inadvertent actions such as turning the wrist to relieve wrist fatigue, which are not operation inputs, are eliminated, thereby preventing erroneous determinations.
[0110] Then, after the premise judgment, when the absolute value of the angular velocity ωz around the Z1 axis reaches the prescribed required momentum determination reference angular velocity ωf, it is judged that the player intentionally performed a downward swing as a singles action of the first operation input. Thus, the behavior of the player putting down the raised hand simply because of fatigue and the downward swing are identified. In addition, the angular velocity ωz at this time is a rotation in the positive direction in the left-handed coordinate system, so it can also be configured that when the angular velocity ωz reaches a positive prescribed threshold value equivalent to the required momentum determination reference angular velocity ωf, it is judged that a downward swing has been performed.
[0111] Furthermore, in this embodiment, when the required momentum determination reference angular velocity ωf is reached, vibration is generated in the vibrator 1463 of the left game controller 1460L. The vibration intensity Amp is set in proportion to the angular velocity ωz measured at this time, and the swinging action creates the feeling of wind noise from a virtual stick-shaped hitting tool. This is called "wind noise creation vibration".
[0112] Next, in the downward swing action, when the time change Δ|ωz| of the absolute value of the angular velocity ωz around the Z axis measured by the three-axis gyro sensor 1476 becomes negative, it is determined that the braking action has started. The time change of the absolute value of the angular velocity ωz changes from positive to negative, which means that the absolute value of the angular velocity ωz changes from an increasing trend to a decreasing trend. Therefore, it means determining the peak value of the absolute value of the angular velocity ωz. In other words, the peak value of the measured value that occurs just before the player stops the singles action is detected. If the peak value is detected, it is determined that the braking action has started. And, in this embodiment, the determination timing is basically regarded as the input timing of the singles action.
[0113] However, after the braking action begins, the actual position of the left hand and the left game controller 1460L reaches a lower swing position Ps due to the previous momentum (inertia), that is, the position where the player imagines hitting the striking surface or edge of the virtual percussion instrument 4 or below it.
[0114] In addition, in the present embodiment, at the input timing of the single-hitting action, the vibrator 1463 of the left game controller 1460L generates input performance vibration. The "input performance vibration" is a vibration aimed at reproducing the feeling of a virtual percussion tool contacting the striking surface or the edge of the virtual percussion instrument 4. Basically, different vibrations are generated in accordance with the type discrimination result of the operation input. Moreover, in the present embodiment, the input performance vibration also serves as an "evaluation result notification vibration" for notifying the evaluation result. That is, vibration is generated with a vibration intensity / vibration pattern corresponding to the evaluation result of the operation input.
[0115] In addition, any one of the wind noise simulation vibration and the input simulation vibration may be omitted.
[0116] Next, the determination of input timing in the continuous typing operation will be described.
[0117] Figure 6 1460L is used as an example for explaining the left game controller 1460L, but the same is applicable to the right game controller 1460R by switching the local coordinates from the left-hand system to the right-hand system.
[0118] In the continuous hitting action, the wrist position is roughly fixed, so it cannot be recognized based on the posture change like the previous single hitting action. Therefore, the continuous hitting action is correctly recognized based on the change in acceleration measured by the three-axis acceleration sensor 1475 of the left game controller 1460L, and the appropriate input timing is determined.
[0119] Specifically, the player holds the left game controller 1460L in a posture where the left end of the controller touches the ball of the thumb and the left end faces upward to operate. Therefore, when the acceleration Ax in the X1-axis direction measured by the three-axis acceleration sensor 1475 exceeds a threshold value obtained by adding a predetermined upward swing start determination coefficient k1 to the average acceleration Ax_ave which is the average value of the acceleration Ax so far, it is determined that the "upward swing action" has started.
[0120] The average acceleration Ax_ave is an average value of about 10 to 15 measurements by the triaxial acceleration sensor 1475. The measurement cycle depends on the specifications of the sensor used, and may be a relatively slow cycle of about 4 to 6 ms.
[0121] Next, when the acceleration Ax@t at time t is detected to be smaller than the acceleration Ax@t-1 one measurement cycle ago, that is, the increase and decrease trend is reversed, it is determined that the upward swing action is about to end and will soon shift to the downward swing action. This determination is equivalent to the premise determination in the continuous hitting action.
[0122] After this premise judgment, when the downward swing action is transferred, the acceleration Ax in the X1-axis direction is measured as a negative value. Therefore, when the acceleration Ax in the X1-axis direction is lower than the threshold value obtained by adding the predetermined determination reference coefficient k2 to the average acceleration Ax_ave, it is judged that the player intentionally performed the downward swing action as a continuous hitting action. Thus, the behavior of the player putting down the raised hand simply because of fatigue and the downward swing action are identified. In the continuous hitting action, "wind noise performance vibration" is also performed here.
[0123] Next, the swinging motion is transferred to the braking motion. At this time, the acceleration Ax in the x1-axis direction measured by the three-axis acceleration sensor 1475 changes in such a way that the measured value increases toward "0" as the vehicle decelerates from a negative value.
[0124] Therefore, when the acceleration Ax@t at time t is detected to be greater than the acceleration Ax@t-1 one measurement cycle ago, that is, the increase and decrease trend is reversed, it is determined that the braking action has started. In other words, the peak value of the measured value that occurs just before the player stops the continuous hitting action is detected, and it is determined that the braking action has started.
[0125] Furthermore, in the present embodiment, this determination timing is basically regarded as the input timing of the continuous typing action.
[0126] However, after the braking action begins, the actual position of the left hand and the left game controller 1460L reaches a lower swing position Ps due to the previous momentum (inertia), that is, the position where the player imagines hitting the striking surface or edge of the virtual percussion instrument 4 or below it.
[0127] Furthermore, when the input timing of the continuous hitting action is determined, the vibrator 1463 of the left game controller 1460L also generates input effect vibration.
[0128] In addition, when determining input timing, as a further condition to be satisfied, a condition that the sum of the absolute values of acceleration measured in all three axes is greater than a predetermined value may be added. By setting this additional condition, when input timing is determined, even if the player has the habit of bending his wrist during the downward swing, the input timing can be correctly determined.
