Video generation system, computer program, and control method

JP2023057994A5Inactive Publication Date: 2025-02-28KONAMI AMUSEMENT CO LTD
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Patent Information

Application Number
JP2022084971
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-05-25
Publication Date
2025-02-28
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Players face difficulties in creating and distributing moving images related to their game play due to the need for specialized equipment and skills, and there are psychological barriers to sharing videos that capture their appearance.

Method used

A moving image generating system that uses information about player actions during gameplay to create viewing videos where the player's appearance is masked, allowing easy creation and distribution of videos featuring the player's actions in a different display mode.

Benefits of technology

Players can easily generate and distribute viewing videos that hide their appearance, overcoming the need for specialized equipment and psychological barriers.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Abstract

To easily create a viewing video related to a game and acquire the created viewing video. [Solution] A video generation system 100 that generates a viewing video related to a game involving player movements includes a material information acquisition means 14A that acquires information indicating the player's movements while playing the game as material information, and a generation means 14B that generates, as the viewing video, a video in which the player's movements are expressed in a display mode that differs from the player's actual appearance based on the acquired material information.
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Description

[Technical Field]

[0001] The present invention relates to a video generation system that generates a video to be viewed that depicts the actions of a player, a computer program for the video generation system, and a control method for the video generation system. [Background technology]

[0002] Patent Document 1 discloses a gaming machine that records ghost data representing a player's performance during a racing game, and a score and results server to which the recorded ghost data is uploaded. The gaming machine updates the orientation, speed, and position of the ghost player based on the position, orientation, and state stored in the ghost data. The score and results server then downloads the ghost data selected by the player to the player's gaming machine.

[0003] Patent Document 2 discloses a game device for a music game that is equipped with a ghost mode that displays ghosts using input motion data recorded in previous game plays. The game device records input motion data related to the game each time a player plays the game. The game device also uses the recorded input motion data to display and control a display object that shows the motion content of input motions performed by the player as operation inputs in previous game plays. When a game play is started with the ghost mode selected, ghost display is performed using ghost data recorded for the song played in that game play. The game device then displays a display object that reproduces the input timing related to each operation input during play and the motion content of that input motion. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Special Publication No. 2009-504348 [Patent Document 2] Japanese Patent Application Publication No. 2019-170964 Summary of the Invention [Problem to be solved by the invention]

[0005] Players who play games on game consoles sometimes desire to create videos related to the games they play. For example, desirable videos include videos of the player playing the game or videos of the game screen. These videos may be used not only for player viewing but also for distribution to multiple viewers. Creating videos requires equipment and skills, making it difficult for players to create videos. Even if a player can film themselves playing the game with a camera, they may hesitate to distribute the video to viewers because the player's image would be visible in the video. Therefore, an object of the present invention is to provide a video generation system and the like that allows players to easily create video related to games and acquire the created video. [Means for solving the problem]

[0006] A video generation system according to one aspect of the present invention is a video generation system that generates a viewing video relating to a game involving player actions, and includes a material information acquisition means that acquires information indicating the player's actions while playing the game as material information, and a generation means that generates, as the viewing video, a video in which the player's actions are expressed in a display manner that differs from the player's actual appearance based on the acquired material information.

[0007] Furthermore, a computer program according to one aspect of the present invention is a computer program for a video generation system that includes a computer and generates a viewing video related to a game involving player actions, and causes the computer to function as a material information acquisition means that acquires information indicating the player's actions while playing the game as material information, and a generation means that generates, as the viewing video, a video in which the player's actions are expressed in a display mode that differs from the player's actual appearance based on the acquired material information.

[0008] Furthermore, a control method according to one aspect of the present invention is a control method for a video generation system that generates a viewing video relating to a game involving player actions, and acquires information indicating the player's actions while playing the game as material information, and generates, based on the acquired material information, a video as the viewing video in which the player's actions are expressed in a display manner that differs from the player's actual appearance. [Effects of the Invention]

[0009] This allows the player to easily create a viewing video related to the game and also to obtain the viewing video that he or she has created. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is a schematic diagram illustrating a video generation system. [Figure 2] Schematic diagram of the game screen. [Figure 3] FIG. 1 is a schematic block diagram of a video generation system. [Figure 4] Schematic block diagram of a game server. [Figure 5] 1 is a schematic flowchart of video generation. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and can be changed depending on the configuration of the device to which the present invention is applied or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.

[0012] [First embodiment] The video generation system 100 shown in FIG. 1 generates a video related to a game that involves player actions. The video is a video played on a user terminal 40, and can also be distributed from a distribution server 30 to multiple viewing users who are viewers. The video generation system 100 also includes a game server 10, which is an example of a generation server that generates a video, a distribution server 30 that distributes the video, a user terminal 40 used by an editing user who edits the video, and a game console 60 that provides the game to the player. Note that the distribution server 30 does not necessarily have to be included in the video generation system 100.

[0013] The editing user may be the player himself or another user who is not a player. The editing user then uploads the viewing video generated by the game server 10 to the distribution server 30. The user terminal 40 is connectable to the game server 10 and the distribution server 30 via a predetermined network 50. The game console 60 is connectable to the game server 10 via the predetermined network 50. Multiple viewing users use their respective playback terminals (for example, personal computers or mobile phones) to view the viewing video distributed from the distribution server 30.

[0014] The game server 10 and the distribution server 30 are configured as a single logical server device by combining multiple server units as computers. However, the game server 10 and the distribution server 30 may be configured as a single server unit. Alternatively, the game server 10 and the distribution server 30 may be logically configured using cloud computing. The game server 10 and the distribution server 30 may function in cooperation with an external server.

[0015] The game server 10 provides various services for game devices, including game services, to game devices 60, which are an example of game devices. These services include a game distribution service that distributes and updates game programs or data for the game devices 60 via the network 50. The game server 10 appropriately distributes various programs or data necessary to provide games to each game device 60 through this game distribution service.

[0016] The game service may include a service in which the game server 10 receives user identification information that identifies a user from the game console 60 and authenticates the user. The game service may also include a service in which the game server 10 receives and stores play data including the play results of the authenticated user from the game console 60. The game service may also include a service in which the game server 10 provides the game console 60 with the play data stored by the game server 10. In addition, the game service may include a service in which the game server 10 matches users together when multiple users play a common game via the network 50. The game service may also include a service in which the game server 10 collects fees from users.

[0017] The game server 10 also provides web services to users of user terminals 40 via the network 50. In this web service, when the game server 10 provides a video generation service, the game console 60 receives the operation information described below and generates a video to be viewed. The game server 10 then transmits the generated video to the user terminal 40. Note that the web service may also include other services, such as an information providing service that provides various information related to the video being viewed, a community service that provides a forum for viewing users to communicate, such as transmitting, exchanging, and sharing information, and a service that assigns user identification information to identify each viewing user. Furthermore, the web service may also include a service in which the game server 10 receives user identification information of a user from the user terminal 40 and authenticates the user.

