Entertainment method and entertainment device

By outputting entertainment-related images and sounds in the game system and sending ions based on changes in the player's state, the problem of existing technologies being unable to impart ion effects has been solved, thus improving the gaming experience.

CN115989067BActive Publication Date: 2026-06-16SHARP KK

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
SHARP KK
Filing Date
2021-08-31
Publication Date
2026-06-16

AI Technical Summary

Technical Problem

Existing game systems cannot impart ion-based effects to players.

Method used

The system adjusts the ion concentration in space by outputting entertainment-related images and sounds, and sending ions based on changes in the images and sounds, or by detecting changes in a person's state and sending ions accordingly.

🎯Benefits of technology

It can impart ion-based effects to users, enhancing the user experience and evaluation of computer games.

✦ Generated by Eureka AI based on patent content.

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Abstract

The entertainment method comprises an output step and a sending step. The output step outputs an image related to the entertainment and / or a sound related to the entertainment. The sending step sends ions in such a way that the ion concentration in the space (R) in which the user (H) is located rises, on the basis of the image and / or the sound. Preferably, the method further comprises a step of detecting a change in the state of the user (H). Preferably, in the sending step, the ions are sent in accordance with the change in the state of the user (H), the image and / or the sound.
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Description

Technical Field

[0001] This invention relates to entertainment methods and entertainment devices. Background Technology

[0002] The game system described in Patent Document 1 includes a game device and a controller. The game device executes a computer game based on a game program. The controller provides input to the game device. The controller is operated by the user.

[0003] Existing technical documents

[0004] Patent documents

[0005] Patent Document 1: Japanese Patent Application Publication No. 2019-80990 Summary of the Invention

[0006] The technical problem to be solved by the present invention

[0007] However, the game system described in Patent Document 1 cannot impart ion-based effects to a person.

[0008] The present invention was made in view of the above-mentioned problems, and its object is to provide an entertainment method and entertainment device that imparts ion-based effects to people.

[0009] Technical solutions for solving technical problems

[0010] According to one aspect of the invention, the entertainment method includes an output step and a transmission step. The output step outputs entertainment-related images and / or entertainment-related sounds. The transmission step transmits ions in a manner that increases the ion concentration in the space where the person is present, based on the images and / or the sounds.

[0011] According to another aspect of the invention, the entertainment method includes an output step and a ion-transmitting step. The output step outputs entertainment-related images and / or entertainment-related sounds. The transmitting step outputs the images and / or sounds to a person.

[0012] According to another aspect of the invention, the entertainment method includes an output step, a detection step, and a transmission step. The output step outputs entertainment-related images and / or entertainment-related sounds. The detection step detects changes in the state of the person. The transmission step, based on the detection result indicating changes in the person's state, transmits ions in a manner that increases the ion concentration in the space where the person is located.

[0013] According to another aspect of the invention, the entertainment method includes an output step, a detection step, and a transmission step. The output step outputs entertainment-related images and / or entertainment-related sounds. The detection step detects changes in the state of the person. The transmission step, based on the detection result indicating changes in the state of the person, sends ions to the person.

[0014] According to another aspect of the present invention, an entertainment device includes an output device, an ion transmitting device, and a transmitting control unit. The output device outputs entertainment-related images and / or entertainment-related sounds. The ion transmitting device transmits ions. The transmitting control unit controls the ion transmitting device based on the images or sounds.

[0015] According to another aspect of the present invention, an entertainment device includes an output device, an ion transmitting device, a detection unit, and a transmitting control unit. The output device outputs entertainment-related images and / or entertainment-related sounds. The ion transmitting device transmits ions. The detection unit detects changes in the state of the person. The transmitting control unit controls the ion transmitting device based on the changes in the person's state.

[0016] Beneficial effects

[0017] The entertainment method and entertainment device according to the present invention can impart ion-based effects to people. Attached Figure Description

[0018] Figure 1 This is a diagram illustrating an entertainment device according to a first embodiment of the present invention.

[0019] Figure 2 This is a block diagram illustrating the entertainment device according to the first embodiment.

[0020] Figure 3 This is a flowchart illustrating the processing performed by the control unit in this first embodiment.

[0021] Figure 4 This is a flowchart illustrating the processing performed by the control unit in the second embodiment of the present invention.

[0022] Figure 5 This is a flowchart illustrating the processing performed by the control unit in the third embodiment of the present invention.

[0023] Figure 6 This is a flowchart illustrating the processing performed by the control unit according to the fourth embodiment of the present invention.

[0024] Figure 7 This is a diagram showing a laboratory equipped with the entertainment device of the present invention.

[0025] Figure 8 It means in Figure 7 The diagram shows the schedule of experiments conducted in the laboratory.

[0026] Figure 9 This is Figure G1, which illustrates embodiments and comparative examples of the present invention.

[0027] Figure 10 This is diagram G2, which illustrates embodiments and comparative examples of the present invention.

[0028] Figure 11 This is Figure G3, which illustrates embodiments and comparative examples of the present invention. Detailed Implementation

[0029] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. Furthermore, in the drawings, the same or equivalent parts are labeled with the same reference numerals and will not be described again.

[0030] [First Implementation Method]

[0031] First, refer to Figure 1 An entertainment device 100 according to an embodiment of the present invention will be described. Figure 1 This is a diagram illustrating an entertainment device 100 according to an embodiment of the present invention. The entertainment device 100 provides entertainment to a user H. The user H is an example equivalent to a "person".

[0032] Entertainment includes, for example, movies. Additionally, entertainment includes, for example, video. Furthermore, entertainment includes, for example, television broadcast animation and music. Entertainment includes, for example, cable television animation and music. Furthermore, entertainment includes, for example, computer games. Computer games include, for example, video games, action games, role-playing games, puzzle games, simulation games, shooting games, sports games, racing games, music games, card games, fighting games, board games, and tabletop games. Computer games can be played via a server or without a server. Computer games played via a server are called online games. Computer games played without a server are called offline games.

[0033] like Figure 1 As shown, the entertainment device 100 is disposed indoors. The user H exists in the interior space R of the room. A table DS and a chair CH are disposed in space R. Part of the entertainment device 100 is disposed on the table DS. The user H sits on the chair CH. The entertainment device 100 includes a game device 10, an output device AV, an ion transmitter 40, a controller 50, and a detection unit 60.

[0034] The output device AV outputs entertainment-related images. Furthermore, the output device AV outputs entertainment-related sounds. For example, the output device AV outputs images or sounds related to movies. Additionally, the output device AV outputs both movie-related images and movie-related sounds. For example, the output device AV outputs images or sounds related to computer games. Moreover, the output device AV outputs both computer game-related images and computer game-related sounds.

[0035] The output device AV includes a display unit 20 and an audio output unit 30. The display unit 20 displays images. Specifically, the display unit 20 displays images based on image information. The image information includes information related to the display of the image. The image information is, for example, image information related to a movie. Furthermore, the image information is, for example, image information related to a computer game. The display unit 20 is, for example, a liquid crystal display (LCD), an organic EL (Electro Luminescence) display, a micro LED (Light Emitting Diode) display, or a plasma display.

[0036] The sound output unit 30 outputs sound. The sound output unit 30 is, for example, a speaker. The sound output unit 30 is, for example, a headphone output terminal. Specifically, the sound output unit 30 outputs sound based on sound information. The sound information includes information related to the sound output. The sound information is, for example, sound information related to movies. The sound information is, for example, sound information related to computer games.

