Program, information processing method, and information processing system

By introducing technologies such as position information acquisition, object position and angle management, restriction processing and virtual camera control in the game system, the problems of insufficient convenience and familiarity of game control in the prior art are solved, and a high convenience and immersive gaming experience is achieved.

JP2025042654AActive Publication Date: 2025-03-28CAPCOM CO LTD
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Patent Information

Application Number
JP2023149697
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-03-28
Estimated Expiration
2043-09-15

AI Technical Summary

Technical Problem

In the prior art, game control relies entirely on the position and angle of the HMD or input controller, resulting in the convenience and familiarity of the game being affected.

Method used

By introducing technologies such as position information acquisition, object position and angle management, restriction processing and virtual camera control in the game system, intelligent management of game objects and dynamic control of virtual cameras are realized, and the convenience and immersion of the game are enhanced.

Benefits of technology

It realizes the convenience of the game and player experience while maintaining the realistic sense of game input operations, and enhances the immersion and operation convenience of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a player with a highly convenient game system while maintaining an input operation with reality.SOLUTION: Controller information acquisition means 62 acquires positional information and the like on the position of a first input device related to a game. HMD information acquisition means 64 acquires positional information and the like on the position or angle of a second input device related to the game. Character management means 66 manages the position and angle of a predetermined object in a virtual space of the game according to the positional information. Condition determination means 68 executes restriction processing on the position or angle of the object when a distance or positional relationships between the first input device and the predetermined second input device satisfy a first condition. Virtual camera control means 70 controls the position and angle in a virtual space of a virtual camera that functions as a base point for determining a viewpoint for generating a game image.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present disclosure relates to a program, an information processing method, and an information processing system. [Background technology]

[0002] In recent years, with the spread of head mounted displays (HMDs) and the like, content has become known that allows players to control the movements of characters in a virtual space and the position of a virtual camera based on the positions and angles of the HMDs and input controllers they use. For example, a technique has been disclosed that enables operations other than changing the attitude of a virtual camera in a virtual space to be performed by changing the attitude of an HMD (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-125169 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional technologies including the above-mentioned Patent Document 1, if all in-game controls were simply performed in response to the position and angle of the HMD, input controller, etc., this could actually reduce the convenience and familiarity of the game.

[0005] The present disclosure has been made in consideration of such circumstances, and has an object to provide a game system that is highly convenient for players while maintaining realistic input operations.

[0006] In order to achieve the above object, a first aspect of the present disclosure provides: Computer, An acquisition means for acquiring position information relating to a position of an input device related to a game; a management means for managing a position and an angle of a predetermined object in a virtual space of the game in accordance with the position information; an execution means for executing a restriction process regarding a position or an angle of the object when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; It is a program that functions as a

[0007] In addition, in the first aspect, the execution means can execute the restriction process of fixing the object at a head position of the game character.

[0008] In addition, in the first aspect, the program can further function as a presentation means for presenting an image generated based on a virtual camera installed on the object as a part of a game image of the game.

[0009] In addition, in a first aspect, the presentation means can differ the resolution of an image generated based on the virtual camera when the restriction processing is being executed by the execution means and when the restriction processing is not being executed by the execution means.

[0010] In addition, in the first aspect, the presentation means can execute predetermined image processing on an image generated with the virtual camera as a base point, depending on a situation of the game.

[0011] In addition, in the first aspect, the execution means can release the restriction process when a predetermined second condition is satisfied with respect to the distance or positional relationship between the input device and the wearable device after the first condition is satisfied.

[0012] A second aspect of the present disclosure is 1. A computer-implemented information processing method, comprising: an acquisition step of acquiring position information relating to a position of an input device related to the game; a management step of managing a position and an angle of a predetermined object in a virtual space of the game according to the position information; an execution step of executing a restriction process regarding a position or an angle of the object when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; The present invention relates to an information processing method.