[0129] Under the prior art, the timing when the measurement value of the three-axis acceleration sensor 1475 or the three-axis gyroscope sensor 1476 of the left game controller 1460L reaches the value judged as the stop of the game controller is used as the input timing. However, there is a deviation between the timing when the player thinks that "the virtual hitting surface is hit here" and the timing when the game controller actually stops, thereby causing an undesirable situation.
[0130] However, in this embodiment, the brake for stopping the downward swing of the hand that starts at or near the timing when it is considered that "the virtual hitting surface is hit here" is detected and used as the input timing, so that the input timing that matches the player's feeling can be determined.
[0131] Next, the determination of the input type of the operation input will be described.
[0132] If the first operation input (dong) and the second operation input (kachi) are distinguished from each other in terms of the downward swinging manner of the hand, the former can be said to be a vertical downward swinging motion of swinging the hand vertically downward, and the latter can be said to be a curved downward swinging motion of swinging the hand downward in a curved line.
[0133] Furthermore, if we further focus on the action of the second operation input (click), there are a mode in which the second operation input is performed after the first operation input (dong click click mode), and a mode in which the second operation input is performed continuously (click click click mode). In addition, there is also a mode in which the first operation input is performed after the second operation input in the opposite manner to the above (click click dong mode).
[0134] Figure 7 1460L is an example of an input type discrimination of an operation input in the dongkachi mode. In addition, the left game controller 1460L is used as an example for description here, but the same is applicable to the right game controller 1460R by switching the local coordinates from the left-hand system to the right-hand system.
[0135] When focusing on the trajectory of the left game controller 1460L in the dongkachi mode, the player swings the left game controller 1460L upward toward the outside in the upward swing action. If the action is observed from the front of the player, the trajectory of the upward swing action slides diagonally upward. In addition, the downward swing action is performed while the wrist is rotated inward.
[0136] Focusing on the posture of the left game controller 1460L, at the end of the upward swinging action, the left game controller 1460L is tilted sideways with the Z1 axis facing the player side ( Figure 7 The left game controller 1460L rotates around the X1 axis. Such a behavior does not occur in the first operation input (dong) described above.
[0137] Therefore, when the absolute value of the angular velocity ωx around the Xl axis measured by the three-axis gyro sensor 1476 of the left game controller 1460L exceeds the specified third judgment reference value k3, and the average value of the angular velocity ωx, that is, the absolute value of the average angular velocity ωx_ave, exceeds the specified fourth judgment reference value k4, it is judged that the second operation input (click) has been input.
[0138] The angular velocity ωx at this time is measured as a negative value in the local coordinate system of the left-handed system. Therefore, it can also be constructed as follows: when the angular velocity ωx reaches a specified negative threshold equivalent to the third judgment reference value k3, and the average angular velocity ωx_ave reaches a negative threshold equivalent to the fourth judgment reference value k4, it is judged that the second operation input (click) is input.
[0139] The average angular velocity ωx_ave is an average value of about 10 to 15 measurements by the three-axis gyro sensor 1476. The measurement cycle depends on the specifications of the sensor used, and may be a relatively slow cycle of about 4 to 6 ms.
[0140] Figure 8 This is a conceptual diagram for explaining the input type discrimination of the operation input in the click-click mode. In addition, the left game controller 1460L is used as an example for explanation here, but the same is applicable to the right game controller 1460R by switching the local coordinates from the left-hand system to the right-hand system.
[0141] When focusing on the trajectory of the left game controller 1460L in the click-click mode, the front direction (positive direction of the Z1 axis) of the left game controller 1460L maintains an upward posture from facing diagonally upward. Such an inclined movement in an inclined posture does not appear in the action of the first operation input (dong).
[0142] Therefore, when the ratio of the absolute value of the average acceleration Ax_ave in the Xl-axis direction and the absolute value of the average acceleration Az_ave in the Zl-axis direction measured by the three-axis acceleration sensor 1475 of the left game controller 1460L is below the prescribed fifth judgment reference value k5, it is judged that the second operation input (click) is input.
[0143] Fig. 9 1460L is a conceptual diagram for explaining the input type discrimination of the operation input in the click-dong mode. In addition, the left game controller 1460L is used as an example for explanation here, but the same is applicable to the right game controller 1460R by switching the local coordinates from the left-hand system to the right-hand system.
[0144] The input start position of the second operation input (click) is further outward than the input start position of the first operation input (bang). Furthermore, the input start position of the first operation input is often at a higher position. Therefore, when focusing on the trajectory of the left game controller 1460L in the click-bang mode, it is accompanied by movement in the normal direction of the front of the controller.
[0145] Here, when the average acceleration Az_ave in the Z1-axis direction measured by the three-axis acceleration sensor 1475 of the left game controller 1460L exceeds the prescribed sixth determination reference value k6, it is determined that the first operation input (dong) has been input.
[0146] Furthermore, in the present embodiment, in addition to performing input type determination based on these three patterns, all input types are determined to be the first operation input (dong).
[0147] By the above-mentioned input timing determination and the above-mentioned input type determination, it is possible to appropriately determine the input timing that the player perceives as a tap, and to accurately identify a plurality of confusing operation inputs.
[0148] In addition, basic input determination can be achieved through the above-mentioned input timing determination and input type determination. However, the rotation of the arm and the bending of the wrist in the upward swing and downward swing movements are not necessarily exactly the same as described above. Depending on the player, there is a possibility that there is a slight deviation between the timing that the player thinks he has hit and the input timing determined by the above method.
[0149] Therefore, in the present embodiment, a timing adjustment function is provided for setting an adjustment time related to the determination of the input timing.
[0150] Fig.101 is a diagram showing an example of an operation screen display related to setting the adjustment time. In order to set the adjustment time, the adjustment screen W10 is displayed on the touch panel 1406. The adjustment screen W10 includes a method description 32 for explaining the method of adjustment, an adjustment operation unit 34, and various operation icons 36 (36a, 36b, ...). The design of the adjustment operation unit 34 can be set appropriately, but in this embodiment, it is designed to move the setting rod 34a by touch and slide operation.