[0037] The gaming device 10 performs computer games. Specifically, the gaming device 10 receives operation signals from the user H via the controller 50 to perform computer games. In other words, the gaming device 10 enables the user H to play computer games. Computer games are, for example, games capable of multiplayer combat. Multiplayer combat includes, for example, combat between the user H and an opponent controlled by the game program, combat between the user H and other users H using computer games, and combat via a server device in an e-sports (Electronic Sports) event. The gaming device 10 can play movies and allow the user H to enjoy images and sound. The gaming device 10 can be a dedicated device or a general-purpose device for performing computer games. A general-purpose device is, for example, a personal computer.

[0038] An ion transmitting device 40 is disposed indoors and delivers ions. Specifically, the ion transmitting device 40 is fixed to the output device AV. The ion transmitting device 40 emits ions.

[0039] Controller 50 accepts operations from user H. For example, user H operates controller 50. Then, controller 50 accepts user H's operation. Moreover, the operation accepted by controller 50 is sent to game device 10 as an operation instruction. Controller 50 is a dedicated or general-purpose operating device for game device 10. Controller 50 may also be a pointing device such as a keyboard or mouse.

[0040] The detection unit 60 detects changes in the user H's state. The detection unit 60 includes a camera and an infrared sensor. The camera captures an image of the user H and outputs the captured image signal as a detection signal to the gaming device 10. The infrared sensor detects the surface temperature of the user H. Specifically, the infrared sensor detects the surface temperature of the user H's face. The infrared sensor includes an infrared absorption film and a thermistor. The infrared absorption film receives thermal radiation (infrared rays) emitted from the surface of an object. The infrared absorption film has a thermistor portion that absorbs thermal radiation from the object and heats up. The thermistor detects the temperature of the infrared absorption film. The detection result from the infrared sensor is output to the gaming device 10.

[0041] Next, refer to Figure 1 and Figure 2 The entertainment device 100 of this embodiment will be described in detail. Figure 2 A block diagram representing entertainment device 100.

[0042] like Figure 2 As shown, the game device 10 includes an image processing unit 11, a sound processing unit 12, a storage unit 13, a connection unit 14, and a control unit 15.

[0043] The image processing unit 11 generates image information related to entertainment. The image processing unit 11 may include, for example, a GPU (Graphics Processing Unit). Specifically, the image processing unit 11 generates two-dimensional image information or three-dimensional image information related to computer games. The image processing unit 11 is connected to the display unit 20. The image information generated by the image processing unit 11 is sent to the display unit 20.

[0044] The sound processing unit 12 generates entertainment-related sound information. The sound processing unit 12 includes, for example, a DSP (Digital Signal Processor). The generated sound information is converted to digital-to-analog (D / A) audio and output as sound from the sound output unit 30 as computer game audio. The sound processing unit 12 is connected to the sound output unit 30. The sound information generated by the sound processing unit 12 is sent to the sound output unit 30.

[0045] Storage unit 13 stores data, computer programs, and game programs. For example, storage unit 13 temporarily stores data required for various processes of control unit 15. For example, storage unit 13 stores setting data for display unit 20, setting data for sound output unit 30, setting data for detection unit 60, setting data for controller 50, and setting data for ion sending device 40. Storage unit 13 includes main storage devices (e.g., semiconductor memory) such as ROM (Read Only Memory) and RAM (Random Access Memory), and includes auxiliary storage devices (e.g., hard disk drives). RAM includes, for example, VRAM (Video RAM). Storage unit 13 may also include removable media.

[0046] The connection section 14 is an interface for connecting the ion transmitting device 40, the controller 50, and the detection unit 60 to the game device 10. For example, signals are transmitted from the control unit 15 to the ion transmitting device 40 via the connection section 14. Furthermore, for example, operation-related signals are transmitted from the controller 50 to the control unit 15 via the connection section 14. Additionally, for example, signals indicating detection results are transmitted from the detection unit 60 to the control unit 15 via the connection section 14.

[0047] The ion transmitting device 40 includes an ion generating unit 41 and an air supply unit 42.

[0048] The ion generating unit 41 generates ions. The ion generating unit 41 may also include a pair of discharge electrodes. Each of the pair of discharge electrodes may be a needle-shaped or brush-shaped electrode. Each of the pair of discharge electrodes may be formed, for example, from a conductive metal. Alternatively, the pair of discharge electrodes may be, for example, conductive carbon fibers or resins.

[0049] Paired discharge electrodes discharge. Specifically, paired discharge electrodes subjected to a high voltage discharge to generate active species. These active species contain ions. For example, a corona discharge is generated between the electrodes of a pair of discharge electrodes subjected to a high voltage. Furthermore, one electrode of the pair releases a positive ion through discharge. The positive ion is a hydrogen ion (H+) ion. + Cluster ions (H+) formed by the clustering of multiple water molecules around a group of water molecules. + (H₂O)m (where m is any integer greater than or equal to zero). Furthermore, the other electrode in the paired discharge electrodes releases negative ions through discharge. Negative ions are formed from oxygen ions (O₂). 2- Cluster ions (O) formed by the clustering of multiple water molecules around the ion. 2- (H2O)n (n is any positive number above zero).

[0050] The released positive and negative ions are surrounded, for example, by airborne mold and common bacteria, respectively, and can induce chemical reactions on the surfaces of the mold and common bacteria. These chemical reactions generate reactive hydroxyl radicals (·OH). Furthermore, the hydroxyl radicals (·OH) can remove mold and common bacteria.

[0051] Air supply unit 42 generates airflow. Air supply unit 42 is, for example, a fan. The fan is, for example, a Sirocco fan, propeller fan, turbo fan, diagonal flow fan, flow path fan (registered trademark), or crossflow fan. The airflow generated by air supply unit 42 is, for example, as follows: Figure 1 As shown, the directions are a first direction F1 and a second direction F2. The first direction F1 is, for example, the direction toward space R. The second direction F2 is, for example, the direction toward user H.

[0052] The airflow generated by the air supply unit 42 contains ions generated by the ion generating unit 41. That is, airflow containing ions is sent in the first direction F1 and the second direction F2. Moreover, ions are sent into the room, filling the space R with ions.

[0053] The control unit 15 includes a processor such as a CPU (Central Processing Unit) or an ASIC (Application Specific Integrated Circuit) and a storage device. For example, the control unit 15 receives signals output from the controller 50. Based on the received signals, the control unit 15 controls various elements of the game device 10. Specifically, as... Figure 2 As shown, the control unit 15 controls various elements of the game device 10, such as the image processing unit 11, the sound processing unit 12, the storage unit 13, and the connection unit 14.

[0054] Next, refer to Figure 1 and Figure 2 The game device 10 is described in detail below. The control unit 15 of the game device 10 includes a transmission control unit 151. The control unit 151 functions as the transmission control unit 151 by executing a computer program.

[0055] The transmission control unit 151 controls the ion transmission device 40.

[0056] Specifically, the transmission control unit 151 controls the ion transmitting device 40 to transmit ions based on entertainment-related images or sounds. More specifically, the transmission control unit 151 controls the ion transmitting device 40 to transmit ions based on entertainment-related images and sounds. By transmitting ions, the ion concentration in the space R where the user H is located increases. The user H's emotions change when seeing entertainment-related images or hearing entertainment-related sounds. Emotions represent the user H's psychological state. The user H's psychological state can be excitement, anxiety, depression, or exhilaration, etc. Therefore, ions can be transmitted according to changes in the user H's psychological state. As a result, ion-based effects can be applied to the user H when their psychological state changes. For ion-based effects, refer to... Figures 7-11 The embodiments shown are described later.