[0013] A third aspect of the present disclosure is An input device for the game; An information processing system including a wearable device for the game, an acquisition means for acquiring position information relating to a position of the input device; a management means for managing a position and an angle of a predetermined object in a virtual space of the game in accordance with the position information; an execution means for executing a restriction process regarding a position or an angle of the object when a distance or a positional relationship between the input device and the wearable device satisfies a predetermined first condition; The information processing system includes:

[0014] An information processing method and an information processing system according to an embodiment of the present disclosure are also provided as an information processing method or an information processing system corresponding to a program according to an embodiment of the present disclosure. Effect of the Invention

[0015] According to the present disclosure, it is possible to provide a player with a highly convenient game system while maintaining realistic input operations. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Diagram 2] 2 is a diagram illustrating an example of a game operation method according to the information processing system of FIG. 1. [Diagram 3]FIG. 2 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional configuration of a game device, a server, and the like that constitute an information processing system according to an embodiment of the present disclosure. [Diagram 5] FIG. 11 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 6] FIG. 6 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 5. [Figure 7] 13 is a flowchart showing an example of the flow of a scope fixing process executed by a game device constituting an information processing system according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] [Embodiment] First, prior to describing an embodiment of the present disclosure, the contents of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to an embodiment of the present disclosure is applied will be described. This game is, for example, a First Person Shooter (FPS) game executed using Virtual Reality (VR) technology. While wearing an HMD, the player performs input operations using a controller or the like to progress through the game while viewing various game images that reflect the viewpoint of the character in the game. Specifically, the player progresses through the game by controlling a character (or a part of the character's body) displayed within the virtual space of the game through various input operations and fighting enemy characters and the like. Here, although it is possible to play this game using a general-purpose game controller that does not have a sensor function, this embodiment employs an HMD capable of acquiring position information and a controller with a built-in sensor function. Specifically, the HMD and controller employed in this system are equipped with various sensors such as an inertial sensor, and can recognize coordinates and grasp various actions in the real space. Therefore, in this game, the player's actions in the real space can be linked to the actions of the character in the game. For example, when a player takes aim with a gun in the real space, the input operation is processed by the game device 1, and the character takes aim with a gun in the game. By adopting such specifications, this system provides an environment in which the player can play the game while feeling an immersive feeling as if he or she were defeating enemies while adventuring. In this game, the character can efficiently progress through the game by making good use of various game media such as weapons, armor, and recovery items. Furthermore, in the following description, when the term "character (object)" is used, it does not mean only one independent character, but also includes an image of only a part of a character (for example, a hand).

[0018] FIG. 1 is a diagram showing an example of the configuration of this system. As shown in Fig. 1, the system includes a game device 1, an HMD 2, a controller 3, and a server 4. The game device 1, the HMD 2, and the controller 3 are connected to each other by a communication method such as a LAN (Local Area Network). The game device 1 and the server 4 are also connected to each other via a predetermined network N such as the Internet. Note that the form of these communication methods is not limited, and for example, Bluetooth (registered trademark), Wi-Fi, etc. may be used. In addition, hereinafter, when the term "image" is used simply, it is intended to include images of any format, such as "moving images" and "still images."

[0019] The game device 1 is used by a player who wishes to use this system. The game device 1 is composed of a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, etc. The game device 1 executes various processes required for the progress of the game.

[0020] The HMD 2 is a head mounted display connected to the game device 1 via a LAN or the like. The HMD 2 displays various game images generated by the game device 1 on a display unit (not shown). The HMD 2 can also recognize coordinates in real space in conjunction with the controller 3 (described later), for example. The HMD 2 may also have functions as a general-purpose information processing device, such as various control units, such as a CPU and SSD, and a storage unit.

[0021] The controller 3 is equipped with a sensor function and the like and is connected to the game device 1 via a LAN or the like. The controller 3 is provided with various buttons, a touch panel, and the like, as well as sensors and a tracking function, and can recognize coordinates in real space in conjunction with the HMD 2.

[0022] The server 4 is managed by an administrator of the system, etc. The server 4 is composed of a general-purpose PC, etc. While communicating with the game device 1, etc., the server 4 stores and manages various information required for the progress of the game.

[0023] Next, a method of operating this game will be briefly described with reference to Fig. 2. Fig. 2 is a diagram for explaining an example of a method of operating a game according to this system.

[0024] FIG. 2 shows the situation of the player playing the game in real space, along with an example of the game screen at that time. Specifically, looking at (a1) in Fig. 2, the character is playing the game in real space with his right hand extended toward the TV screen (simulating a posture of firing a gun with one hand). Looking at (a2) in Fig. 2, an example of a game image at the same time shows the character aiming a gun in his right hand to attack. Similarly, in Fig. 2(b1), a player is shown playing a game in real space with both hands held out towards the TV screen (simulating a posture of firing a gun with both hands). In addition, in the game screen at this time, that is, in Fig. 2(b2), a character is shown holding a weapon with both hands and aiming to attack. In this way, in this game, the movement and posture of the player holding the HMD 2 and controller 3 are acquired, and this information is processed as input information for the game. In principle, the characters in the game are placed and act in the game space according to the movement and posture of the player in the real space. This allows the player to enjoy playing the game as if he or she were adventuring in the game space. As described above, the controller 3 is provided with various buttons, a touch panel, etc. The player can perform various operations within the game according to the positions and angles of the HMD 2 and the controller 3, and input operations via the various buttons and touch panel provided on the controller 3.