[0151] Furthermore, in the timing adjustment, the player is made to attempt to input the first operation, and the operation sound is played at a timing after the initial adjustment time has passed from the input timing. The player operates the adjustment operation unit 34 to minimize the deviation between the timing imagined by the player and the timing of playing the operation sound. Then, the result of the timing adjustment is stored in the IC memory 1452 or the like as the applied adjustment time, and is applied to the judgment of the input timing thereafter. In addition, the adjustment can basically only be made in the direction of delay, but by setting the initial adjustment time to a value exceeding 0, it is possible to make an adjustment such as a judgment of whether to simulate the input timing being advanced by reducing the initial adjustment time to make it close to 0.
[0152] Fig.11 This is a diagram showing a display example of the results of the input timing determination and the input type determination on the game screen.
[0153] In the game screen during the game play, the input timing is notified by the evaluation result display unit 27. Specifically, it is determined that it is the input timing, and the display form (design elements such as display color, line thickness, presence or absence of shadows, etc.) of the frame displaying the evaluation results is temporarily changed from the standard form 27s to the notification form 27h. Fig.11 In the example of FIG. 1 , a notification form in which the outline is emphasized is shown.
[0154] In addition, in the game screen, while notifying the input timing, the input type discrimination result of the operation input is also notified. For example, when it is determined to be the first operation input (dong), the type notification mark 40 is temporarily added and displayed on the upper part of the evaluation result display unit 27. In the case of determining to be the second operation input (ka shi), when it is determined to be an operation input using the right game controller 1460R, the type notification mark 40 is temporarily added and displayed on the right side of the evaluation result display unit 27. When it is determined that the second operation input (ka shi) is an operation input using the left game controller 1460L, the type notification mark 40 is temporarily added and displayed on the left side of the evaluation result display unit 27.
[0155] [Description of functional configuration]
[0156] Fig.1214 is a functional block diagram showing an example of the functional configuration of the game device 1400 in this embodiment. The game device 1400 in this embodiment includes an operation input unit 100, a processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a storage unit 500 in a main device 1401.
[0157] The game controller 1460 (right game controller 1460R, left game controller 1460L) includes an operation input unit 100 c , an acceleration measurement unit 110 , an angular velocity measurement unit 112 , a controller processing unit 200 c , a communication unit 394 c , and an excitation unit 396 .
[0158] The operation input unit 100 is a unit for inputting various operations. It can be implemented by a switch, a lever, a dial, a joystick, a touch panel, a track pad, a touch pad, etc. Figure 1 In the configuration of , the touch panel 1406 corresponds to this.
[0159] The processing unit 200 is implemented by electronic components such as a processor such as a CPU or GPU, an ASIC, an FPGA, an IC memory, etc., and performs data input and output control between various functional units including the operation input unit 100 and the storage unit 500. In addition, various calculation processes are performed according to a predetermined program or data, an operation input signal from the operation input unit 100, the game controller 1460, etc., thereby comprehensively controlling the operation of the game device 1400. Figure 1 In the example of , the control substrate 1450 corresponds to this.
[0160] Furthermore, the processing unit 200 of the present embodiment includes a game calculation unit 210, a timer unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294. Of course, other functional units may be appropriately included.
[0161] The game operation unit 210 performs various processes related to the progress control of the game. In this embodiment, it includes an adjustment time setting unit 212, a prompt control unit 214, a timing determination unit 220, an input type determination unit 230, a response output control unit 232, a vibration control unit 234, an evaluation unit 236, and an evaluation result notification control unit 238.
[0162] The adjustment time setting unit 212 performs processing related to setting the adjustment time for adjusting the input timing. In this embodiment, the display control related to the adjustment screen W10 and the change and setting control of the adjustment time based on various operation inputs in the screen correspond to this (see Fig.10 ).
[0163] The prompt control unit 214 performs the following control: prompting the player with the standard timing for moving the game controller 1460 in a manner of holding it in the hand and swinging it and then stopping it in the order of the arrival of the plurality of standard timings. In the present embodiment, the first indicator and the second indicator are displayed in a flowing manner on the score 20, and the indicator is controlled to overlap with the reference position 24 at the standard timing, which corresponds to this (see Figure 3 ).
[0164] The timing determination unit 220 determines the input timing for each standard timing by detecting the peak of the measured value of the state of the game controller that occurs immediately before the operation stops.
[0165] Specifically, there is a premise determination unit 222 for determining whether a downward swing action has been started after an upward swing action based on the measured value. The premise determination unit 222 determines whether a swing action has been started after an upward swing action based on the acceleration in the first axis direction orthogonal to the length direction of the game controller and the normal direction of the front surface of the game controller. In addition, the premise determination unit 222 determines whether a downward swing action has been started after an upward swing action based on the angular velocity around the second axis with the normal direction of the front surface of the game controller as the second axis.
[0166] Furthermore, the timing determination unit 220 detects the peak value of the acceleration of the first axis measured in the downward swinging action when a positive judgment is obtained by the premise determination unit 222 by detecting the reversal of the increase and decrease trend of the measured value, and makes a primary judgment on the input timing according to the timing of the detection. In addition, the input timing can be determined once by detecting the peak value of the angular velocity around the second axis. Then, the timing determination unit 220 finally determines the timing after adjusting the timing determined once (the timing at which the peak value is detected) by a preset adjustment time amount as the input timing.
[0167] In this embodiment, the case where the input timing is determined based on the acceleration (specifically, the acceleration in the directions of the X1 axis and the Xr axis) measured by the three-axis acceleration sensor 1475 of the right game controller 1460R or the left game controller 1460L and the angular velocity (specifically, the angular velocity around the Z1 axis and the Zr axis) measured by the three-axis gyro sensor 1476 is equivalent to this (refer to Figure 5 , Figure 6 ).
[0168] The input type determination unit 230 determines which of the multiple actions has been input based on the measurement value of the state of the game controller measured by the sensor of the game controller. In the present embodiment, it is equivalent to determining which of the first operation input (dong) and the second operation input (ka shi) has been input. That is, it is determined whether a vertical downward swing action or a curved downward swing action has been input.
[0169] More specifically, if the direction orthogonal to the length direction of the game controller and the normal direction of the front face of the game controller is set as the first axis, and the normal direction of the front face is set as the second axis, the vertical downward swing action is determined based on the axial acceleration of the second axis. As for the curved downward swing action, it is determined based on the angular velocity around the first axis, or based on the ratio of the axial acceleration of the first axis to the above-mentioned second axis.