[0057] For example, the transmission control unit 151 controls the ion transmitting device 40 to transmit ions based on images and / or sounds related to the movie. By transmitting ions, the ion concentration in the space R where the user H is located increases. For example, the user H's emotions change when seeing an image of a vehicle collision in a movie or hearing the sound of a vehicle collision in a movie. Therefore, the transmission control unit 151 can transmit ions at the time when the user H's psychological state changes. As a result, an ion-based effect can be applied to the user H when their psychological state changes.

[0058] The game device 10 of the entertainment device 100 in this embodiment, for example, plays a computer game. Specifically, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 plays the computer game, thereby displaying images related to the computer game on the display unit 20. Furthermore, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 plays the computer game, thereby outputting sounds related to the computer game from the sound output unit 30. That is, it outputs images and sounds related to the computer game corresponding to the user H's operation. In other words, ions are sent according to the user H's operation. By sending ions, the ion concentration in the space R where the user H is located increases. Therefore, ions can be sent in accordance with changes in the user H's mental state while playing the computer game. As a result, ion-based effects can be applied to the user H when their mental state changes.

[0059] For example, the transmission control unit 151 controls the ion transmitting device 40 to transmit ions based on images and / or sounds related to the computer game. By transmitting ions, the ion concentration in the space R where the user H is located increases. For example, the user H's mood changes when seeing an image of a vehicle collision in a computer game or hearing the sound of a vehicle collision in a computer game. Therefore, the transmission control unit 151 can transmit ions at the time when the user H's psychological state changes. As a result, an ion-based effect can be applied to the user H when their psychological state changes.

[0060] For example, by imbuing user H with ion-based effects, user H can concentrate on playing a computer game. Therefore, compared to the case where the ion transmitting device 40 transmits ions and the case where the ion transmitting device 40 does not transmit ions, the case of transmitting ions improves the evaluation related to the operation of the computer game. That is, there is a possibility that the evaluation related to the operation of the computer game played by user H can be improved, either objectively or subjectively.

[0061] When the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, the control unit 15 controls the image processing unit 11 to generate image information corresponding to the operation signal. Then, the image information generated by the image processing unit 11 is sent to the display unit 20. The display unit 20 then displays an image representing the image information. The image displayed on the display unit 20 is related to the computer game.

[0062] Furthermore, when the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, the control unit 15 controls the sound processing unit 12 to generate sound information corresponding to the operation signal. Then, the sound information generated by the sound processing unit 12 is sent to the sound output unit 30. The sound output unit 30 then outputs a sound representing the sound information. The sound output by the sound output unit 30 is a sound related to the computer game.

[0063] Furthermore, the game device 10 of the entertainment device 100 in this embodiment outputs images corresponding to the progress of the computer game. Furthermore, the game device 10 of the entertainment device 100 outputs sounds corresponding to the progress of the computer game. Moreover, the transmission control unit 151 controls the ion transmitting device 40 by changing the amount of ions transmitted by the ion transmitting device 40 according to the progress of the computer game. As the computer game progresses, the user H's psychological state changes. Therefore, the amount of ions transmitted can be changed according to the change in the user H's psychological state. As a result, ion-based effects can be applied to the user H when their psychological state changes.

[0064] For example, in the final part of an event typically included in a computer game, the user H's mental state is more likely to change. Conversely, in the beginning part of an event typically included in a computer game, the user H's mental state is less likely to change. Therefore, the amount of ions transmitted at the end of the event is greater than the amount of ions transmitted at the beginning of the event.

[0065] Furthermore, the amount of ion emission is changed by altering the airflow of the air supply unit 42. Specifically, for example, the emission control unit 151 controls the air supply unit 42 to change the airflow. The air supply unit 42 supplies air, and the ion generating unit 41 releases ions. Therefore, the air generated by the air supply unit 42 contains ions. That is, corresponding to the increase in airflow, the amount of ion emission can also increase. Therefore, the amount of ion emission is changed by changing the airflow of the air supply unit 42. Additionally, for example, the emission control unit 151 controls the ion generating unit 41 by changing the number of ion generation cycles. Specifically, the emission control unit 151 controls the ion generating unit 41 by changing the number of discharge cycles. The more the number of discharge cycles increases, the more ions are generated. Moreover, the ion generating unit 41 generates ions while the air supply unit 42 supplies air. Therefore, the air generated by the air supply unit 42 contains ions. That is, corresponding to the increase in the amount of ion generation, the amount of ion emission can also increase. Therefore, the amount of ion emission is changed by changing the amount of ions generated by the ion generating unit 41. In addition, the transmission control unit 151 can also increase the air volume transmitted by the air supply unit 42, thereby increasing the amount of ions generated by the ion generation unit 41 and increasing the amount of ions transmitted.

[0066] Furthermore, the transmission control unit 151 can control the ion transmitting device 40 to transmit ions based on changes in the state of the user H detected by the detection unit 60. Specifically, the transmission control unit 151 controls the ion transmitting device 40 to transmit ions based on changes in the state of the user H, images related to the computer game, and / or sounds related to the computer game. By transmitting ions, the ion concentration in the space R where the user H is located increases. The user H's state changes when seeing images related to the computer game or hearing sounds related to the computer game. Then, when the user H's state changes, the user H's psychological state changes. Therefore, the timing of ion output can be precisely matched with the timing of changes in the user H's psychological state. As a result, ion-based effects can be applied to the user H at a more effective time.

[0067] More specifically, the transmission control unit 151 transmits ions based on changes in the user H's state after the output of images related to the computer game and / or sounds related to the computer game. For example, sometimes the user H's mood does not change immediately. For example, sometimes the user H's mood changes 10 seconds after watching images related to a movie. Therefore, after the output of images and / or sounds, the detection unit 60 detects the user H's state, and the transmission control unit 151 controls the ion transmitting device 40 based on the detection results. As a result, ion-based effects can be delivered to the user H at a more effective time.

[0068] Furthermore, changes in user H's state include changes in user H's facial expressions and / or changes in user H's actions. Specifically, changes in user H's facial expressions indicate a change in user H's mental state. Changes in user H's facial surface temperature also indicate a change in user H's mental state. Furthermore, changes in user H's actions also indicate a change in user H's mental state. Therefore, it is possible to detect actions that readily reflect user H's mental state within changes in user H's state. As a result, ion-based effects can be applied to user H at a more effective time.

[0069] Changes in user H's actions include, for example, body motion. Body motion can refer to changes in the posture of user H while sitting in a chair. Additionally, body motion can refer to changes in the position of user H's hands.

[0070] Next, refer to Figure 3 The diagram illustrates the processing performed by the control unit 15 in the first embodiment. Figure 3 A flowchart illustrating the processing performed by the control unit 15 in the first embodiment. Figure 3 The processing performed by the control unit 15 shown includes steps S101 to S104. The ion sending device 40 can also continue sending ions after the computer game has started on the game device 10. When the ion sending device 40 continuously sends ions, the sending control unit 151 controls the ion sending device 40 to send ions in a manner that the amount of ions sent is greater than the amount of ions continuously sent.