[0018] The distribution server 30 provides a video distribution service that allows viewing users, including editing users, who use user terminals 40, to view viewing videos. For example, when a game video, which is an example of a viewing video to be distributed, is uploaded from the user terminal 40, the distribution server 30 distributes the game video to the viewing user's terminal. The video distribution service also includes a service that distributes or updates a video playback program or data for the viewing user's terminal via the network 50. The distribution server 30 may appropriately distribute various programs or data necessary for viewing the viewing video to the viewing user's terminal.

[0019] The network 50 is configured to connect the game server 10 to the user terminal 40 and the game console 60, respectively. The network 50 is also configured to connect the distribution server 30 to the user terminal 40. As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, a LAN 52 connects the game server 10 and the distribution server 30 to the Internet 51, respectively. The Internet 51 and the LAN 52 are connected as a WAN via a router 53. The user terminal 40 and the game console 60 are also configured to be connected to the Internet 51. Alternatively, a local server may be installed between the game console 60 and the router 53 of the store or the like where the game console 60 is installed. The game console 60 can be communicatively connected to the game server 10 via this local server.

[0020] The game server 10, the user terminal 40, and the game machine 60 may be connected to each other via the Internet 51 instead of or in addition to the LAN 52. The distribution server 30 and the user terminal 40 may be connected to each other via the Internet 51 instead of or in addition to the LAN 52. The network 50 may be a dedicated line, a telephone line, an in-house network, a mobile communication network, any other communication line, or a combination thereof, and may be wired or wireless. In FIG. 1, thin lines indicate connections to the Internet 51, and thick lines indicate services provided and information transmitted. The thick lines do not indicate direct communication between devices, but the devices may be configured to communicate directly with each other.

[0021] The user terminal 40 is a computer device that can be connected to a network. For example, the user terminal 40 includes a stationary or notebook personal computer 44 and a mobile terminal device 45 such as a mobile phone (including a smartphone). In addition, various types of computer devices such as a stationary home game device, a portable game device, and a portable tablet terminal device are included in the user terminal 40. By implementing various types of computer software, the user terminal 40 allows users to enjoy various services provided by the game server 10 or the distribution server 30. Specifically, the user terminal 40 functions as an editing terminal that creates viewing videos through a web browser. Furthermore, the user terminal 40 functions as a viewing video playback terminal through video playback software.

[0022] The game machine 60 is a commercial (or business) game device that allows users to play games within a range corresponding to the payment of a predetermined fee. This game machine 60 is sometimes called an arcade game machine. The game machine 60 is a computer device that is installed in a store or the like, primarily for the purpose of generating revenue by having many users repeatedly play the game. The game machine 60 provides a music game, as an example of a game involving player actions, in which the player dances along with music. The game machine 60 may also provide other games involving player actions, such as fighting games, puzzle games, quiz games, or sports games, as games other than music games. The following description will be given taking the case of providing a music game as an example.

[0023] [Game Overview] Next, an overview of the music game provided by the game machine 60 will be described with reference to FIGS. 2 and 3. FIG. 2 is a schematic diagram showing a game screen, and FIG. 3 is a schematic block diagram of the video image generation system 100. As shown in FIG. 3, the game machine 60 includes a display device 64 on which a guide object and a character object are displayed. The display device 64 is, for example, a display such as a liquid crystal display, an organic EL display, or an inorganic EL display, or a touch panel. The display device 64 may also be light-emitting devices (e.g., light-emitting diodes) arranged in a matrix, or a projector that projects a game screen onto part of the housing. The game machine 60 also includes an audio output device 65 that outputs game music, sound effects, and the like that are played during the game. The audio output device 65 is, for example, a speaker. The display device 64 and the audio output device 65 are both provided in the housing of the game machine 60, but may each be separate from the housing.

[0024] As shown in FIG. 2, in a game provided by the game console 60, a guide object that guides the player on the timing and position of movements, along with character objects—the main dancer MD and back dancers BD—are displayed on the display device 64. The main dancer MD moves in synchronization with the player's movements. That is, when the player moves their body, the main dancer MD also moves in synchronization with the player's body movements. For example, when the player moves their arms up and down, the main dancer MD's arms also move up and down, and when the player moves their feet left and right, the main dancer MD's feet also move left and right. While two back dancers BD are shown in FIG. 2, back dancers BD are not required. Furthermore, there may be one or more back dancers BD. Furthermore, instead of or in addition to the dancers, objects such as items or animals that move in time with the music may be displayed.

[0025] The guide objects include a position object OB2 that guides the movement position and a timing object OB1 that guides the movement timing. The position object OB2 guides the player to the movement position where part of the main dancer MD's body should overlap. The player performs a dance movement so that part of the main dancer MD's body, which moves in synchronization with the player's movement, overlaps with the position object OB2. The timing object OB1 also guides the player as to the movement timing for the player to perform the movement. To achieve this, the timing object OB1 moves so that it pops out from the position object OB2 and returns to the position object OB2 at the movement timing when the player should perform the movement. The player moves so that part of the main dancer MD's body overlaps with the position object OB2 at the timing when the timing object OB1 returns to the position object OB2.

[0026] FIG. 2 shows the state of timing object OB1 before it jumps out from position object OB2 and returns. Timing object OB1 moves in the direction indicated by the arrow (from right to left in FIG. 2) toward position object OB2. The player then moves so that part of the body of main dancer MD, such as an arm or leg, overlaps with position object OB2 at the same time that timing object OB1 overlaps position object OB2. Since the main dancer MD moves in sync with the player's movements, the player moves their body while watching the main dancer MD displayed on display device 64.

[0027] In the music game, the timing of guidance provided by the timing object OB1 is compared with the timing of the action at which part of the main dancer MD's body overlaps with the position object OB2. If the difference between the guidance timing and the action timing is small, a high evaluation is obtained. On the other hand, if the difference between the guidance timing and the action timing is large, a low evaluation or no evaluation is obtained. In the example of FIG. 2, if the difference is small, a good evaluation is obtained, and the word "Good!" is displayed on the display device 64 as an example of a high evaluation result.

[0028] Furthermore, if the deviation is smaller, a higher evaluation is obtained, and the display device 64 displays the word "Perfect!" as an example of a high evaluation result. On the other hand, if the deviation is large, a low evaluation is obtained, and in the example of FIG. 2, the display device 64 displays the word "Bad!" as an example of a low evaluation result. In addition to when the deviation is large, a low evaluation result is also obtained when the main dancer MD's body does not overlap with the position object OB2 at the announcement timing.

[0029] In a music game, the player moves their body in accordance with the guidance timing and movement position guided by the guide object. For example, the player moves their body at the timing when the timing object OB1 returns to the position object OB2. At this time, the player moves their body so that part of the main dancer MD's body overlaps with the position object OB2. This guides the player to perform dance movements in time with the music. Furthermore, the main dancer MD moves in synchronization with the player's movements. Therefore, the player watches the movement of the main dancer MD displayed on the display device 64 and moves their body so that part of the main dancer MD touches the position object OB2.