[0170] When the input timing is determined by the timing determination unit 220, the response output control unit 232 immediately performs a response output based on sound and / or display. In this embodiment, when the input timing is determined and the type of operation input is determined by the input type determination unit 230, a response output is performed. Playing the operation sound from the speaker 1410 of the main device 1401 is equivalent to the response output. In addition, it also includes control for temporarily changing the display mode of the evaluation result display unit 27 from the standard mode 27s to the notification mode 27h, and display control of the type notification mark 40 (see Fig.11 ). In addition, the input performance vibration generated by the vibrator 1463 of the game controller 1460 is equivalent to this (refer to Figure 5 , Figure 6 ).
[0171] The vibration control unit 234 activates the vibration device of the game controller during the swing down action when a positive determination is obtained by the premise determination unit 222. In this embodiment, the wind noise performance vibration generated by the vibrator 1463 of the game controller 1460 is equivalent to this (refer to Figure 5 , Figure 6 ).
[0172] The evaluation unit 236 sequentially performs evaluation based on the difference between the standard timing and the determined input timing at the standard timing. More specifically, the evaluation is performed based on the difference between the standard timing and the input timing and whether the determined input type is the same as the standard type.
[0173] The evaluation result notification control unit 238 performs control for notifying the determined evaluation result at a standard timing. In this embodiment, the display control of the evaluation result in the evaluation result display unit 27 corresponds to this (see Fig.11 ). Furthermore, the control of generating input performance vibration by the vibrator 1463 (vibration device) of the game controller 1460 according to the vibration pattern or vibration size corresponding to the evaluation result is equivalent to this (refer to Figure 5 , Figure 6 ).
[0174] The timer unit 280 measures the current date and time, the elapsed time from the start of the game, the time limit, and the like using the system clock.
[0175] The sound generating unit 290 is realized by generating sound data and executing an IC or software for decoding, and generates or decodes sound data such as sounds and background music related to playing games. Furthermore, the sound signal is output to the sound output unit 390. In this embodiment, the reproduction / playback control of the music data based on the music to be played can be performed. In addition, the reproduction / playback control of the percussion performance sound according to the type of operation input can be performed.
[0176] The sound output unit 390 plays the sound according to the input sound signal. Figure 1 In the example, speaker 1410 corresponds to this.
[0177] The image generation unit 292 can generate a game screen W3 (see Figure 3 ) etc. And, it is possible to output an image signal based on the image data to the image display unit 392.
[0178] The image display unit 392 displays various images based on the image signal input from the image generation unit 292. For example, it can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. Figure 1 In the example of , touch panel 1406 corresponds to this.
[0179] The communication control unit 294 performs data processing related to data communication and realizes data exchange with an external device via the communication unit 394 .
[0180] The communication unit 394 is connected to a communication line to achieve communication. A communication line refers to a communication path that can perform data communication. That is, a communication line refers to a communication network including a telephone communication network or a cable network, the Internet, etc., in addition to a LAN (Local Area Network) that utilizes a dedicated line (dedicated cable) for direct connection or Ethernet (registered trademark). In addition, the communication method can be either wired or wireless. Therefore, the communication unit 394 is implemented by, for example, a wireless communication device, a modem, a TA (terminal adapter), a socket for a wired communication cable, or a control circuit. Figure 1 In the example of , communication module 1453 is equivalent to this.
[0181] The storage unit 500 stores programs and various data for realizing the comprehensive control of various functions of the processing unit 200 by the processing unit 200. In addition, it is used as a work area of the processing unit 200 and temporarily stores the calculation results executed by the processing unit 200 according to various programs. This function is realized by IC memory such as RAM or ROM, magnetic disk such as hard disk, optical disk such as CD-ROM or DVD, network hard disk, etc. Figure 1In the example of , the IC memory 1452 mounted on the control substrate 1450 corresponds to this.
[0182] Fig.13 1 is a diagram showing an example of programs and data stored in the storage unit 500 in the present embodiment. The storage unit 500 stores a game program 502 and game initial setting data 510 in advance. In addition, the storage unit 500 stores game data 700 and current date and time 800 as data that is sequentially generated and managed. In addition, information such as a timer or counter, various flags, etc. can be appropriately stored.
[0183] The game program 502 is a program for realizing the function of the game operation unit 210 by being read and executed by the processing unit 200 (see Fig.12 ). Programs for functioning as the timer unit 280, the sound generator 290, the image generator 292, and the communication controller 294 may be appropriately included.
[0184] The game initial setting data 510 stores various initial setting data for executing the game. In this embodiment, it includes music definition data 520, initial reference value library 530, notification definition data 540, and initial adjustment time 542. Of course, other data may be appropriately included.
[0185] The music definition data 520 is prepared for each music that can be played in the game, and stores various initial setting data related to the music. For example, one music definition data 520 includes a specific music name 521, music sound data 523, and a music score 20 (see Figure 3 ) of the score definition data 525. Of course, data other than these may be appropriately included.
[0186] The score definition data 525 is basic data for displaying various indicators in a flowing manner in the score 20. The data structure can be set appropriately. For example, a structure that stores a combination of standard timing (for example, described as the elapsed time from the start of the game) and the type of standard operation (for example, the type of indicator displayed in a flowing manner in the score 20) in a time series can be considered. Of course, data other than these can also be stored appropriately. For example, even if the type of standard operation is the same, it can be stored corresponding to the difference in the required intensity level (for example, the distinction between strong and weak).
[0187] The initial reference value library 530 stores reference values and thresholds used in determining input timing and input type of operation input. In the present embodiment, the library includes a reference angular velocity value 531 (ωm) for determining the start of an upward swing, a reference angular velocity value 532 (ωf) for determining the required momentum, a reference coefficient 533 (k1) for determining the start of an upward swing, a reference coefficient 534 (k2) for determining the determination, a third reference value 535 (k3), a fourth reference value 536 (k4), a fifth reference value 537 (k5), and a sixth reference value 538 (k6). Of course, reference values and thresholds other than these may be appropriately included.