[0025] FIG. 3 is a diagram showing an example of the hardware configuration of the game device constituting the present system.

[0026] As shown in FIG. 3, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, a memory unit 16, a communication unit 17, and a drive 18.

[0027] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 16 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.

[0028] The control unit 11, the ROM 12, and the RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to the bus 14. A storage unit 16, a communication unit 17, and a drive 18 are connected to the input / output interface 15.

[0029] In addition, the HMD 2 and the controller 3 are also connected to the input / output interface 15. The HMD 2 is an output device that outputs, for example, images and sounds related to a game. For example, the HMD 2 displays a game image generated as a result of various processes of the control unit 11 on a display unit (not shown). Also, for example, the HMD 2 outputs game sounds generated as a result of various processes of the control unit 11 in a format that can be recognized by the player. The controller 3 is, for example, an input device that accepts operational instructions from a player when various processes are executed by the control unit 11. For example, the controller 3 obtains, as input information, the contents of operational instructions executed by the player in a game.

[0030] The storage unit 16 is composed of a hard disk drive (HDD) or a solid state drive (SSD) and stores various data. For example, the storage unit 16 stores various game programs required for the progress of the game, information on the progress of the game being progressed on other hardware, etc.

[0031] The communication unit 17 controls communications with other hardware and the like via a network N including the Internet.

[0032] The drive 18 is provided as necessary. Removable media 31, such as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 18. A program read from the removable media 31 by the drive 18 is installed in the storage unit 16 as necessary. The removable media 31 can also store various data stored in the storage unit 16 in the same manner as the storage unit 16.

[0033] The hardware configuration of the server 4 can be basically the same as that of the game device 1, so a description thereof will be omitted here.

[0034] FIG. 4 is a diagram showing an example of the functional configuration of the game devices and servers constituting the present system. As shown in FIG. 4, the control unit 11 of the game device 1 executes various programs and the like, thereby causing a game processing execution means 60, a controller information acquisition means 62, an HMD information acquisition means 64, a character management means 66, a condition determination means 68, a virtual camera control means 70, and an output control means 72 to function.

[0035] The game process execution means 60 executes various processes relating to the game. Specifically, the game processing execution means 60 executes a game program by reading out virtual game space objects and textures included in game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images and sounds related to the game. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of operational instructions by the player. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 4 as appropriate.

[0036] The controller information acquisition means 62 acquires position information and the like relating to the position of the first input device related to the game. Specifically, the controller information acquisition means 62 acquires various pieces of information on the controller 3 (hereinafter referred to as "controller information"), such as information on pressing of various buttons provided on the controller 3, information on the position and angle of the controller 3 in real space, and information on acceleration accompanying changes in the position of the controller 3 in real space. In this embodiment, the viewpoint for generating the movement of a part of the body of a character (e.g., a hand) displayed in the virtual space and a game image is determined in response to each piece of input information on the controller 3. This allows the player to play the game with the feeling that the character in the game is moving in accordance with his or her own movements.

[0037] The HMD information acquisition means 64 acquires position information and the like relating to the position or angle of a second input device related to the game. Specifically, the HMD information acquisition means 64 acquires various information regarding the HMD 2 (hereinafter referred to as "HMD information"), such as information regarding the position and angle of the HMD 2 in real space, and information regarding acceleration associated with changes in the position of the HMD 2 in real space.

[0038] The character management means 66 manages the position and angle of a predetermined object in the virtual space of the game according to the position information. Specifically, the character management means 66 manages the position and angle in the virtual space of the character controlled by the player (hereinafter referred to as the "player character") based on the controller information acquired by the controller information acquisition means 62 and the HMD information acquired by the HMD information acquisition means 64.