[0030] Furthermore, the guide object may change in various ways over time. For example, the change manner of the guide object may include a gradual decrease in area, a gradual change in color, a gradual increase or decrease in density, a gradual increase or decrease in the number of objects. Furthermore, the guide object may have a shape other than a circle, and may include letters, figures, patterns, numbers, symbols, and combinations thereof.

[0031] [Video generation system configuration] The control system of the video generation system 100 will be described with reference to Figures 3 and 4. Figure 4 is a schematic block diagram of the game server 10. The game server 10 includes a server control unit 11 that controls the game server 10, and a server storage unit 12 that is an example of storage means that stores a game program PG1 and a generation program PG2 of the game server 10. The server control unit 11 is configured as a computer that combines a processor that executes various types of arithmetic processing and operation control according to a predetermined program with other peripheral devices.

[0032] As an example, the processor of the server control unit 11 is a CPU (Central Processing Unit) or MPU (Micro-Processing Unit), which controls the entire game server 10 and also centrally controls various processes based on programs stored in the server storage unit 12. The server storage unit 12 also includes RAM (Random Access Memory), which is a system work memory for the processor to operate, as well as storage devices such as ROM (Read Only Memory), HDD (Hard Disc Drive), and SSD (Solid State Drive) that store programs and system software. The following describes an example in which the CPU executes various processing operations such as calculations, controls, and determinations in accordance with control programs stored in the ROM or HDD.

[0033] An interface (not shown) including a keyboard or various switches for inputting predetermined commands and data is connected to the server control unit 11 via a wired or wireless connection. A monitor (not shown) for displaying the input status, setting status, measurement results, and various information of the device is also connected to the server control unit 11 via a wired or wireless connection. Furthermore, the server control unit 11 can also perform control according to a program stored in a portable recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a CF (Compact Flash) card, or a USB (Universal Serial Bus) memory, or an external storage medium such as a server on the Internet.

[0034] The server storage unit 12 is an external storage device such as a hard disk or semiconductor storage device, including a non-volatile storage medium, which is an example of a computer-readable non-transitory storage medium. The server storage unit 12 may store all data on a single storage unit, or may store data distributed across multiple storage units. The server storage unit 12 stores a game program PG1 and a generation program PG2 as examples of computer programs that cause the server control unit 11 to execute various necessary processes. The server control unit 11 executes the game program PG1 to provide a game service to a player playing on the game machine 60. The server control unit 11 also executes the generation program PG2 to provide a video generation service to an editing user.

[0035] The server storage unit 12 also stores game data 15 for a music game and video creation data 16 including user data 16A. As an example, the game data 15 stores image data, music data, and sequence data. The image data includes, for example, data on guide objects, effect images, icons, various objects, and backgrounds. The music data includes data on music, determination sounds, evaluation sounds, sound effects, and effect sounds. The sequence data is data that defines the operation procedures of the game, and includes, for example, data on the timing and position at which guide objects are displayed, the type of guide object, and the like.

[0036] 4 includes a play history (not shown) such as points earned by a user playing a game as a player. Furthermore, the user data 16A includes a viewing video 16B created by the user as an editing user, and user action information 16C as an example of information indicating the player's actions. The user data 16A is stored in association with user identification information unique to each user for identifying the user.

[0037] [User device configuration] As shown in FIG. 3, the user terminal 40 includes a terminal control unit 41 that controls the user terminal 40 and a terminal storage unit 42 that stores a control program. The terminal control unit 41 is a computer that combines a processor that performs various arithmetic processing and operational control according to a predetermined program with other peripheral devices. As an example, the processor may be a CPU or MPU, and controls the entire user terminal 40 and various processes based on the program stored in the terminal storage unit 42. The terminal storage unit 42 also includes RAM, which is a system work memory for the processor, and storage devices such as ROM, HDD, and SSD that store programs and system software. The terminal control unit 41 can also be controlled according to a program stored on a portable storage medium such as a CD, DVD, CF card, or USB memory, or on an external storage medium such as an internet server.

[0038] The device storage unit 42 is an external storage device such as a hard disk or a semiconductor storage device, including a non-volatile storage medium, which is an example of a computer-readable non-transitory storage medium. The device storage unit 42 can also store viewing videos generated by the game server 10 for uploading to the distribution server 30. When creating viewing videos, the editing user can use application software available from the Internet 51 as a web application provided by the game server 10. Alternatively, the device storage unit 42 may store editing software used when creating viewing videos. Such editing software may be distributed from the game server 10.

[0039] The user terminal 40 also has a display (not shown) as an example of a display device that displays the viewing video and also displays web pages provided by the game server 10. The user terminal 40 also has a speaker (not shown) as an example of an output device that outputs music, etc. when the viewing video is being viewed. The user terminal 40 also has a keyboard, mouse, etc. (not shown) as an example of an input device for inputting information, etc. Note that a touch panel that functions as a display device may also function as an input device.

[0040] [Game console configuration] As shown in FIG. 3 , the game machine 60 includes a game machine control unit 61 that controls the game machine 60 and a game machine storage unit 62 that stores a control program. The game machine control unit 61 is a computer that combines a processor that executes various arithmetic processes and operational control according to a predetermined program with other peripheral devices. As an example, the processor may be a CPU or an MPU, and controls the entire game machine 60 and various processes in an integrated manner based on the program stored in the game machine storage unit 62. The game machine storage unit 62 also includes RAM, which is a system work memory for the processor to operate, and storage devices such as ROM, HDD, and SSD that store programs and system software. The game machine control unit 61 can also be controlled according to a program stored on a portable storage medium such as a CD, DVD, CF card, or USB memory, or on an external storage medium such as an internet server.

[0041] The game machine storage unit 62 is an external storage device such as a hard disk or semiconductor storage device that includes a non-volatile storage medium, which is an example of a computer-readable non-transitory storage medium. The game machine storage unit 62 also stores game data acquired from the game server 10 along with the game machine program PG3. The game data is used to allow the user to play a predetermined game in accordance with the game machine program PG3. The game data may include image data, music data, and sequence data, similar to the game data 15 stored in the server storage unit 12. The game data may also include object data.

[0042] The game machine 60 also has a camera device 63 as an example of a detection device that detects the actions of the player while playing the game. The camera device 63 captures the actions of the player and stores them as a gameplay video in the game machine storage unit 62. The game machine 60 also has a display device 64 that displays a game screen. The game machine 60 also has an audio output device 65 that outputs sounds such as music, judgment sounds, evaluation sounds, and sound effects while playing the game.