[0188] The notification definition data 540 stores various definition data for executing notifications of operation input status, game progress status, etc. to the player, and is prepared according to the notification method. Figure 5 , Figure 6 ) and input performance vibration and evaluation result notification vibration (refer to Figure 5 , Figure 6 The latter is prepared according to the type of operation input (in this embodiment, the first operation input (dong) and the second operation input (kachi)). Moreover, in each type, data defining whether to output a vibration pattern is stored corresponding to each evaluation result.
[0189] The game data 700 is prepared for each game, realizes the game, and stores various data describing the progress status of the game.
[0190] In this embodiment, for example, Fig.14 As shown, the game music name 701 indicating the music selected by the player before the game starts, the application adjustment time 702, the elapsed time 704 from the start of the game, the music score display control data 710 for controlling the display of the music score 20, the measurement history data 720 prepared by the game controller 1460, the idle state flag 740 indicating the idle state which means the state to be determined for the input timing, the angular velocity utilization flag list 742, the acceleration utilization flag list 744, the peak timing 746, the input determination history data 750, and the game result data 760. Of course, data other than these may be appropriately included.
[0191] The applied adjustment time 702 stores the value of the input timing adjustment time to be applied. Fig.13 ) is initialized, but when the adjustment screen W10 (refer to Fig.10 ) to change the time setting operation.
[0192] The measurement history data 720 is prepared for the game controller 1460, and stores the values measured in the controller and the values calculated therefrom for use in determining the input timing or the type of operation input in a time series. In the present embodiment, the measurement history data 720 includes acceleration measurement history data 722 storing the acceleration measurement values of the three axes, average acceleration measurement history data 724 storing the average acceleration of the three axes, angular velocity measurement history data 726 storing the angular velocity measurement values of the three axes, and average angular velocity measurement history data 728 storing the average angular velocity of the three axes. Of course, data other than these may be appropriately included.
[0193] The angular velocity utilization flag list 742 includes various flags used in determining the input timing using the angular velocity. In the present embodiment, the flag includes a determination flag indicating that the input timing is being determined using the angular velocity, a reversal flag that is set when the positive and negative directions of the angular velocity ωz about the Z axis are reversed, a request flag that is set when the required momentum of the angular velocity ωz is reached, and a peak flag that is set when the peak of the angular velocity ωz is detected during the swing-down action.
[0194] The acceleration utilization flag list 744 includes various flags used in determining the input timing using acceleration. In the present embodiment, the flags include: a determination flag indicating that the input timing is being determined using acceleration, a reversal flag that is set when a reversal in the increasing trend of the acceleration Ax of the X-axis is detected, a determination flag that is set when it is determined to be an intentional downward swing action, and a peak value flag that is set when a peak value of the acceleration Ax is detected during the downward swing action.
[0195] The input determination history data 750 is generated each time the input timing and the type of the operation input are determined, and stores information indicating the results of the determination and the determination. For example, one input determination history data 750 stores the input determination timing, the type determination result, and a controller identification mark indicating which game controller 1460 the input determination timing and the type determination result are for. Of course, data other than these may also be appropriately stored. For example, in the case where the determination and type determination related to the operation input include the identification of the input intensity (equivalent to the intensity of striking the virtual percussion instrument 4), information on the determined intensity may also be included.
[0196] [Description of the action]
[0197] Fig.15 14 is a flowchart for explaining the process flow in the game device 1400 of this embodiment. The series of processes described here are realized by the processing unit 200 executing the game program 502. In addition, the local coordinate systems of the left and right game controllers 1460 are shared and illustrated and explained as the X axis, Y axis, and Z axis.
[0198] First, the game device 1400 starts recording the measured values of each game controller 1460 (step S10), and then starts calculating and recording the values (in this embodiment, the average value) used for distinguishing the type of input timing and operation input based on the measured values (step S12). That is, the measurement history data 720 is recorded and updated through steps S10 and S12 (see Fig.14 ).
[0199] Then, the game device 1400 starts executing periodic input determination processing according to the game controller 1460 (step S14).
[0200] Figure 16 to Figure 17 This is a flowchart for explaining the flow of input determination processing in this embodiment. In this processing, the game device 1400 first sets the idle state flag 740 to "1 (idle state)", and sets all flags of the angular velocity utilization flag list 742 and the acceleration utilization flag list 744 to "0" (step S30).
[0201] Next, when the absolute value of the angular velocity ωz about the Z axis is greater than the swing-up start determination reference angular velocity value 531 (ωm) (“Yes” in step S32), the game device 1400 sets the idle state flag 740 to “0 (non-idle state)” and sets the determination flag of the angular velocity utilization flag list 742 to “1 (determining)” (step S34). Then, the timeout counter is started (step S36).
[0202] Next, the game device 1400 waits for the detection of the positive and negative reversal of the angular velocity ωz about the Z axis until the timeout counter is incremented. Then, when the reversal is detected ("Yes" in step S50), it is determined that the swing action has shifted from the upward swing action to the downward swing action, and the reversal flag of the angular velocity utilization flag list 742 is changed to "1 (reversed)" (step S52).
[0203] Next, the game device 1400 further waits for the absolute value of the angular velocity ωz about the Z axis to exceed the required momentum determination reference angular velocity value 532 (ωf) during the period from the inversion to the increment of the timeout counter. Then, when the required momentum determination reference angular velocity value 532 (ωf) is exceeded (“Yes” in step S54), the required flag of the angular velocity utilization flag list 742 is changed to “1 (required momentum has been satisfied)” (step S56). Then, wind noise performance vibration is generated (step S57).
[0204] Next, the game device 1400 further waits for the peak detection of the angular velocity ωz about the Z axis from the time when the required momentum is reached until the timeout counter is incremented (step S58). That is, the time change Δ|ωz| of the absolute value is calculated. And, when it becomes negative, it is determined that the peak is detected ("Yes" in step S58), the peak flag of the angular velocity utilization flag list 742 is changed to "1 (peak detection completed)", and the peak timing 746 is temporarily stored (step S60).
[0205] Next, the game device 1400 generates an application adjustment time 702 (see Fig.14 ; In this stage, the initial adjustment time 542 (initialized to "0") is recognized as the input timing (step S62), and the type determination processing is performed (step S64).
[0206] If the positive and negative directions have not reversed, the required momentum has not been reached, and the peak value has not been detected ("No" in step S70), the timeout counter is stopped (step S72) and the process returns to step S30.