[0039] A condition determination means 68 executes a restriction process relating to the position or angle of the object when the distance or positional relationship between the first input device and a predetermined second input device satisfies a predetermined first condition. Specifically, the condition determination means 68 determines whether or not the HMD 2 and the controller 3 are present within a predetermined distance, based on the controller information acquired by the controller information acquisition means 62 and the HMD information acquired by the HMD information acquisition means 64. Then, when the condition determination means 68 determines that the HMD 2 and the controller 3 are present within the predetermined distance, it executes a restriction process to fix the position of an auxiliary device (hereinafter referred to as a "scope") for aiming a weapon equipped by the player character, or the hand holding it. The restriction process executed by the condition determination means will be described in detail below with reference to FIGS.

[0040] The virtual camera control means 70 controls the position and angle in the virtual space of the virtual camera which functions as a base point for determining the viewpoint for generating game images. Here, the virtual camera control means 70 is provided with a first virtual camera control means 80, a second virtual camera control means 82, and a third virtual camera control means 84. The first virtual camera control means 80 controls the position and angle in the virtual space of the first virtual camera, which is placed corresponding to the position of the left eye of the player character. The first virtual camera control means 80 generates a game image with the first virtual camera as the base point. The second virtual camera control means 82 controls the position and angle in the virtual space of the second virtual camera that is placed corresponding to the position of the right eye of the player character. The second virtual camera control means 82 generates a game image based on the second virtual camera. The third virtual camera control means 84 controls the position and angle in the virtual space of the third virtual camera, which is placed corresponding to the position of the scope of the weapon equipped by the player character. The third virtual camera control means 84 generates a game image based on the third virtual camera. Furthermore, the virtual camera control means 70 presents the game image generated by each virtual camera control means (particularly the third virtual camera control means 84) as a part of the game image to be presented to the player. Specifically, for example, the virtual camera control means 70 enlarges or reduces the game image generated by each virtual camera control means (particularly the third virtual camera control means 84) at a predetermined magnification and presents it as a part of the game image to be presented to the player (for example, see FIG. 5 or FIG. 6).

[0041] The output control means 72 executes control to output various game images, sounds, and the like generated by the game processing execution means 60 and the like to an output section (not shown) of the HMD 2 .

[0042] As shown in FIG. 4, the control unit 400 of the server 4 executes various programs and the like, thereby causing a game information management means 420 to function.

[0043] The game information management means 420 of the server 4 manages various information required for the progress of the game by the game device 1, and executes various processes. Specifically, for example, the game information management means 420 executes authentication of account information transmitted from the game device 1, delivery of game information in response to a download request of various game information from the game device 1, and the like.

[0044] Here, in this game, basic in-game processing is performed according to the positions and angles of the HMD 2 and controller 3 in real space, input operations, etc. However, as described above, if all in-game processing (for example, detailed control of object positions and angles, etc.) is performed according to the positions and angles of the HMD, controller, etc., the convenience and familiarity of the game may be impaired. In order to solve such problems, the auxiliary functions of the present system will be described with reference to Figures 5 and 6. Figures 5 and 6 are diagrams showing examples of images displayed on a game device constituting an information processing system according to an embodiment of the present disclosure.

[0045] The example in FIG. 5 shows a situation in which a player aims to attack an enemy character from a distance using a rifle. The player needs to aim at the enemy character, which appears small in the distance, while checking the auxiliary device D1 (scope) provided on the rifle, and press the attack button. It is difficult for a player to repeatedly perform such actions during a game, especially for a player who is not accustomed to games, and this may be one of the factors that makes the game less enjoyable. Game play environments similar to the situation in FIG. 5 have also been adopted in previous games, and for details of the specifications, please refer to the following non-patent document 1. [Non-Patent Document 1] "Former Special Forces Member Plays FPS on Backpack PC "VR One"! We Asked a Former Professional Warrior About Fighting and the Future of VR", [online], [Retrieved August 14, 2023], Internet (https: / / www.famitsu.com / news / 201709 / 07141308.html)