[0043] The image capture device 63 is, for example, a camera, and may be composed of multiple cameras. The cameras are positioned so that the entire body of the player is included in the capture range. For example, the motion information acquisition unit 61B of the game machine control unit 61 analyzes the gameplay video captured by the image capture device 63 and acquires bone information as an example of motion information. Bone information refers to information indicating bones connecting points indicating the position coordinates of parts of the player's body, and bones in the bone information are connected to each other by connection points. Then, the player's play motions can be recorded as motion information based on the position, orientation, and displacement of the player's bones in the gameplay video. Note that the bone information represents the player's bones at each point in time as the game begins. However, the motion information acquisition unit 61B may predict the position, orientation, and displacement of the bones and include them in at least part of the bone information.

[0044] Alternatively, the image capturing device 63 may be a camera capturing an image of a marker worn by the player on his / her body. In this case, the motion information acquiring unit 61B analyzes the video of the marker as a gameplay video to acquire motion information. Alternatively, the detection device may include a sensor that detects the player's body movements. For example, the detection device may be composed of an inertial sensor, such as a gyro sensor and an acceleration sensor, that detects the player's body movements, and a recording device that records the detected movements. Furthermore, the detection device may be composed of a magnetic or mechanical sensor that detects the player's body movements, and a recording device that records the detected movements.

[0045] The game machine control unit 61 also provides the player with a game based on the game machine program PG3. The game machine control unit 61 then executes various calculation controls necessary for the game to proceed. As an example, the game machine control unit 61 displays action timings and action positions on the display device 64 based on the position and movement speed of a timing object OB1 moving toward a position object OB2. Furthermore, the game machine control unit 61 has, as logical devices, a moving image acquisition unit 61A, a motion information acquisition unit 61B, and a game moving image generation unit 61C. These logical devices are realized by a combination of the hardware resources of the game machine control unit 61 and the game machine program PG3 as a software resource.

[0046] [Video acquisition method] The video acquisition unit 61A acquires gameplay videos that are captured of the actions of the player. As an example, the video acquisition unit 61A acquires gameplay videos captured by the imaging device 63. Alternatively, the video acquisition unit 61A may acquire gameplay videos from a device other than the game console 60. For example, if the game console 60 is a home game console, the player uses a camera or the like mounted on a smartphone to capture gameplay actions during the game. Then, the smartphone transmits the captured gameplay videos to the game console 60. Then, the video acquisition unit 61A acquires the gameplay videos received by the game console 60.

[0047] [Operation information acquisition means] The motion information acquisition unit 61B analyzes the gameplay video acquired by the video acquisition unit 61A. Then, the motion information acquisition unit 61B acquires motion information of the player from the analysis result and stores it in the game machine storage unit 62. The motion information is information describing the player's motions from the start to the end of a game selected by the player, and is stored in the server storage unit 12 as part of the video generation data 16. For example, a game starts when the player performs a start operation and ends when the game time set by the sequence data has elapsed. As an example, the motion information is bone information acquired by the motion information acquisition unit 61B through bone analysis. Alternatively, the motion information may be data indicating the position, orientation, and displacement of each part of the player's body.

[0048] [Method for generating game videos] The game video generation unit 61C generates a game video to be displayed on the display device 64 using the motion information acquired by the motion information acquisition unit 61B. As an example, the game video generation unit 61C generates a game video in which a character object moves in accordance with the motion information, using object data 16G acquired in advance from the game server 10. In this case, the game video generation unit 61C may generate a game video in which the character object serving as the main dancer MD moves and the character objects serving as the back dancers BD also move. The game video also includes images or videos of guide objects, backgrounds, and performance images.

[0049] As an example, bones are also set for the character object, and the game video image generation unit 61C changes the relative positions and orientations of adjacent bones of the character object according to the player's motion information. This also changes the outer shape of the character object. The appearance of the character object is expressed by a texture that changes in accordance with changes in the positions and orientations of the bones. In the game video image, the player's motions during the game are reflected in the movement of the character object in real time. For example, when the player moves his / her arm up and down, the arm of the character object also moves up and down. While watching the character object displayed on the display device 64, the player moves his / her body as if performing the dance motions guided by the guide object.

[0050] Furthermore, the game video generation unit 61C may use motion information acquired from the game server 10. For example, the game machine control unit 61 uses motion information prepared in advance by an administrator of the game server 10 or other user motion information 16F. As an example, the game video generation unit 61C generates a game video so that at least a portion of the video includes a character object that moves according to the motion information acquired from the game server 10. Furthermore, the game video generation unit 61C may generate a game video so that the main dancer MD is superimposed on the character object. The game video generation unit 61C may also select motion information as a material candidate from a group of available materials based on a player's instruction. In this case, the game video generation unit 61C includes, in the game video, a back dancer BD or a main dancer MD that moves according to the selected motion information.

[0051] [Game machine control means] The game provided by the game machine control unit 61 may include a plurality of play options that the player can select as a play object. Examples of play options include game stages, music pieces, or difficulty levels. The play options can be identified by object identification information that identifies the play object selected by the player. For example, the object identification information is identification information that identifies sequence data, but it may also be identification information that identifies a stage, music piece, or difficulty level. Furthermore, the game provided by the game machine control unit 61 may be configured to require the player to perform dance movements that correspond to the music as the player's movements. For example, the player performs a dance movement at a timing guided by the timing object OB1 so that a part of the character object overlaps with the position indicated by the position object OB2. However, the dance movement that corresponds to the music is not limited to the movement guided by the guide object. The player may move their body in rhythm with the music, or may perform any movement in time with the music.

[0052] The game machine control unit 61 also compares the action timing at which the main dancer MD's body reaches the position object OB2, or the action timing predicted to reach the position object OB2, with the guidance timing. The game machine control unit 61 then evaluates the user's action based on the comparison result. As an example, the game machine control unit 61 acquires the action timing from the action information acquisition unit 61B and compares it with the guidance timing in the sequence data. If the action timing is close to the guidance timing, the game machine control unit 61 stores a high evaluation in the game machine storage unit 62. On the other hand, if the action timing is far from the guidance timing, the game machine control unit 61 stores a low evaluation in the game machine storage unit 62. The game machine control unit 61 then displays an image or text indicating the evaluation result (for example, the text "Perfect," "Good," or "Bad") on the display device 64.

[0053] The game machine control unit 61 also determines whether the user's action falls within a predetermined determination range. For example, if the game machine control unit 61 determines that the difference between the action timing and the guidance timing falls within a narrow range, it evaluates the game performance so that the user's game score will improve and adds a high score to the user's score. If the game machine control unit 61 determines that the difference between the two is not within the narrow range but is within a standard range, it evaluates the game performance so that the user's game score will improve and adds a low score to the user's score. If the game machine control unit 61 determines that the difference between the two is not within the standard range, it evaluates the game performance so that the user's game score will decrease and subtracts points from the user's score. Alternatively, if the game machine control unit 61 determines that the difference is not within the standard range, it may not add a score to prevent the game performance from improving. The determination range may also be the distance range between the action position and the position indicated by the position object OB2. Then, when the game ends, the game machine control unit 61 displays the game score on the display device 64.