[0207] On the other hand, if the answer is negative in step S32 ("No" in step S32), the game device 1400 moves to Fig.17 When the acceleration Ax in the x1-axis direction measured by the three-axis acceleration sensor 1475 exceeds the threshold value obtained by adding the prescribed swing-up start judgment reference coefficient 533 (k1) to the average acceleration Ax_ave, it is determined that the "swing-up action" has started ("Yes" in step S100).
[0208] When determining that the swing-up motion has started, the game device 1400 sets the idle state flag 740 to "0" and sets the determination flag of the acceleration use flag list 744 to "1" (step S102). Then, the timeout counter is started (step S104).
[0209] If it is determined that the swing-up motion has started, the game device 1400 compares the most recently measured acceleration Ax@t in the X-axis direction with the acceleration Ax@t-1 measured one measurement cycle ago before the timeout counter is incremented.
[0210] Moreover, when it is detected that the most recently measured acceleration Ax@t in the X-axis direction is less than the acceleration Ax@t-1 one measurement cycle ago, that is, the increase or decrease trend is reversed ("Yes" in step S120), the reversal flag of the acceleration utilization flag list 744 is changed to "1 (reversal detection completed)" (step S122).
[0211] Next, the game device 1400 compares the acceleration Ax in the X-axis direction with a threshold value obtained by adding a determination reference coefficient k2 to the average acceleration Ax_ave after detecting a reversal of the increase trend, that is, after the premise determination is affirmative, until the timeout counter is incremented.
[0212] Then, when the acceleration Ax is lower than the threshold value ("Yes" in step S124), it is determined that the player has intentionally performed a downward swing, and the confirmation flag of the acceleration use flag list 744 is changed to "1 (swing confirmation)" (step S126). Next, wind noise effect vibration is performed (step S128).
[0213] Next, the game device 1400 compares the latest acceleration Ax@t with the acceleration Ax@t-1 one measurement cycle ago during the period from when the swing-down motion is determined to when the timeout counter is incremented.
[0214] Then, if the latest acceleration Ax@t becomes larger than the acceleration Ax@t-1 one measurement cycle ago ("Yes" in step S130), it is determined that the braking action has been started due to the detection of the peak of the measured value that occurs just before the stopping action, and the peak flag of the acceleration utilization flag list 744 is changed to "1 (peak detection completed)", and the peak timing 746 is temporarily stored (step S132).
[0215] Next, the game device 1400 generates an application adjustment time 702 (see Fig.14 ; In this stage, the initial adjustment time 542 (initialized to "0") is recognized as the input timing (step S134), and the type determination process is performed (step S136).
[0216] If the increasing trend has not reversed, the required momentum has not been reached, and the peak value has not been detected ("No" in step S140) by the timeout counter started from the detection of the acceleration to the start of the upward swing has been incremented, the timeout counter is stopped (step S144) and the process returns to step S30.
[0217] Fig.18 1 is a flowchart for explaining the flow of the type determination process in this embodiment. In this process, the game device 1400 determines whether the operation input action determined this time belongs to the click-click mode (see Fig. 9 ).
[0218] Specifically, if the average acceleration Az_ave of the acceleration Az in the Z-axis direction including the peak timing 746 as the latest measurement value reaches the sixth judgment reference value 538 (k6), the game device 1400 is determined to belong to the click-dong mode ("yes" in step S150) and sets the result of the type determination as the first operation input (dong) (step S152).
[0219] If it is not in the Kachi-dong mode (“No” in step S150), the game device 1400 then determines whether it is in the Dong-Kachi mode (refer to Figure 7 ).
[0220] Specifically, when the absolute value of the angular velocity ωx in the peak timing 746 exceeds the prescribed third judgment reference value k3, and the absolute value of the average angular velocity ωx_ave including the angular velocity ωx in the peak timing 746 as the latest measurement value exceeds the prescribed fourth judgment reference value k4, the game device 1400 is determined to belong to the dongkachi mode ("yes" in step S154), and sets the result of the type determination as the second operation input (kachi) (step S158).
[0221] If the mode is neither the "kachi-dong" mode nor the "dong-kachi" mode ("No" in step S154), the game device 1400 then determines whether the mode is the "kachi-kachi" mode (see step S154). Figure 8 ).
[0222] Specifically, when the ratio of the absolute value of the average acceleration Ax_ave of the acceleration Ax including the peak timing 746 as the latest measurement value to the absolute value of the average acceleration Az_ave of the acceleration Az including the peak timing 746 as the latest measurement value is less than the prescribed fifth judgment reference value k5, the game device 1400 is determined to belong to the click-click mode ("Yes" in step S156), and sets the result of the type determination to the second operation input (click) (step S158).
[0223] Then, when the mode does not belong to any of the click-dong mode, the dong-kachi mode, and the click-kachi mode (No in step S156), the game device 1400 sets the result of the type determination as the first operation input (dong) (step S160).
[0224] return Fig.15 Since the periodic input determination processing of the game controller is started in step S14, the preparation of the game controller 1460 is completed.
[0225] Therefore, the game device 1400 then performs the setting process of the adjustment time (step S180). That is, the touch panel 1406 displays the adjustment screen W10 (see Fig.10), and the adjustment time is set in a manner that the output time difference of the response sound relative to the operation input does not make the player feel uncomfortable. Then, the application adjustment time 702 is updated based on the result.
[0226] Next, the game device 1400 receives the selection of the music (game song) to be played (step S182), and starts the game progress control (step S184). Thus, the music of the game song is played from the speaker 1410, and the game screen W3 is displayed on the touch panel 1406 in synchronization with it (see Figure 3 ).
[0227] In addition, the game device 1400 also starts evaluating the operation input and its notification control (for example, notification display of the category determination result (see Fig.11 )), response output corresponding to the operation input (such as playback of the operation input sound), vibration control corresponding to the operation input (such as wind noise performance vibration (see Figure 5 , Figure 6 ), input performance vibration (refer to Figure 5 , Figure 6 ))wait.
[0228] Input determination has been performed in step S14, and preparation for operation input using the game controller 1460 is complete. The player can play the music game by performing operation input using the game controller 1460 at the prompted standard timing in a manner consistent with the standard operation while listening to the game song and watching the music score 20 on the game screen W3.