[0046] In contrast, the example of FIG. 6 shows a situation in which the player aims to attack an enemy character from a distance using a rifle, similar to the example of FIG. 5. However, in the example of FIG. 6, an image of the inside of the auxiliary device D2 (scope) is enlarged and displayed in the displayed game image. This allows the player to aim while checking the enlarged image, making it easier to attack the desired target. Note that, since the present system includes the third virtual camera control means 84 as described above, it is possible to easily enlarge only the portion of the image generated with the auxiliary device D2 as the base point. Furthermore, in the example of FIG. 6, the position of the eyes of the player character and the position of the auxiliary device D2 are fixed in close proximity. That is, in the example of FIG. 5, if the position of the part of the body that performs the action of supporting the rifle (the right hand in the case of a right-handed person) moves, the auxiliary device D1 itself moves. In contrast, in the example of FIG. 6, for example, if it is detected that the position of the controller 3 held by the player is near the HMD2 worn on the head, the position of the auxiliary device D2 remains fixed. Therefore, even if the position of the part of the body that performs the action of supporting the rifle (the right hand in the case of a right-handed person) moves slightly, the position of the auxiliary device D2 remains fixed, and it is easy to aim at the enemy character. By providing such functions, the present system can provide a more convenient game environment.

[0047] FIG. 7 is a flowchart showing an example of the flow of a scope fixing process executed by a game device constituting an information processing system according to an embodiment of the present disclosure.

[0048] In step S1, the controller information acquisition means 62 acquires controller information such as information regarding the pressing of various buttons on the controller 3, information regarding the position and angle of the controller 3 in real space, and information regarding the acceleration associated with changes in the position of the controller 3 in real space.

[0049] In step S2, the HMD information acquisition means 64 acquires HMD information such as information about the position and angle of the HMD 2 in real space, and information about acceleration accompanying changes in the position of the HMD 2 in real space.

[0050] In step S 3 , the character management means 66 manages the position and angle of the player character based on the controller information acquired by the controller information acquisition means 62 and the HMD information acquired by the HMD information acquisition means 64 .

[0051] In step S4, the condition determination means 68 determines, based on the controller information acquired by the controller information acquisition means 62 and the HMD information acquired by the HMD information acquisition means 64, whether or not the HMD 2 and the controller 3 are present within a predetermined distance. If the HMD 2 and the controller 3 are not within the predetermined distance, the condition determination means 68 determines that step S4 is NO, and the process returns to step S1. On the other hand, if the HMD 2 and the controller 3 are present within the predetermined distance, the condition determination means 68 determines step S4 as YES, and the process proceeds to step S5.

[0052] In step S5, if the condition determination means 68 determines that the HMD 2 and the controller 3 are within a predetermined distance, it executes a restriction process for fixing the position of the scope of the weapon equipped by the player character, thereby completing the scope fixing process.

[0053] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the above-described embodiment, and modifications and improvements within the scope that can achieve the object of the present disclosure are included in the present disclosure.

[0054] [Other embodiments] In the above embodiment, the system employs the condition that the HMD 2 and the controller 3 are within a predetermined distance as the condition for executing the restriction process, but this is not limited thereto. The system may employ any other condition as the condition for executing the restriction process. Furthermore, for example, the present system may change the length of the predetermined distance, which is a condition for executing the restriction process, depending on the type of object (for example, weapon) in the game. Furthermore, the system may change various conditions, such as the length, angle, and positional relationship of the predetermined distance, which are conditions for executing the limiting process, depending on the dominant hand of the player.

[0055] In the above embodiment, the present system employs a process of fixing the position of the scope for aiming the weapon equipped by the player character or the hand holding the scope as the limiting process, but this is not limited thereto. The present system may employ any other process as the limiting process.

[0056] In the above embodiment, the object that is the target of the restriction process is described as being a rifle, but this is not limited thereto. The object that is the target of the restriction process may be any weapon or item that requires an aiming operation, not limited to a rifle.

[0057] Furthermore, although only a brief explanation has been given in the above-described embodiment, the virtual camera control means in this system (first virtual camera control means 80, second virtual camera control means 82, third virtual camera control means 84) may each generate game images with different resolutions or magnifications, or may apply filters, etc. (for example, they may generate images similar to those of an infrared camera).

[0058] Although not described in the above embodiment, the virtual camera control means (first virtual camera control means 80, second virtual camera control means 82, third virtual camera control means 84) in this system may generate game images constantly during the game, but constantly generating game images with three virtual cameras increases the processing load. Therefore, for example, the virtual camera by the third virtual camera control means 84 in particular may have a function to generate game images with normal resolution when the restriction process is being executed (when the scope is fixed to the character's head), and to significantly lower the resolution of the generated game images in other game situations, thereby reducing the processing load. It should be noted that the normal resolution means, for example, the resolution of a game image generated by the first virtual camera or the second virtual camera during normal game execution.