[0071] In step S101, the control unit 15 of the game device 10 of the entertainment device 100 obtains the game program stored in the storage unit 13 and plays the computer game. The process proceeds to step S102.

[0072] In step S102, the control unit 15 of the game device 10, based on the progress of the computer game, causes the output device AV to output images and / or sounds related to the computer game. The process then proceeds to step S103.

[0073] In step S103, the control unit 15 of the game device 10 obtains from the detection unit 60 the change in the user H's state after the output device AV outputs an image related to the computer game and / or the change in the user H's state after the output device AV outputs sound related to the computer game. The process proceeds to step S104.

[0074] In step S104, the transmission control unit 151 of the game device 10 transmits ions to the space R where the user H is located, based on the detection results of the detection unit 60, images related to the computer game, and / or sounds related to the computer game. The process ends.

[0075] [Second Implementation]

[0076] Next, refer to Figure 1 , Figure 2 and Figure 4 The second embodiment of the processing by the control unit 15 will now be described. In this second embodiment, the ion transmitting device 40 transmits ions toward the user H, which is the main difference from the first embodiment. Hereinafter, the differences between the second embodiment and the first embodiment will be explained.

[0077] The transmission control unit 151 of the second embodiment controls the ion transmitting device 40 to transmit ions to the user H based on entertainment-related images and / or entertainment-related sounds. Therefore, the ion transmitting device 40 transmits ions in accordance with changes in the user H's psychological state, and the user H inhales the ions transmitted from the ion transmitting device 40. As a result, the ion-based effect can be made to work more directly when the psychological state changes. Regarding the ion-based effect, see [reference needed]. Figures 7-11 The embodiments shown are described later.

[0078] In the entertainment device 100 of the second embodiment, the control unit 15 of the game device 10 receives operation signals from the user H via the controller 50, and the control unit 15 of the game device 10 plays a computer game, thereby displaying images related to the computer game on the display unit 20. Furthermore, the control unit 15 of the game device 10 receives operation signals from the user H via the controller 50, and the control unit 15 of the game device 10 plays a computer game, thereby outputting sounds related to the computer game from the sound output unit 30.

[0079] In other words, it outputs images and / or sounds related to the computer game corresponding to the user H's actions. In other words, it sends ions to the user H based on the user H's actions. Therefore, as the user H's mental state changes while playing the computer game, ions are sent to the user H, and the user H inhales the ions sent from the ion sending device 40. As a result, the ion-based effect can be made to work more directly when the mental state changes.

[0080] Furthermore, the game device 10 of the entertainment device 100 outputs images corresponding to the progress of the computer game. Additionally, the game device 10 of the entertainment device 100 outputs sounds corresponding to the progress of the computer game. Moreover, the transmission control unit 151 controls the ion transmitter 40 by changing the amount of ions transmitted by the ion transmitter 40 based on the progress of the computer game. As the computer game progresses, the user H's psychological state changes. Therefore, the amount of ions transmitted to the user H can be changed according to the change in the user H's psychological state. As a result, when the psychological state changes, ion-based effects can be directly applied to the user H.

[0081] Furthermore, the transmission control unit 151 controls the ion transmitting device 40 to transmit ions to the user H based on changes in the user H's state detected by the detection unit 60, images related to the computer game, and / or sounds related to the computer game. Therefore, the timing of ion transmission to the user H can be precisely synchronized with the timing of changes in the user H's psychological state. As a result, ion-based effects can be delivered to the user H at a more effective time.

[0082] Specifically, the transmission control unit 151 sends ions to the user H based on changes in the user H's state after outputting images related to the computer game and / or changes in the user H's state after outputting sounds related to the computer game. As a result, ion-based effects can be applied to the user H at a more efficient time.

[0083] Next, refer to Figure 4 The processing performed by the control unit 15 in the second embodiment will be explained. Figure 4 A flowchart illustrating the processing performed by the control unit 15 in the second embodiment. Figure 4 The processing performed by the control unit 15 shown includes steps S201 to S204. Figure 4 Steps S201 to S203 shown are Figure 3 The steps S101 to S103 shown correspond to each other. Therefore, step S204 will be explained.

[0084] In step S204, the transmission control unit 151 of the game device 10 sends ions to the user H based on the detection results of the detection unit 60, images related to the computer game, and / or sounds related to the computer game. The process ends.

[0085] [Third Implementation Method]

[0086] Next, refer to Figure 1 , Figure 2 as well as Figure 5 A third embodiment of the processing by the control unit 150 will be described. In this third embodiment, the ion transmitting device 40 transmits ions according to the state of the user H, which is the main difference from the first embodiment. The differences between the third and first embodiments will be explained below.

[0087] The transmission control unit 151 in the third embodiment controls the ion transmitting device 40 to transmit ions to the space R where user H is located based on changes in user H's state. By transmitting ions, the ion concentration in the space R where user H is located increases. The psychological state of user H changes when seeing entertainment-related images or hearing entertainment-related sounds. Therefore, ions can be transmitted to the space R where user H is located based on changes in user H's psychological state. As a result, ion-based effects can be applied to user H when their psychological state changes.

[0088] In the entertainment device 100 of the third embodiment, the control unit 15 of the game device 10 receives operation signals from the user H via the controller 50, and the control unit 15 of the game device 10 plays a computer game, thereby displaying images related to the computer game on the display unit 20. Furthermore, the control unit 15 of the game device 10 receives operation signals from the user H via the controller 50, and the control unit 15 of the game device 10 plays a computer game, thereby outputting sounds related to the computer game from the sound output unit 30.

[0089] In other words, images and / or sounds related to the computer game corresponding to the user H's actions are output. In other words, ions are sent to the user H based on their actions. Therefore, as the user H's mental state changes while playing the computer game, ions are sent to the space R where the user H is located, and the user H inhales the ions in space R. As a result, ion-based effects can be indirectly applied when the user's mental state changes.

[0090] Furthermore, changes in user H's state include changes in user H's facial expressions and / or changes in user H's movements. Additionally, changes in user H's state include facial expressions and / or the surface temperature of user H's face. Changes in user H's psychological state are sometimes reflected in user H's facial expressions and / or user H's movements. Therefore, it is possible to detect movements that easily reveal user H's psychological state during changes in user H's state. As a result, ion-based effects can be imparted to user H at a more effective timing.

[0091] Next, refer to Figure 5 The processing performed by the control unit 15 in the third embodiment will be explained. Figure 5 A flowchart illustrating the processing performed by the control unit 15 in the third embodiment. Figure 5 The processing performed by the control unit 15 shown includes steps S301 to S304. Figure 5 Steps S301 to S303 shown are Figure 3 The steps S101 to S103 shown correspond to each other. Therefore, step S304 will be explained.

[0092] In step S304, the transmission control unit 151 of the game device 10 sends ions to the user H based on the detection result of the detection unit 60. The process ends.

[0093] [Fourth Implementation Method]

[0094] Next, refer to Figure 1 , Figure 2 as well as Figure 6 A fourth embodiment of the processing by the control unit 150 will be described. In this fourth embodiment, the ion transmitting device 40 transmits ions according to the state of the user H, which is a major difference from the first embodiment. The differences between the fourth and first embodiments will be explained below.

[0095] The transmission control unit 151 of the fourth embodiment controls the ion transmitting device 40 to transmit ions to the user H based on changes in the user H's state. The user H's psychological state changes when seeing entertainment-related images and / or hearing entertainment-related sounds. Therefore, ions can be transmitted to the user H according to changes in the user H's psychological state. As a result, ion-based effects can be applied to the user H when their psychological state changes.