[0054] Furthermore, the game machine control unit 61 controls the game so that the difficulty level of the game is determined in accordance with the player's selection. For example, when a high difficulty level is selected, the game machine control unit 61 narrows the determination range. On the other hand, when a low difficulty level is selected, the game machine control unit 61 widens the determination range. Instead of or in addition to the determination range, the game machine control unit 61 may change the number or positions of the position objects OB2. For example, when a high difficulty level is selected, the game machine control unit 61 increases the number of position objects OB2. On the other hand, when a low difficulty level is selected, the game machine control unit 61 decreases the number of position objects OB2.

[0055] Furthermore, the game machine control unit 61 may perform an effect to notify the player that the guidance timing has arrived. As an example, the game machine control unit 61 displays an effect image different from the position object OB2 outside the position object OB2 at the guidance timing. Furthermore, the game machine control unit 61 may perform an effect to notify the player of the evaluation result.

[0056] As an example, the game machine control unit 61 notifies the evaluation result by displaying a fireworks effect image PO1 ( FIG. 2 ) that gradually grows larger from the announcement timing, starting from the position object OB2. The game machine control unit 61 displays small fireworks or no fireworks in the case of a low evaluation result, and displays large fireworks in the case of a high evaluation result. Furthermore, the game machine control unit 61 may notify the evaluation result by gradually changing to a flower that opens from the position object OB2. The game machine control unit 61 displays small flowers or no flowers in the case of a low evaluation result, and displays large flowers in the case of a high evaluation result. Note that the game machine control unit 61 may notify the evaluation result from a timing when the evaluation result is obtained after the announcement timing. Alternatively, the game machine control unit 61 may display an effect image from a timing before the announcement timing. In this case, the game machine control unit 61 performs an effect according to the evaluation result by changing the manner of change from the timing when the evaluation result is obtained.

[0057] [Server control method] As shown in FIG. 4, the server control unit 11 includes a game control unit 13 and a generation control unit 14. The game control unit 13 is a logical device for providing a game service, and the generation control unit 14 is a logical device for providing a video generation service. The generation control unit 14 also includes a material information acquisition unit 14A as an example of material information acquisition means, a viewing video generation unit 14B as an example of generation means, a selection unit 14C as an example of selection means, and a provision unit 14D as an example of provision means. The game control unit 13 is a logical device realized by a combination of the hardware resources of the server control unit 11 and a game program PG1 as a software resource. The generation control unit 14, the material information acquisition unit 14A, the viewing video generation unit 14B, the selection unit 14C, and the provision unit 14D are also logical devices realized by a combination of the hardware resources of the server control unit 11 and a generation program PG2 as a software resource.

[0058] [Method of obtaining material information] The material information acquisition unit 14A acquires, as material information, information indicating the player's movements while playing the game. When the player selects to continue or end the game, for example, when an additional game is not selected, the game machine control unit 61 associates the material information, which is data necessary for regenerating the game video, with the user identification information and transmits the material information to the game server 10. Alternatively, the game machine control unit 61 may transmit the material information at a preset timing, for example, once a day at a specified time. The material information acquisition unit 14A then stores the received material information in the server storage unit 12. Furthermore, in the case of a game that requires the player to perform dance movements corresponding to music, the material information acquisition unit 14A acquires movement information indicating dance movements as material information.

[0059] As an example, the material information includes bone information for each elapsed time during the game, as well as object identification information for identifying the play object. The game server 10 can identify the sequence data, music data, and image data of the game played by the player based on the object identification information. Alternatively, the material information may include sequence data, music data, image data, etc., in addition to bone information for each elapsed time during the game. This allows the game server 10 to regenerate game videos using the material information. Furthermore, the game machine control unit 61 of the game machine 60 may send the game video generated by the game video generation unit 61C to the game server 10, in addition to the material information. When the game server 10 regenerates the game video or acquires the game video from the game machine 60, the server storage unit 12 may store the game video as part of the user data 16A. A user can select a stored game video and play it on their terminal.

[0060] [Means for generating video] The viewing video generation unit 14B generates a viewing video based on the material information acquired by the material information acquisition unit 14A. As an example, the viewing video generation unit 14B uses the object data 16G to generate a viewing video such that an object selected from a plurality of objects based on an instruction from the editing user moves based on the movement information acquired by the material information acquisition unit 14A. The selection of an object includes selection of an object by an operation of the editing user, selection of an object preset by the game server 10, and selection of an object automatically performed by the game server 10.

[0061] As an example, the viewing video generation unit 14B generates the viewing video by regenerating the game video. This allows the player to create the game video simply by playing the game on the game console 60. Therefore, the player does not need to prepare a camera, object data 16G, video editing software, etc. Alternatively, the viewing video generation unit 14B may regenerate the game video so that at least one of the guide object and the effect image is excluded. This prevents the bodies of the main dancer MD and the back dancers BD from being hidden by the guide object or the effect image in the viewing video.

[0062] Furthermore, if the viewing video is for distribution, viewing video generation unit 14B generates the viewing video in a format that can be distributed. As an example, viewing video generation unit 14B generates the viewing video in a file format such as MOV format, MPEG4 format, AVI format, WMV format, MPEGPS format, FLV format, 3GPP format, or WebM format so that it can be distributed by distribution server 30. Furthermore, viewing video generation unit 14B may generate the viewing video according to encoding settings that allow it to be distributed by distribution server 30. For example, viewing video generation unit 14B generates the viewing video so that the audio codec, video codec, frame rate, bit rate, resolution, aspect ratio, or color space meets predetermined conditions required by distribution server 30.

[0063] Furthermore, the viewing video generation unit 14B generates a viewing video so that the player's actions during the game are represented in a display manner different from the player's actual appearance. This allows the player to obtain a viewing video generated so that the player's appearance (e.g., face) is hidden. If a player wishes to distribute a game video, the inclusion of a body part such as the face or a physical feature such as skin color in the game video can motivate the player to hesitate to distribute. In this regard, the video generation system 100 can generate a viewing video in which the player's actions are represented in a display manner (e.g., a character object) different from the player's actual appearance. This eliminates the psychological barriers that prevent players from distributing videos.

[0064] One example of a different display mode is a mode in which an object is displayed as moving to reflect the player's actions. Specifically, the viewing video generation unit 14B generates a viewing video in which an object moves according to action information, using object data 16G pre-stored in the server storage unit 12. One example of the object data 16G includes texture data applied to the appearance of a character object. The object may be an object that resembles a predetermined character, an object that resembles a silhouette of the player's appearance, or an object that resembles a predetermined item such as clothing. Alternatively, the different display mode may be a mode in which a part of the player's body (e.g., the face) is blurred by mosaic or the like. This allows for the generation of a viewing video in which the player's appearance cannot be distinguished.