[0229] If the game has ended (step S186), the game results are displayed (step S188), and a series of processing ends.
[0230] As described above, according to this embodiment, in a game device having a game controller equipped with an acceleration sensor and a gyroscope sensor, the following technology can be implemented: when executing a game that regards the action of waving the game controller in the air and stopping as an operation input, the measurement value obtained by using the sensor can be used to determine the timing of the timing that feels like the player has performed an operation input as the operation input timing.
[0231] [Variation]
[0232] As mentioned above, although the embodiment to which the present invention is applied was described, the embodiment to which the present invention can be applied is not limited to the above-described form, and addition, omission, and modification of constituent elements may be appropriately implemented.
[0233] For example, in the above embodiment, a game that can be run independently is cited as an example for explanation, but the present invention is not limited to this. It is also possible to use a computer whose controller part is equipped with a three-axis acceleration sensor 1475 and a three-axis gyroscope sensor 1476 as the game controller 1460 in the above embodiment as a player terminal, and access a game server to play an online game. In this case, as long as the game operation unit 210 (see FIG. 14) in the above embodiment is implemented using the game server, Fig.12 )
[0234] In addition, the relative relationship between the measurement axis of the game controller 1460 and the sensor mounted thereon is not limited to Figure 2 Examples can be changed appropriately.
[0235] In addition, in the above-mentioned embodiment, the types of operation input are set to two types: the first operation input (dong) and the second operation input (kachi), but it is not limited to this. For example, different intensity levels of the swing intensity can be set in the first operation input and the second operation input. The intensity level stage can be set appropriately. Assuming that there are two stages, a game with a total of four operation inputs can be formed. Moreover, in this case, four types of indicators displayed in the music score 20 also need to be prepared. In addition, in the input type determination unit 230 (refer to Fig.12 ), it is necessary to determine the intensity level of the input action by comparing the measured value at the time of input determination, such as the magnitude of acceleration or angular velocity at the peak timing 746, with a predetermined threshold value. That is, the input type determination unit 230 also functions as an "intensity level determination unit".
[0236] Furthermore, in the above-mentioned embodiment, a music game requiring good delay time and response quality is exemplified, but the present invention can be similarly applied to other types of games.
[0237] For example, a game in which a virtual object to be hit appears, such as a virtual whack-a-mole game, is suitable. In addition, as an example in which a delay time or a good response is not required, it can also be applied to a golf game in which a controller is held as a golf club and swung to play the game.
[0238] Furthermore, it is also possible to omit any one of the three-axis acceleration sensor 1475 and the three-axis gyro sensor 1476 from the game controller 1460 depending on the game content, and limit the input determination to only acceleration-based input determination or angular velocity-based input determination. In addition, depending on the game content, any one of the response output based on sound and display when it is determined to be input timing can be omitted.
[0239] Description of Reference Numerals
[0240] 4…Virtual Percussion Instruments
[0241] 20…Music score
[0242] 27…Evaluation result display section
[0243] 34…Adjustment operation unit
[0244] 40…Type notification mark
[0245] 110…Acceleration measurement unit
[0246] 112…Angular velocity measurement unit
[0247] 200…Processing Department
[0248] 210…Game Operation Department
[0249] 212…Adjust the time setting unit
[0250] 214…Prompt control unit
[0251] 220…Timing determination unit
[0252] 222…Precondition Judgment Department
[0253] 230…Input type determination unit
[0254] 232…Response output control unit
[0255] 234…Vibration Control Department
[0256] 236…Evaluation Department
[0257] 238…The evaluation results are notified to the control department
[0258] 396…Vibration unit
[0259] 500: Storage
[0260] 502…Game Program
[0261] 510…Game initial setting data
[0262] 520…Song definition data
[0263] 530…Initial reference value library
[0264] 531…Swing start judgment reference angular velocity value
[0265] 532…Momentum determination reference angular velocity value required
[0266] 533…Upward swing start judgment reference coefficient
[0267] 534…Determine the judgment reference coefficient
[0268] 535…The third judgment reference value
[0269] 536 ... the fourth judgment reference value
[0270] 537…Fifth judgment reference value
[0271] 538 ... Sixth judgment reference value
[0272] 540…Notification definition data
[0273] 542…Initial adjustment time
[0274] 700…Game data
[0275] 702…Application adjustment time
[0276] 710…Music score display control data
[0277] 720…Measurement history data
[0278] 722…Acceleration measurement history data
[0279] 724…Average acceleration measurement history data
[0280] 726…Angular velocity measurement history data
[0281] 728…Average angular velocity measurement history data
[0282] 742…Angular velocity utilization flag list
[0283] 744… Acceleration utilization flag list
[0284] 746…Peak Timing
[0285] 1400…Game Devices
[0286] 1401…Main device
[0287] 1450…Control board
[0288] 1460L…Left game controller
[0289] 1460R…Right Game Controller
[0290] 1475…Triaxial accelerometer
[0291] 1476…Three-axis gyro sensor
[0292] Ax…Acceleration in the X-axis direction
[0293] Ax_ave…average acceleration in the X-axis direction
[0294] Az…Acceleration in the Z-axis direction
[0295] Az_ave…average acceleration in the Z-axis direction
[0296] k1…upward swing start determination coefficient
[0297] k2…determine the judgment reference coefficient
[0298] k3...third judgment reference value
[0299] k4... fourth determination reference value
[0300] k5... fifth judgment reference value
[0301] k6...sixth judgment reference value
[0302] ωf…Judgment reference angular velocity
[0303] ωm…The reference angular velocity value for determining the start of upward swing
[0304] ωx…angular velocity around the X axis
[0305] ωx_ave…average angular velocity in the X-axis direction
[0306] ωz…angular velocity around the Z axis
Claims
1. A computer device for evaluating an input timing of an operation input performed by a player, the computer device comprising: a prompting unit for prompting a standard timing as a timing for performing an action, wherein the action is a movement of the player in a manner of swinging a controller having a built-in sensor for measuring acceleration and angular velocity and then stopping; a timing determination unit that determines input timing of a single-hit action based on a peak value of the measured value of the angular velocity that occurs immediately before the action stops, and determines input timing of a continuous-hit action based on a peak value of the measured value of the acceleration that occurs immediately before the action stops; as well as an evaluation unit that performs the evaluation based on a difference between an input timing of any one of the single-hit action and the continuous-hit action and the standard timing, The timing determination unit performs the following operations in determining the input timing of the single-player action: Performing a first premise determination, wherein the first premise determination is to determine whether a downward swinging action is started successively after the upward swinging action of the controller according to the measured value of the angular velocity; as well as The input timing of the single-hit action is determined by detecting the peak value of the measured value of the angular velocity in the swing-down action when a positive determination is obtained by the first premise determination. The timing determination unit performs the following operations in determining the input timing of the continuous-hit action: performing a second premise determination, wherein the second premise determination is to determine, based on the measured value of the acceleration, whether a downward swinging action is started successively after the upward swinging action of the controller; as well as The input timing of the continuous hitting motion is determined by detecting a peak value of the measured value of the acceleration during the swing-down motion when a positive determination is obtained by the second premise determination.