[0096] In the entertainment device 100 of the fourth embodiment, the control unit 15 of the game device 10 receives operation signals from the user H via the controller 50, and the control unit 15 of the game device 10 plays a computer game, thereby displaying images related to the computer game on the display unit 20. Furthermore, the control unit 15 of the game device 10 receives operation signals from the user H via the controller 50, and the control unit 15 of the game device 10 plays a computer game, thereby outputting sounds related to the computer game from the sound output unit 30.

[0097] In other words, images and / or sounds related to the computer game corresponding to the user H's actions are output. In other words, ions are sent to the user H based on their actions. Therefore, as the user H's mental state changes while playing the computer game, ions are sent to the user H, and the user H inhales ions from space R. As a result, ion-based effects can act indirectly when the user's mental state changes.

[0098] Furthermore, changes in user H's state include changes in user H's facial expressions and / or changes in user H's movements. Additionally, changes in user H's state include facial expressions and / or the surface temperature of user H's face. Changes in user H's psychological state are sometimes reflected in user H's facial expressions and movements. Therefore, it is possible to detect movements that easily reveal user H's psychological state during changes in user H's state. As a result, ion-based effects can be applied to user H at more effective times.

[0099] Next, refer to Figure 6 A diagram illustrating the processing performed by the control unit 15 in the fourth embodiment. Figure 6 A flowchart illustrating the processing performed by the control unit 15 in the fourth embodiment. Figure 6 The processing performed by the control unit 15 includes steps S401 to S404. Figure 6 Steps S401 to S403 shown are Figure 1 The steps S101 to S103 shown correspond to each other. Therefore, step S404 will be explained.

[0100] In step S404, the transmission control unit 151 of the game device 10 sends ions to the user H based on the detection result of the detection unit 60. The process ends.

[0101] Example

[0102] Next, refer to Figure 1 , Figure 2 and Figures 7-11Embodiments of the entertainment device 100 using the present invention will be described together with comparative examples. The present invention will be specifically described based on the embodiments, but the present invention is not limited to the following embodiments.

[0103] First, refer to Figure 7 and Figure 8 This describes the experimental process conducted using the entertainment device 100 of the present invention. Figure 7 This diagram shows a laboratory LB in which the entertainment device 100 of the present invention is installed. A tent and a table DS are installed in the laboratory LB. Furthermore, the entertainment device 100 is also installed on the table DS, which is located outside the tent. Alternatively, the entertainment device 100 installed on the table DS outside the tent does not emit ions from the ion transmitting device 40, or the entertainment device 100 installed on the table DS outside the tent does not have the ion transmitting device 40.

[0104] Two tents are configured in the laboratory LB. The interior space R of each tent is configured with... Figure 1 The entertainment device 100 is shown. Specifically, the entertainment device 100 is arranged in space R1 inside the first tent. Furthermore, the entertainment device 100 is arranged in space R2 inside the second tent. The test subject answers a questionnaire at table DS.

[0105] Figure 8 It means in Figure 7 The diagram shows the timeline of experiments conducted in laboratory LB. The experimental time SH includes the time of the first experiment and the time of the second experiment.

[0106] like Figure 8 As shown, the first experiment consisted of 10 sessions. In the first experiment, 10 participants played computer games.

[0107] For example, the first participant played computer games between 1:30 PM and 2:30 PM on Thursday, December 19, 2019. The second participant played computer games between 2:30 PM and 3:30 PM on Thursday, December 19, 2019. The third participant played computer games between 9:30 AM and 10:30 AM on Friday, December 20, 2019. The fourth participant played computer games between 10:30 AM and 11:30 AM on Friday, December 20, 2019. The fifth participant played computer games between 11:30 AM and 12:30 PM on Friday, December 20, 2019. The sixth participant played computer games between 9:30 AM and 10:30 AM on Thursday, December 26, 2019. The seventh participant played computer games between 10:30 a.m. and 11:30 a.m. on Thursday, December 26, 2019. The eighth participant played computer games between 11:30 a.m. and 12:30 p.m. on Thursday, December 26, 2019. The ninth participant played computer games between 1:30 p.m. and 2:30 p.m. on Thursday, December 26, 2019. The tenth participant played computer games between 2:30 p.m. and 3:30 p.m. on Thursday, December 26, 2019.

[0108] In addition, in the first experiment, ions were sent into space R while the first, third, fifth, seventh, and ninth subjects were playing the computer game. Furthermore, in the first experiment, ions could be sent to the subjects while they were playing the computer game. However, no ions were sent while the second, fourth, sixth, eighth, and tenth subjects were playing the computer game.

[0109] like Figure 8 As shown, the second experimental schedule includes 10 experimental sessions. In the second experiment, 10 participants played computer games.

[0110] For example, the first participant played computer games between 10:30 AM and 11:30 AM on Friday, January 24, 2020. The second participant played computer games between 11:30 AM and 12:30 PM on Friday, January 24, 2020. The third participant played computer games between 1:30 PM and 2:30 PM on Friday, January 24, 2020. The fourth participant played computer games between 2:30 PM and 3:30 PM on Friday, January 24, 2020. The fifth participant played computer games between 3:30 PM and 4:30 PM on Friday, January 24, 2020. The sixth participant played computer games between 10:30 AM and 11:30 AM on Friday, January 31, 2020. The seventh participant played computer games between 11:30 a.m. and 12:30 p.m. on Friday, January 31, 2020. The eighth participant played computer games between 1:30 p.m. and 2:30 p.m. on Friday, January 31, 2020. The ninth participant played computer games between 2:30 p.m. and 3:30 p.m. on Friday, January 31, 2020. The tenth participant played computer games between 3:30 p.m. and 4:30 p.m. on Friday, January 31, 2020.

[0111] In the second experiment, ions were sent into space R while the second, fourth, sixth, eighth, and tenth subjects were playing the computer game. Alternatively, in the second experiment, ions could be sent to the subjects while they were playing the computer game. However, no ions were sent while the first, third, fifth, seventh, and ninth subjects were playing the computer game.

[0112] In addition, to ensure that the subjects were not familiar with the game used in the experiment, a second experiment was conducted approximately one month after the first experiment.

[0113] The experimental process of the embodiment includes the first process to the seventh process.

[0114] The first process refers to the process of the subject wearing an EEG meter. A simplified EEG meter is used. Electrodes of the EEG meter are, for example, attached to the subject's ears and forehead. The EEG meter acquires alpha and beta waves, for example, per second. The brainwaves acquired from the simplified EEG meter are converted into values ​​representing the user's mental state (H).

[0115] The second process refers to the practice process of the test subject playing computer games. In the second process, the test subject used an entertainment device 100 configured in a DS table to play computer games and practice. Furthermore, the entertainment device 100 configured in the DS table does not have an ion transmitting device 40.

[0116] The third process refers to the process by which the test subjects answer the questionnaire. The questionnaire for the third process is... Figure 7 Please fill out the questionnaire at the table shown (DS). The questionnaire uses the Two-Dimensional Mood Scale-Short Term (TDMS-ST). The Two-Dimensional Mood Scale-Short Term (TDMS-ST) can measure changes in the user H's subjective emotions (psychological state).