[0065] The viewing video generation unit 14B also generates a viewing video that reflects the editing user's instructions as an editor regarding the player's display mode. For example, the editing user's instructions include adding or deleting back dancers BD, changing the object as the main dancer MD or back dancers BD, and changing the movement information reflected in the movements of the main dancer MD or back dancers BD. When changing the movement information, the editing user may specify their own previously saved user movement information 16C, other user movement information 16F of another player, or movement information prepared by an administrator of the game server 10. Furthermore, the editing user may instruct the change, addition, or deletion of at least one of time, brightness, color, sound, image, and text. For example, the editing user may use the movement information during play to create a viewing video that includes characters dancing to a different song from the song being played. This provides a new level of enjoyment by discovering combinations of movement information and song. The viewing video generation unit 14B may also generate a viewing video so that the main dancer MD overlaps the back dancer BD, for example, so that the back dancer BD is positioned behind the main dancer MD. The instructions from the editing user are sent to the game server 10 in response to an operation on the user terminal 40.

[0066] [Selection Method] The selection unit 14C selects a material candidate from a group of materials that can be used to generate a viewing video based on an instruction from the editing user. Then, the viewing video generation unit 14B generates a viewing video based on the material candidates selected by the selection unit 14C. For example, the selection unit 14C presents a group of motion information to the editing user as a group of materials consisting of a plurality of usable material candidates. Then, the editing user specifies and instructs motion information to be used from the presented group of motion information. Based on the instruction from the editing user, the selection unit 14C selects motion information to be used to generate a viewing video. Then, the viewing video generation unit 14B generates a viewing video using the motion information selected by the selection unit 14C.

[0067] By generating a video using candidate materials selected from a group of materials, the editing user can change the content of the video after playing the game. For example, the editing user can obtain a video in which the character or the costume worn by the character is changed. As an example, the editing user can obtain a video in which various characters (or the same character wearing various costumes) move using one type of motion information. Therefore, the editing user can obtain multiple different types of video using one type of motion information. In this case, the editing user can compare multiple types of video to obtain a more appealing video. Furthermore, the editing user can increase the number of back dancers BD after playing, or create a video in which the user dances alongside back dancers BDs using other users' motion information. This can provide the editing user with the new enjoyment of searching for a combination of characters that move more appealingly for specific motion information. For example, the editing user can use motion information with characteristic foot movements to search for a character whose feet are not hidden by a costume. Furthermore, the editing user can use motion information during play to obtain a video in which a character that becomes available after playing moves.

[0068] In contrast, game videos created or filmed while playing a game are limited to the content of the video at the time of play. In other words, the characters in the game video or the costumes worn by the characters cannot be changed after playing. Furthermore, game videos created or filmed while playing include guide objects. On the other hand, the viewing video generation unit 14B allows the content to be changed after playing, so it is also possible to generate viewing videos that do not include guide objects.

[0069] The editing user's instruction may be an instruction for the selection unit 14C to automatically select motion information. In this case, the selection unit 14C automatically selects motion information from a group of motion information stored in the server storage unit 12. For example, the selection unit 14C may randomly select motion information, or may select motion information by referring to the play history included in the editing user's user data 16A. As an example, when referring to the play history, the selection unit 14C selects motion information of a play in which a score close to the game score obtained by the editing user has been obtained. Alternatively, the selection unit 14C may select, as the motion information to be used for the back dancer BD, motion information used for the back dancer BD in a viewing video previously created by the editing user.

[0070] The material group includes material information acquired by the material information acquisition unit 14A as at least one of the material candidates. The material group consisting of the material candidates is stored in the server storage unit 12, which serves as an example of a storage unit. In the example of FIG. 4, the server storage unit 12 stores user motion information 16C as material information that serves as a material candidate. The material group stored by the server storage unit 12 is included in the video creation data 16. Material information that serves as a material candidate other than the user motion information 16C is other user motion information 16F that is included in the other user data 16E. Furthermore, the server storage unit 12 may store motion information prepared in advance by the administrator of the game server 10 as material information that serves as a material candidate other than the user motion information 16C. As an example, the motion information indicates the dance motions of a professional dancer who played the game.

[0071] Each material candidate constituting the material group may be assigned an attribute, and the editing user can specify a material candidate by specifying the attribute. For example, attributes include a friend attribute indicating the relationship with the editing user, a celebrity attribute indicating a high frequency of use, and an evaluation attribute indicating evaluation details such as game scores. For example, the editing user can specify a material candidate by specifying an attribute that results in a high game score. As a result, the object moves in the video to be viewed so as to reflect dance movements that will earn a high score. Therefore, the editing user can practice dance movements by referring to the object movements.

[0072] Furthermore, each material candidate may be associated with a user, and may be associated with, for example, specific information that identifies the user (for example, a username or user identification information). The editing user can designate a username or a user registered as the user's friend and indicate a material candidate associated with that user identification information. Furthermore, each material candidate may be categorized by song title, game play time, game play location, game score, or other play details, or by dancer name, etc. The editing user can designate a material candidate by designating a category. Furthermore, each material candidate may be tagged, and the editing user can designate a material candidate by designating a tag.

[0073] The selection unit 14C may select multiple material candidates from the material group. For example, the editing user can specify multiple different motion information to indicate material candidates, such that the motion information used for the back dancers BD is different from the motion information used for the main dancer MD. The selection unit 14C then selects multiple material candidates based on the editing user's instructions. Furthermore, the selection unit 14C may be limited to selecting material candidates associated with the editing user from the material group. For example, the editing user is presented with only material candidates associated with the editing user as selectable material candidates. This allows the editing user to specify only material candidates associated with the editing user. Therefore, the selection unit 14C is limited to not selecting material candidates associated with other users.

[0074] The selection unit 14C may also select other user material candidates not associated with the editing user as material candidates from the material group. In the example of FIG. 4, the other user material candidate is other user motion information 16F included in other user data 16E. The other user motion information 16F is acquired by the material information acquisition unit 14A when a user other than the editing user plays the game. This allows motion information to be shared among multiple players. For example, the editing user can use the motion information of other players to move the back-up dancers BD. Furthermore, the editing user can use the motion information of friends, famous players, or players ranked high in the score rankings. Sharing motion information can also stimulate community activities among players. For example, rankings can be created based on the content or usage status of the motion information, rewards can be awarded to users based on the number of times the motion information is used, or the motion information can be certified as an official viewing video.

[0075] Furthermore, the editing user may create a viewing video in which he or she appears together with other users (e.g., famous players). The editing user may also use a viewing video including a character that moves using the other user's motion information 16F as a model. For example, the editing user can search for motion information suitable for himself or herself based on criteria such as gender or physique, and create a model viewing video. Furthermore, by using the other user's motion information 16F, it is possible to increase the amount of motion information for moving the back-up dancers BD. Therefore, even an editing user who has not played many times can easily create a viewing video including back-up dancers BD.