[0059] Furthermore, the virtual camera control means in this system (first virtual camera control means 80, second virtual camera control means 82, third virtual camera control means 84) may perform various image processing such as contrast adjustment, brightness adjustment, color change, enlargement or reduction on the generated game image depending on the progress of the game or the player's input operation.

[0060] In the above embodiment, the present system has been described as generating a game image to be presented to a player based on a game image generated by the first virtual camera control means 80 or the second virtual camera control means 82, but is not limited thereto. For example, the present system may employ a fourth virtual camera control means based on the viewpoints of both eyes, and generate a game image to be presented to a player based on a game image generated based on the fourth virtual camera control means.

[0061] In addition, although not described in the above embodiment, the present system (particularly the condition determination means 68) may have a function of canceling the restriction process being executed when the HMD 2 and the controller 3 are again separated by a certain distance or more after determining that a certain condition is satisfied and executing the restriction process.

[0062] Also, although not described in the above embodiment, the game may be executed by any hardware (e.g., game device 1), such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.

[0063] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action game, simulation game, sports game, card game, battle royale (symmetric type, asymmetric type), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.

[0064] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 4 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 4, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 4, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.

[0065] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0066] Furthermore, when the series of processes is executed by software, the program constituting the software is installed in a computer or the like from a network or a recording medium.

[0067] The computer may be a computer built into dedicated hardware, or a computer capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0068] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.

[0069] In this specification, the steps of describing the program to be recorded on the recording medium may be executed in parallel or individually, as well as in chronological order. Also, some of the steps described in the above embodiment may be omitted.

[0070] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.

[0071] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.

[0072] To summarize the above, the program to which the present disclosure is applied can take various forms having the following configurations. Computer, Acquiring means for acquiring position information relating to the position of an input device related to the game (e.g., controller information acquiring means 62); A management means (e.g., a character management means 66) for managing the position and angle of a predetermined object in the virtual space of the game according to the position information; An execution means (e.g., a condition determination means 68) that executes a restriction process regarding a position or angle of the object when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a first predetermined condition; Any program that functions as such will suffice.

[0073] That is, the controller information acquiring means 62 functions as an acquiring means. The character management means 66 functions as a management means. The condition determination means 68 functions as an execution means. The virtual camera control means 70 functions as a presentation means.

[0074] This allows the player to easily enjoy the game while performing input operations in a highly immersive state. [Explanation of symbols]

[0075] 1. Game device 11 Control section 60 Game processing execution means 62 Controller information acquisition means 64 HMD information acquisition means 66 Character Management Methods 68 Condition determination means 70 Virtual camera control means 80 First virtual camera control means 82 second virtual camera control means 84 Third virtual camera control means 72 Output control means 2 HMD 3. Controller 4 Server 400 Control section 420 Game information management means

Claims

1. Computer, An acquisition means for acquiring position information relating to a position of an input device related to a game; a management means for managing a position and an angle of a predetermined object in a virtual space of the game in accordance with the position information; an execution means for executing a restriction process regarding a position or an angle of the object when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; A program that functions as a

2. the execution means executes the restriction process of fixing the object to a head position of the game character; The program according to claim 1.

3. and further functioning as a presentation means for presenting an image generated with a virtual camera installed on the object as a base point as a part of a game image of the game. The program according to claim 1.

4. the presentation means changes a resolution of an image generated with the virtual camera as a base point between a case where the execution means is executing the restriction process and a case where the execution means is not executing the restriction process. The program according to claim 3.

5. the presentation means performs a predetermined image processing on an image generated with the virtual camera as a base point in accordance with a situation of the game. The program according to claim 3.

6. the execution means releases the restriction process when a predetermined second condition is satisfied with respect to a distance or a positional relationship between the input device and the wearable device after the first condition is satisfied. The program according to claim 1.

7. 1. A computer-implemented information processing method, comprising: An acquisition step of acquiring position information relating to a position of an input device related to the game; a management step of managing a position and an angle of a predetermined object in a virtual space of the game according to the position information; an execution step of executing a restriction process regarding a position or an angle of the object when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; An information processing method comprising:

8. An input device for the game; An information processing system including a wearable device for the game, an acquisition means for acquiring position information relating to a position of the input device; a management means for managing a position and an angle of a predetermined object in a virtual space of the game in accordance with the position information; an execution means for executing a restriction process regarding a position or an angle of the object when a distance or a positional relationship between the input device and the wearable device satisfies a predetermined first condition; An information processing system comprising:

Citation Information

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