[0117] The fourth process refers to the process of the subject moving to either the first tent or the second tent. An ion transmitting device 40 is configured in space R1 of the first tent. In the first tent during the fourth process, ions are transmitted into space R1, and the ions can be sent to the user H. When the space R1 of the first tent is filled with ions, each 1 cm... 3 The ion concentration reaches over 100,000. The same applies to the space R in the second tent. Furthermore, the test subjects were unaware that ion-containing winds were emitted from the ion-emitting device 40 in both the first and second tents. Additionally, the test subjects were unaware that ion-free winds were emitted from the ion-emitting device 40 in both the first and second tents.

[0118] The fifth process represents the process by which the test subject plays a computer game. In the fifth process, such as... Figure 1 As shown, in the entertainment device 100, the test subject played computer games.

[0119] The sixth process refers to the process by which the participants answered the questionnaire. The sixth process questionnaire survey used the Two-Dimensional Emotional Scale-ST (TDMS-ST). Based on the questionnaire results from the third process, participants answered a questionnaire about the user H's emotional state (psychological state). That is, the Two-Dimensional Emotional Scale-ST (TDMS-ST) measures the change in emotion before and after playing the computer game.

[0120] The seventh process refers to the process of the subject removing the EEG device.

[0121] [Example, Comparative Example]

[0122] Figures 9-11 The embodiments and comparative examples of the present invention are described below. The embodiments represent experimental results in space R under which the ion transmitting device 40 transmits ions. The comparative examples represent experimental results in space R under which the ion transmitting device 40 does not transmit ions.

[0123] Figure 9Figures illustrating embodiments and comparative examples of the present invention. Figure 9 Figure G1 represents the examples and comparative examples. The examples include experimental results TP1, TP2, TP3, and TP4. The comparative examples include experimental results CP1, CP2, CP3, and CP4.

[0124] Experimental result TP1 represents the average change in activity calculated based on questionnaire results from 10 participants who played a computer game in the space R where ions were emitted from the ion transmitting device 40. Experimental result CP1 represents the average change in activity calculated based on questionnaire results from 10 participants who played a computer game in the space R where ions were not emitted from the ion transmitting device 40.

[0125] Figure 9 The experimental results TP1 and CP1 shown represent the average changes in activity measured using the Two-Dimensional Emotional Scale-ST (TDMS-ST). Activity is an indicator of how energetic user H feels. Specifically, activity represents the level of a psychological state with comfortable excitement and unpleasant calmness as its two extremes. For example, a high activity value indicates that user H is in an energetic state as lively. Conversely, a low activity value indicates that user H is in an lethargic and inactive state.

[0126] like Figure 9 As shown, the experimental result TP1 of the embodiment is significantly larger than the experimental result CP1 of the comparative example. Specifically, Figure 9 The average change in activity in the illustrated examples is "approximately 3". On the other hand, the average change in activity in the comparative examples is "approximately 2". Figure 9 As shown, the change in activity level in the embodiment is greater than that in the comparative example. The greater the change in activity level, the more actively the user H plays the computer game. In other words, it can be inferred that the user H in the embodiment plays the computer game in a more active and energetic state compared to the user H in the comparative example. Therefore, the greater the change in activity level, the more suitable the mental state for playing computer games. Thus, it can be inferred that the user H playing the computer game under the conditions of the embodiment is able to play the computer game in a more suitable mental state compared to the user H playing the computer game under the conditions of the comparative example.

[0127] Next, refer to Figure 9 The embodiments and comparative examples of the present invention are described below. Figure 9As shown in Figure G1, experimental results TP2 and CP2 are presented. TP2 represents the average change in stability calculated based on questionnaire results from 10 participants who played a computer game in space R where ions were emitted from ion transmitting device 40. CP2 represents the average change in stability calculated based on questionnaire results from 10 participants who played a computer game in space R where ions were not emitted from ion transmitting device 40.

[0128] Figure 9 The experimental results TP2 and CP2 shown represent the average changes in stability measured using the Two-Dimensional Emotional Scale-ST (TDMS-ST). Stability is an indicator of how stable the user H feels. Specifically, stability represents the level of a psychological state with comfortable calmness and uncomfortable excitement as its two extremes. For example, a high stability value indicates that the user H is in a relaxed and calm state. Conversely, a low stability value indicates that the user H is in an agitated and tense state.

[0129] like Figure 9 As shown, the experimental result TP2 of the embodiment is significantly smaller than the experimental result CP2 of the comparative example. Specifically, Figure 9 The average value of the stability change in the illustrated embodiment is approximately -2. On the other hand, the average value of the stability change in the comparative example is approximately -3. When stability changes in the negative direction, the smaller the amount of negative change, the lower the level of stress. In other words, it can be inferred that the user H in the embodiment plays the computer game with a lower level of stress compared to the user H in the comparative example. Therefore, it can be inferred that the user H playing the computer game under the conditions of the embodiment is able to play the computer game in a more suitable psychological state compared to the user H playing the computer game under the conditions of the comparative example.

[0130] Next, refer to Figure 9 The embodiments and comparative examples of the present invention are described below. Figure 9 As shown in Figure G1, experimental results TP3 and CP3 are presented. Experimental result TP3 represents the average change in comfort calculated based on questionnaire results from 10 participants who played a computer game in the space R where ions were emitted from the ion emission device 40. Experimental result CP3 represents the average change in comfort calculated based on questionnaire results from 10 participants who played a computer game in the space R where ions were emitted from the ion emission device 40.

[0131] Figure 9The experimental results TP3 and CP3 shown represent the average values ​​of the changes in comfort measured using the Two-Dimensional Emotional Scale-ST (TDMS-ST). Comfort is an indicator of how comfortable user H feels. Specifically, comfort represents the level of a psychological state with comfort and discomfort as the two poles. For example, a high comfort value indicates that user H is in a comfortable and positive state. Conversely, a low comfort value indicates a negative state.

[0132] like Figure 9 As shown, the experimental result TP3 of the embodiment is significantly larger than the experimental result CP3 of the comparative example. Specifically, Figure 9 The average value of the change in comfort level in the illustrated embodiment is "approximately 1". On the other hand, the average value of the change in comfort level in the comparative example is "approximately -1". Compared to the user H in the comparative example where the comfort level changes to the negative side, the user H in the embodiment where the comfort level changes to the positive side plays the computer game in a more positive and comfortable state. Therefore, it can be inferred that the user H playing the computer game under the conditions of the illustrated embodiment is able to play the computer game in a more psychologically suitable state than the user H playing the computer game under the conditions of the comparative example.

[0133] Further reference Figure 9 This section describes embodiments and comparative examples of the present invention. For example... Figure 9 As shown in Figure G1, experimental results TP3 and CP4 are presented. TP3 represents the average change in alertness calculated based on questionnaire results from 10 participants who played computer games in the space R where ions were emitted by the ion transmitting device 40. CP4 represents the average change in alertness calculated based on questionnaire results from 10 participants who played computer games in the space R where ions were not emitted by the ion transmitting device 40.

[0134] Figure 9 The experimental results TP4 and CP4 shown represent the average values ​​of the changes in alertness measured using the Two-Dimensional Emotional Scale-ST (TDMS-ST). Alertness is an indicator of the level of alertness of user H. Specifically, alertness represents the level of a mental state with excitation and calmness as its two poles. For example, a high alertness value indicates that user H is in an excited and active emotional state. Conversely, a low alertness value indicates that user H is in a drowsy and inactive mood.