[0076] If a game includes multiple play options that a player can select as a play target, the selection unit 14C may select a material candidate associated with the selected play target from the material group. In this case, the server storage unit 12 stores the material information in association with object identification information that identifies the play target selected by the player. The selection unit 14C also identifies the play target based on an instruction from the editing user. For example, if a song can be selected as a play option, the action information acquired by the material information acquisition unit 14A is associated with object identification information (e.g., a song name or a song ID) that identifies the song played by the player. The server storage unit 12 then stores the action information acquired by the material information acquisition unit 14A in association with the object identification information. The editing user issues an instruction by specifying object identification information such as a song name, and the selection unit 14C identifies the song to be played based on the editing user's instruction. The selection unit 14C then selects a group of action information associated with the identified song and presents it to the editing user. The editing user then selects desired action information from the presented group of action information. Then, the selection unit 14C selects the operation information based on the instruction of the editing user.

[0077] [Providing means] The providing unit 14D provides the viewing video to the user terminal 40 based on an instruction from the editing user. For example, the editing user selects a download icon to specify the viewing video they wish to download and sends a download instruction to the game server 10. Then, the providing unit 14D transmits and provides the viewing video to the user terminal 40 in response to the download instruction. The user terminal 40 acquires the received viewing video and stores it in the terminal storage unit 42. The editing user can view the downloaded viewing video and also upload it to the distribution server 30.

[0078] Furthermore, the providing unit 14D may provide the viewing video to the distribution server 30, which distributes the viewing video to multiple users. For example, in the example of FIG. 4, the server storage unit 12 stores the viewing video 16B created by the editing user as part of the video generation data 16. The providing unit 14D presents the viewing video 16B to the editing user. The editing user then specifies and instructs the viewing video 16B that he or she wishes to distribute from the presented viewing videos 16B. The providing unit 14D identifies the viewing video 16B based on the editing user's instruction. The providing unit 14D then provides the viewing video to the distribution server 30 by uploading the identified viewing video 16B to the distribution server 30. This allows the editing user to distribute the viewing video without uploading the viewing video from the user terminal 40 to the distribution server 30. This reduces the effort and time required to upload the viewing video. Furthermore, the viewing user can distribute the viewing video from the distribution server 30 with simpler operations.

[0079] [Processing flow] Next, the video generation process will be described with reference to the flowchart shown in FIG. 5. The game machine control unit 61 of the game machine 60 provides a game in accordance with the player's operation. For example, the game machine control unit 61 collects a fee from the player, and when the player selects a song and a difficulty level to play, the game corresponding to the selected song starts. Specifically, the game machine control unit 61 starts outputting the sound of the song and displays the position object OB2 at the display timing of the guide object. The display timing of the position object OB2 precedes the guide timing provided by the timing object OB1. Thereafter, the game machine control unit 61 changes the position of the timing object OB1 so that the timing object OB1 overlaps with the position object OB2 at the guide timing. In this way, the player is informed of the action positions and action timings.

[0080] For example, the game machine control unit 61 reads out information on the guidance timing included in the sequence data and displays the guidance object while referring to the display timing set for each song. In this case, the game machine control unit 61 may determine the display timing of the guidance object by calculating backward from the read guidance timing. When the game is started, the video acquisition unit 61A acquires a gameplay video capturing the player's actions (S101). In parallel with acquiring the gameplay video, the motion information acquisition unit 61B analyzes the gameplay video acquired by the video acquisition unit 61A (S102). Then, the motion information acquisition unit 61B acquires motion information of the player from the analysis result and stores it in the game machine storage unit 62. Furthermore, the game video generation unit 61C generates a game video to be displayed on the display device 64 using the motion information acquired by the motion information acquisition unit 61B.

[0081] The game machine control unit 61 displays the game video generated by the game video generation unit 61C on the display device 64. The player then moves their body at the guidance timing indicated by the timing object OB1 so that part of the main dancer MD's body overlaps with the position object OB2. This guides the player to perform dance movements in time with the music. The main dancer MD also moves in sync with the player's movements. Therefore, the player watches the movement of the main dancer MD displayed on the display device 64 and moves their body so that part of the main dancer MD touches the position object OB2.

[0082] During game play, the game machine control unit 61 compares the timing of the action at which the main dancer MD's body reaches the position object OB2 with the guidance timing. Then, the game machine control unit 61 evaluates the user's action based on the comparison result. Furthermore, the game machine control unit 61 causes the display device 64 to display an image or text indicating the evaluation result. After that, when the game ends, the game machine control unit 61 causes the display device 64 to display the game result, such as the score, etc. If the player chooses to continue the game, the player performs an operation to continue, such as paying a further amount. If the player chooses to end the game, the player either does not perform an operation to continue, or selects an operation to end the game.

[0083] When the player selects to continue or end the game, the game console 60 transmits play data related to the game played by the user to the game server 10. At this time, the game console 60 includes the action information stored in the game console storage unit 62 in the play data as material information and transmits the play data to the game server 10 (S103). Note that the play data may include game results, play history, game video generated by the game console 60, and the like. The material information acquisition unit 14A of the game server 10 acquires the action information received from the game console 60 (S104). Then, the material information acquisition unit 14A stores the received action information in the server storage unit 12 (S105).

[0084] An editing user, for example, a player who wishes to create a viewing video, logs in to the game server 10 from a user terminal 40 and performs an operation to request the creation of a viewing video. As an example, the editing user selects a viewing video generation icon from a web page provided by the generation control unit 14. In response to this operation, the selection unit 14C presents to the editing user a group of materials that can be used to generate a viewing video. At this time, the selection unit 14C may present a group of materials selected based on an instruction by the editing user, such as a user name. Then, the editing user specifies and instructs desired action information from the group of materials presented (S106). The selection unit 14C selects the action information based on the instruction by the editing user (S107).

[0085] Next, viewing video generation unit 14B generates a viewing video based on the operation information selected by selection unit 14C (S108). Then, viewing video generation unit 14B stores the generated viewing video in server storage unit 12. If the editing user wishes to download the viewing video, the editing user transmits a download instruction to game server 10. Based on the download instruction, provision unit 14D transmits and provides the viewing video to user terminal 40 (S109). User terminal 40 acquires the received viewing video and stores it in terminal storage unit 42 (S110). The editing user can view the stored viewing video on user terminal 40 and upload it to distribution server 30.

[0086] According to the moving image generation system 100 described above, a player can easily create a viewing video related to a game and can acquire the created viewing video. Furthermore, the player can acquire a viewing video generated so as to conceal the player's appearance. Note that in the moving image generation system 100, the game server 10 and the game machine 60 may cooperate to generate a viewing video. In this case, the generation program PG2 and the game machine program PG3 cooperate to function as the computer program of the moving image generation system 100.

[0087] Although the present invention has been described above with reference to each embodiment, the present invention is not limited to the above-described embodiments. The present invention also includes inventions that have been modified without departing from the scope of the present invention, and inventions equivalent to the present invention. Furthermore, each embodiment and each modified form can be combined as appropriate without departing from the scope of the present invention.