2. The computer device according to claim 1, characterized in that The computer device also includes a response output control unit, which immediately performs a response output through sound and / or display when the input timing of the single-hitting action is determined by the timing determination unit, and immediately performs a response output through sound and / or display when the input timing of the continuous-hitting action is determined by the timing determination unit.
3. The computer device according to claim 1, characterized in that The controller has a long shape with a plurality of operation buttons arranged on the front side and can be held by one hand. The sensor measures at least the acceleration of a first axis in a direction orthogonal to the length direction of the controller and the normal direction of the front surface of the controller. The timing determination unit determines the input timing of the continuous typing action by detecting a peak value of the measured value of the acceleration in the first axis direction.
4. The computer device according to claim 1, characterized in that The controller has a long shape with a plurality of operation buttons arranged on the front side and can be held by one hand. The sensor at least measures an angular velocity about a second axis with the normal direction of the front surface of the controller as the second axis, The timing determination unit determines the input timing of the singles motion by detecting a peak value of a measured value of an angular velocity about a second axis.
5. The computer device according to claim 1, characterized in that: The timing determination unit detects a peak value of the measured value of the angular velocity by detecting a reversal of an increase or decrease trend of the measured value of the angular velocity in determining the input timing of the singles action, and determines the input timing of the singles action based on the detected timing. The timing determination unit detects a peak value of the measured value of acceleration by detecting a reversal of an increase or decrease trend of the measured value of acceleration in determining the input timing of the continuous typing action, and determines the input timing of the continuous typing action based on the detected timing.
6. The computer device according to claim 1, characterized in that: The controller has a long shape with a plurality of operation buttons arranged on the front side and can be held by one hand. The sensor measures at least an acceleration with a direction orthogonal to the length direction of the controller and the normal direction of the front face of the controller as a first axis and an angular velocity around a second axis with the normal direction of the front face of the controller as a second axis. The timing determination unit performs the first premise determination by determining whether a downward swing action is started successively after an upward swing action based on the angular velocity about the second axis. The timing determination unit performs the second premise determination by determining whether a downward swing action is started following an upward swing action based on the acceleration in the first axis direction.
7. The computer device according to claim 1, characterized in that: The prompting unit prompts the plurality of standard timings in order of arrival, The evaluation unit sequentially performs the evaluation for each of the standard timings. The computer device further includes an evaluation result notification control unit that notifies the evaluation unit of an evaluation result at each standard timing.
8. The computer device according to claim 7, characterized in that: The controller has a vibration device, The evaluation result notification control unit operates the vibration device at each standard timing with a vibration pattern or a vibration magnitude corresponding to the evaluation result of the evaluation unit.
9. The computer device according to claim 1, characterized in that: There are multiple actions with different swinging directions in the above actions. The prompting unit prompts the user to perform a standard type of action among the plurality of actions at the standard timing, The computer device further includes an input type determination unit for determining which action among the plurality of actions is input based on the measurement value. The evaluation unit performs evaluation based on a difference between the standard timing and the input timing and whether the input type determined by the input type determination unit is the same as the standard type.
10. The computer device according to claim 9, characterized in that The controller has a long shape with a plurality of operation buttons arranged on the front side and can be held by one hand. The sensor at least measures an angular velocity about a first axis with a direction orthogonal to a length direction of the controller and a normal direction of a front surface of the controller as the first axis, The plurality of actions include a downward swinging action of making the hand swing downward in a curve, The input type determination unit determines whether the curved downward swing action is input based on the angular velocity about the first axis.
11. The computer device according to claim 1, characterized in that The prompting unit prompts at which level of at least two vibration intensity levels with different magnitudes to perform the action performed at the standard timing, The computer device further includes an intensity level determination unit that determines the intensity level of the input action based on the measurement value. The evaluation unit further performs the evaluation based on whether the presented strength level is the same as the strength level determined by the strength level determination unit.
12. An evaluation control method for evaluating, by a computer device, an input timing of an operation input performed by a player, the evaluation control method comprising: Prompting a standard timing as a timing for performing an action in which the player moves in a manner such that a controller having a built-in sensor for measuring acceleration and angular velocity is stopped after swinging the controller; determining input timing of the single-hit motion based on a peak value of the measured value of the angular velocity that occurs immediately before the motion stops; determining input timing of the continuous hitting action based on a peak value of the measured value of the acceleration that occurs immediately before the action stops; as well as The evaluation is performed based on a difference between an input timing of any one of the single-hit action and the continuous-hit action and the standard timing, Determining the input timing of the singles action includes: performing a first premise determination, wherein the first premise determination is to determine whether a downward swinging motion is started successively after the upward swinging motion of the controller according to the measured value of the angular velocity; and Determining the input timing of the single-hit action by detecting the peak value of the measured value of the angular velocity in the swing-down action when a positive determination is obtained using the first premise determination, and determining the input timing of the continuous-hit action includes: performing a second premise determination, wherein the second premise determination is to determine, based on the measured value of the acceleration, whether a downward swinging motion is started successively after the upward swinging motion of the controller; and The input timing of the continuous hitting motion is determined by detecting a peak value of the measured value of the acceleration during the swing-down motion when a positive determination is obtained by the second premise determination.