[0135] like Figure 9 As shown, the experimental result TP4 of the embodiment is significantly different from the experimental result CP4 of the comparative example. Specifically, Figure 9The average value of the change in alertness in the illustrated embodiment is "approximately 5". On the other hand, the average value of the change in alertness in Comparative Example 1 is "approximately 4". Figure 9 As shown, the change in alertness in the embodiment is greater than the change in alertness in Comparative Example 1. The greater the change in alertness, the more alert the user H is when playing the computer game. Furthermore, the greater the change in alertness, the more suitable the user H's mental state is for playing the computer game. In other words, it can be inferred that the user H in the embodiment plays the computer game in an excited and active mental state compared to the user H in the comparative example. Therefore, it can be inferred that the user H playing the computer game under the conditions of the embodiment is able to play the computer game in a mental state suitable for playing the computer game compared to the user H playing the computer game under the conditions of the comparative example.

[0136] As illustrated in the embodiments, in the categories of activity, stability, comfort, and alertness, the average value of the changes measured by the Two-Dimensional Emotional Scale (TDMS-ST) was significantly increased when comparing the experimental results TP1-TP4 of playing computer games using the ion transmitter 40 with the experimental results CP1-CP4 of playing computer games without using the ion transmitter 40. That is, it can be inferred that sending ions through the ion transmitter 40 can further change the user H's psychological state to a state suitable for playing computer games.

[0137] Next, refer to Figure 10 The embodiments and comparative examples of the present invention are described below. Figure 10 These are diagrams illustrating embodiments and comparative examples of the present invention. Figure 10 The chart includes a graph representing the average value of the change in concentration in the embodiments and comparative examples, and a graph representing the average value of the change in zones in the embodiments and comparative examples. Figure 10 Figure G2 is shown. Figure G2 includes both an example and a comparative example. The example includes experimental results TP5 and TP6. The comparative example includes experimental results CP5 and CP6.

[0138] Experimental result TP5 represents the average change in the first level of concentration calculated from brainwaves obtained from 10 subjects playing computer games in space R where ions were emitted from ion transmitting device 40. Experimental result CP5 represents the average change in the first level of concentration calculated from brainwaves obtained from 10 subjects playing computer games in space R where ions were not emitted from ion transmitting device 40.

[0139] exist Figure 10The value in the figure represents the first level of concentration in the brainwaves of the test subject, measured using an EEG meter. The first level of concentration is based on the value output from the EEG meter. It is a value calculated based on frequency analysis of the brainwaves. The first level of concentration is an indicator of the level of concentration of user H playing a computer game.

[0140] like Figure 10 As shown, the experimental result TP5 of the embodiment shows a greater tendency compared to the experimental result CP5 of the comparative example. Specifically, Figure 10 The change in the first concentration of the illustrated embodiment is "approximately 25". On the other hand, the average change in the first concentration of the comparative examples is "approximately 15". Figure 10 As shown, the change in the first concentration level in the embodiment is greater than the change in the first concentration level in the comparative example. The greater the change in the first concentration level, the more concentrated the user H is in while playing the computer game. Therefore, it can be inferred that the user H playing the computer game under the conditions of the embodiment is able to play the computer game in a more suitable psychological state than the user H playing the computer game under the conditions of the comparative example.

[0141] For reference Figure 10 As explained, in the first concentration project, the experimental result TP5, when playing computer games using the ion transmitter 40, showed a greater trend in terms of the amount of change in mental state measured by brainwaves compared to the experimental result CP5, when playing computer games without using the ion transmitter 40. That is, it can be inferred that when ions are emitted from the ion transmitter 40 while playing computer games, evaluations related to the operation of the computer game are improved.

[0142] Experimental result TP6 represents the average change in second concentration calculated from brainwaves obtained from 10 subjects playing computer games in space R where ions were emitted from ion transmitting device 40. Experimental result CP6 represents the average change in second concentration calculated from brainwaves obtained from 10 subjects playing computer games in space R where ions were not emitted from ion transmitting device 40.

[0143] exist Figure 10 The value in the image represents the second level of concentration measured using an EEG meter. This second level of concentration is based on the values ​​output from the EEG meter. It is calculated based on frequency analysis of the brainwaves. Specifically, it is calculated based on SMR (Sensory Motor Rhythm) waves. SMR waves are a type of beta wave that occurs when a balance between relaxation (alpha waves) and concentration (beta waves) is achieved. The period during which SMR waves are output is called a zone. A zone is the level of arousal at which the user H playing a computer game can exert maximum ability.

[0144] like Figure 10As shown, the experimental result TP6 of the embodiment shows a greater tendency compared to the experimental result CP6 of the comparative example. Specifically, Figure 10 The variation in the second concentration of the illustrated embodiment is "approximately 20". On the other hand, the average variation in the second concentration of the comparative examples is "approximately 15". Figure 10 As shown, the change in the second concentration level in the embodiment is greater than the change in the second concentration level in the comparative example. The greater the change in the second concentration level, the more concentrated the user H is in while playing the computer game. Therefore, it can be inferred that the user H playing the computer game under the conditions of the embodiment is able to play the computer game in a more suitable psychological state than the user H playing the computer game under the conditions of the comparative example.

[0145] For reference Figure 10 As explained, in the second concentration project, the experimental result TP6, when playing computer games using the ion transmitter 40, showed a greater trend in terms of the amount of change in mental state measured by brainwaves compared to the experimental result CP6, when playing computer games without using the ion transmitter 40. That is, it can be inferred that when ions are emitted from the ion transmitter 40 while playing computer games, evaluations related to the operation of the computer game are improved.

[0146] Figure 11 Figures illustrating embodiments and comparative examples of the present invention. Figure 11 Figure G3 is shown in Figure G3. Figure G3 includes both an example and a comparative example. The example includes experimental results TP7. The comparative example includes experimental results CP7. The examples and comparative examples shown in Figure G3 were tested using a time trial on a Mario Kart 8 Deluxe. Specifically, 10 participants each completed 5 time trials. Two of the time trials were practice runs. The three time trials were actual trials. The examples and comparative examples compare the average of the two practice runs and the average of the three trial runs.

[0147] More specifically, experimental result TP7 represents the change in time (in seconds) of 10 test subjects playing Mario Kart 8 Deluxe in space R where ions were emitted by ion transmitter 40. Experimental result CP1 represents the change in time (in seconds) of 10 test subjects playing Mario Kart 8 Deluxe in space R where ions were not emitted by ion transmitter 40.

[0148] like Figure 11 As shown, the experimental result TP7 of Example 1 shows a larger change (in seconds) compared to the experimental result CT7 of the comparative example. Specifically, Figure 11 The average value of the change (in seconds) in the illustrated embodiment is "approximately -3 (seconds)". On the other hand, the average value of the change (in seconds) in the comparative example is "approximately -1 (second)". Figure 11As shown, the average value of the change (in seconds) in the embodiments is greater than the average value of the change (in seconds) in the comparative examples. The larger the change (in seconds), the higher the evaluation related to the operation of the computer game. In time trials, the shorter the time, the higher the evaluation related to the operation of the computer game. Specifically, in the time trial of Mario Kart 8 Deluxe, the shorter the time from start to finish, the higher the evaluation related to the operation of the computer game. That is, the larger the negative change, the shorter the time from start to finish. Therefore, it can be inferred that the user H in the embodiments has a higher evaluation related to the operation of the computer game compared to the user H in the comparative examples. Therefore, it can be inferred that the user H who performed the time trial under the conditions of Embodiment 1 has a higher evaluation related to the operation of the computer game compared to the user H who performed the time trial under the conditions of the comparative examples.