[0088] For example, the viewing video is not limited to a video generated for distribution. The viewing video may be generated for a player to view on his / her own terminal, or for other users to view on their terminals. Furthermore, the viewing video may be generated to be saved as record data. Furthermore, the viewing video does not need to include guide objects (e.g., notes) that guide the player on play actions. Even if notes or the like are not displayed in the viewing video, viewers can enjoy watching the characters dance.

[0089] A part of the logical device of the game server 10 may be provided in the game console 60. Also, a part of the logical device of the game console 60 may be provided in the game server 10. For example, a video acquisition unit 61A and a motion information acquisition unit 61B may be provided in the game server 10. In this case, the video acquisition unit 61A of the game server 10 acquires gameplay video from the game console 60, and the motion information acquisition unit 61B analyzes the acquired gameplay video. Also, in the game server 10, the motion information acquisition unit 61B acquires motion information from the analysis result.

[0090] Furthermore, when the video generation system 100 is applied to a quiz game, the viewing video generation unit 14B may generate a viewing video in which a character moving behind the respondent or a respondent other than the player moves according to the acquired motion information. In this case, the game video generation unit 61C may also generate a game video in which a character or a respondent moves according to the acquired motion information.

[0091] Various aspects derived from the above-described embodiments and modifications will be described below. To facilitate understanding of each aspect, reference symbols shown in the accompanying drawings are used. However, these reference symbols are not intended to limit the present invention to the illustrated forms.

[0092] A video generation system 100 that generates a viewing video related to a game involving player actions includes a material information acquisition means 14A that acquires information indicating the player's actions while playing the game as material information, and a generation means 14B that generates, as the viewing video, a video in which the player's actions are expressed in a display mode that differs from the actual appearance of the player, based on the acquired material information.

[0093] Furthermore, the computer programs PG2 and PG3 of the video generation system 100, which includes a computer 11 or 61 and generates a viewing video relating to a game involving player actions, cause the computer to function as a material information acquisition means 14A that acquires, as material information, information indicating the actions of the player while playing the game, and a generation means 14B that generates, as the viewing video, a video in which the actions of the player are expressed in a display mode that differs from the actual appearance of the player, based on the acquired material information.

[0094] In addition, in a control method of the video generation system 100 that generates a viewing video related to a game involving player actions, information indicating the player's actions while playing the game is acquired as material information, and based on the acquired material information, a video in which the player's actions are expressed in a display mode that differs from the actual appearance of the player is generated as the viewing video.

[0095] This allows the player to easily create a viewing video related to the game and obtain the created viewing video. Also, the player can obtain a viewing video that has been generated so as to conceal the player's appearance.

[0096] The video generation system 100 further includes video acquisition means 61A that acquires a gameplay video capturing the player's actions, and motion information acquisition means 61B that analyzes the acquired gameplay video to acquire motion information that describes the player's actions and is included in the material information. This allows the player to use the motion information describing his or her own actions acquired while playing the game to create a video to watch.

[0097] The generating means 14B generates the viewing video so that the instructions of the editing user as an editor are reflected in the display mode of the player. This allows the editing user to change the content of the video after playing the game. Also, a single type of motion information can be used to obtain multiple different types of viewing videos. Furthermore, the editing user can compare multiple types of viewing videos to obtain a more attractive video.

[0098] The video generation system 100 further includes a storage unit 12 that stores the material information as at least one of candidate materials in a group of materials that can be used to generate the video, and a selection unit 14C that selects the candidate material from the group of materials based on instructions from the editing user. The generation unit 14B generates the video based on the candidate material selected by the selection unit. The selection unit 14C also selects multiple candidate materials from the group of materials. This increases the amount of motion information available to the editing user when creating the video. Therefore, even an editing user with a limited number of playtimes can easily create a video.

[0099] The selection unit 14C selects other user material candidates 16F that are not associated with the editing user from the material group as the material candidates, thereby allowing the editing user to use, as a model, a video to be viewed that includes characters that move using other user action information 16F.

[0100] The generating means 14B generates the video so that an object selected from a plurality of objects moves based on the motion information. This allows a player to easily create a video related to the game and obtain the created video. Furthermore, the player can obtain a video generated so as to conceal the player's appearance.

[0101] The game includes a plurality of play options that the player can select as a play object, the storage means 12 stores the material information in association with object identification information that identifies the play object selected by the player, the selection means 14C specifies the play object based on an instruction from the editing user and selects the material candidate associated with the selected play object from the material group, and the game is configured to request the player to perform a dance movement corresponding to music as the player's movement, and the material information acquisition means 14A acquires information indicating the dance movement as the material information.

[0102] This allows the editing user to use as a model a video that includes a character that moves using the action information associated with the selected play object. Furthermore, the editing user can increase the action information that moves the back dancer BD. Therefore, even an editing user who plays only a small number of times can easily create a video that includes a back dancer BD.

[0103] The video generation system 100 further includes a providing unit 14D that provides the viewing video to a distribution server 30 that distributes the viewing video to multiple users. This allows the editing user to distribute the viewing video from the distribution server 30 without uploading the viewing video to the distribution server 30. This reduces the effort and time required to upload the viewing video. Furthermore, the viewing user can distribute the viewing video from the distribution server 30 with simpler operations. [Explanation of symbols]

[0104] 11: Server control unit (computer) 12: Server storage unit (storage means) 14A: Material information acquisition unit (material information acquisition means) 14B: Viewing video generation unit (generation means) 14C: Selection unit (selection means) 14D:Providing department (providing means) 30: Distribution server 61: Game console control unit (computer) 61A: Video acquisition unit (video acquisition means) 61B: Operation information acquisition unit (operation information acquisition means) 100:Video Generation System PG2: Generator program (computer program) PG3: Game console program (computer program)

Claims

1. A video generation system for generating a video associated with a game involving a player's actions, comprising: a material information acquiring means for acquiring information indicating the action of the player while playing the game as material information; A storage means for storing the material information as a material that can be used to generate the viewing video; a selection means for selecting at least one object from among a plurality of objects different from the actual appearance of the player based on an instruction from an editing user as an editor; A video generation system comprising: a generation means for generating a video in which the selected object operates based on the stored material information as the viewing video.

2. A computer program for a video generation system comprising a computer, the computer program generating a video associated with a game involving player actions, the video generation system comprising: The computer a material information acquiring means for acquiring information indicating the action of the player while playing the game as material information; A storage means for storing the material information as a material that can be used to generate the viewing video; a selection means for selecting at least one object from among a plurality of objects different from the actual appearance of the player based on an instruction from an editing user as an editor; A computer program that functions as a generating means for generating a video in which the selected object operates based on the stored material information as the viewing video.

3. A control method for a video generation system that generates a viewing video relating to a game involving player actions, comprising: acquiring information indicative of the player's actions while playing the game as material information; The material information is stored as a material that can be used to generate the viewing video; selecting at least one object from among a plurality of objects that differ from an actual appearance of the player based on an instruction from an editing user as an editor; A control method, comprising: generating, as the viewing video, a video in which the selected object operates based on the stored material information.