[0149] That is, based on the experimental results TP7, it can be inferred that when playing computer games by sending ions through the ion sending device 40, the user H can improve the evaluation related to the operation of the computer game.

[0150] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the above embodiments and can be implemented in various ways without departing from its spirit. Furthermore, various inventions can be formed by appropriately combining the multiple constituent elements disclosed in the above embodiments. For example, several constituent elements may be deleted from all the constituent elements shown in the embodiments. Furthermore, constituent parts across different embodiments may be appropriately combined. For ease of understanding, the drawings are schematically shown with each constituent part as the main focus, and the thickness, length, number, spacing, etc. of each constituent element shown in the drawings differ from the actual figures for the convenience of drawing production. In addition, the speed, material, shape, size, etc. of each constituent element shown in the above embodiments are examples and are not particularly limited, and various modifications can be made without substantially departing from the scope of the present invention.

[0151] (1) The ion transmitting device 40 of the first to fourth embodiments is installed on the output device AV, but is not limited thereto. For example, the ion transmitting device 40 may also be installed on the table DS. In addition, the ion transmitting device 40 may be, for example, an air purifier with ion generating function. The ion transmitting device 40 may be, for example, an air conditioner with ion generating function or other air conditioning equipment with ion generating function. In addition, the ion transmitting device 40 may be, for example, an electric fan with ion generating function. That is, the ion transmitting device 40 can be disposed in the space R.

[0152] Furthermore, the ion transmitting device 40 can also be, for example, a headset with an ion generating function. The headset has a speaker and a microphone. When the headset has the ion transmitting device 40, the ion generating unit 41 and the air supply unit 42 send ions to the face of the user H. The ion generating unit 41 and the air supply unit 42 are, for example, arranged near the microphone.

[0153] (2) The transmission control unit 151 in the first to fourth embodiments can also change the amount of ions transmitted based on the game time of the computer game. The game time refers to the time during which the game device 10 plays the game. The transmission control unit 151 changes the amount of ions transmitted based on the game time. Specifically, for example, the transmission control unit 151 controls the air supply unit 42 to change the air volume. The amount of ions transmitted is changed by changing the air volume of the air supply unit 42. Specifically, the more the game time increases, the more the air volume of the air supply unit 42 increases. Therefore, the air volume of the air supply unit 42 can be changed according to the game time. As a result, the air volume can be increased based on the psychological state of the user H who changes according to the game time, thereby increasing the amount of ions transmitted.

[0154] Furthermore, the air supply unit 42 supplies air, and the ion generating unit 41 releases ions. Therefore, the air generated by the air supply unit 42 contains ions. That is, corresponding to the increase in air volume, the amount of ions sent can also increase. As a result, when the game time increases, more air containing ions can be sent to the user H.

[0155] (3) The transmission control unit 151 of the first to fourth embodiments can also transmit ions continuously. Moreover, the transmission control unit 151 can transmit ions based on the user H's state changes, images, and / or sounds. That is, in addition to transmitting ions continuously, the transmission control unit 151 can also transmit ions based on the user H's state changes, images, and / or sounds.

[0156] (4) The transmission control unit 151 of the second and fourth embodiments transmits ions to the user H, but is not limited thereto. For example, the user H may also include the player playing the game and the person watching the game.

[0157] Industrial availability

[0158] This invention provides entertainment methods and entertainment devices, which are industrially applicable.

[0159] Explanation of reference numerals in the attached figures

[0160] 10: Gaming Devices

[0161] 15: Control Department

[0162] 40: Ion transmitting device

[0163] 50: Controller

[0164] 60: Testing Department

[0165] 100: Entertainment devices

[0166] 150: Control Department

[0167] 151: Transmission Control Department

[0168] AV: Output device

[0169] H: User (person)

[0170] R: Space

[0171] S102: Steps (Output Steps)

[0172] S103: Procedure (Detection Procedure)

[0173] S104: Steps (Steps for Sending)

[0174] S202: Steps (Output Steps)

[0175] S203: Procedure (Detection Procedure)

[0176] S204: Steps (Steps to Send)

[0177] S302: Steps (Output Steps)

[0178] S303: Procedure (Detection Procedure)

[0179] S304: Steps (Steps to Send)

[0180] S402: Steps (Output Steps)

[0181] S403: Procedure (Detection Procedure)

[0182] S404: Steps (steps to be sent).

Claims

1. A method of entertainment, characterized in that, It includes: The detection steps for changes in the state of a person, as determined by the detection department; as well as The computer transmits ions from an ion-transmitting device by increasing the ion concentration in the space where the person exists. In the sending step, the computer sends ions from the ion sending device based on changes in the person's state after outputting entertainment-related images or sounds from the output device. The ions are cluster ions formed by multiple water molecules clustering around hydrogen ions, or cluster ions formed by multiple water molecules clustering around oxygen ions.

2. A method of entertainment, characterized in that, It includes: The detection steps for changes in the state of a person, as determined by the detection department; as well as The computer transmits ions from an ion-emitting device in a manner that sends ions to a person. In the sending step, the computer sends ions from the ion sending device based on changes in the person's state after outputting entertainment-related images or sounds from the output device. The ions are cluster ions formed by multiple water molecules clustering around hydrogen ions, or cluster ions formed by multiple water molecules clustering around oxygen ions.

3. A method of entertainment, characterized in that, It includes: The output step of outputting entertainment-related images and / or entertainment-related sounds by an output device; The detection steps for changes in the state of a person, as determined by the detection department; as well as The computer, based on detection results indicating changes in the person's state after outputting entertainment-related images or sounds from the output device, performs a step of sending ions from an ion-emitting device in a manner that increases the ion concentration in the space where the person exists. The ions are cluster ions formed by multiple water molecules clustering around hydrogen ions, or cluster ions formed by multiple water molecules clustering around oxygen ions.

4. A method of entertainment, characterized in that, include: The output step of outputting entertainment-related images and / or entertainment-related sounds by an output device; The detection steps for changes in the state of a person, as determined by the detection department; as well as The computer determines the ion-sending step of sending ions from the ion-sending device to the person based on detection results indicating changes in the person's state after the output device outputs entertainment-related images or sounds. The ions are cluster ions formed by multiple water molecules clustering around hydrogen ions, or cluster ions formed by multiple water molecules clustering around oxygen ions.

5. The entertainment method according to claim 3 or 4, characterized in that, In the output step, the image and / or sound are output by the person receiving operation signals via the controller to play a computer game.

6. The entertainment method according to claim 5, characterized in that, In the output step, the image and / or sound corresponding to the progress of the computer game are output. In the sending step, the amount of ions sent is controlled according to the progress status.

7. The entertainment method according to any one of claims 1 to 4, characterized in that, The changes in a person's state include changes in the person's face and / or changes in the person's movements. The changes in a person's face include the person's facial expressions and / or the surface temperature of the person's face.

8. An entertainment device, characterized in that, It possesses: An ion transmitting device that transmits ions; The testing department, and changes in the condition of its testing personnel; and The transmission control unit controls the ion transmitting device based on changes in the person's state after outputting entertainment-related images or sounds from the output device. The ions are cluster ions formed by multiple water molecules clustering around hydrogen ions, or cluster ions formed by multiple water molecules clustering around oxygen ions.