Program and system
The program addresses the challenge of prioritizing avatar operation over user viewing by allowing the avatar to face the virtual camera when no user input is detected, resulting in an improved user experience with enhanced avatar appeal.
Patent Information
- Application Number
- JP2023166418
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-27
- Publication Date
- 2025-04-09
- Estimated Expiration
- 2043-09-27
AI Technical Summary
Existing techniques for displaying avatars in virtual environments prioritize avatar operation over user viewing, making it difficult to fully convey the appeal of avatars to users.
A program that operates a first object in a virtual space according to user input and displays its image captured by a virtual camera, with the object facing the camera when no user input is detected, allowing the camera to remain stationary and capture images without movement.
This solution enables users to easily view objects operated by them, enhancing the perception of avatar appeal by maintaining a focused and attractive display without the need for continuous user interaction.
Smart Images

Figure 2025056898000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] In recent years, content (e.g., VR, games) in which an avatar, which is an alter-ego of a user, moves on a field is becoming popular. In addition, with the improvement of computer processing power, highly attractive avatars are appearing one after another. Therefore, in order to make the user feel the appeal of the avatar, a technique is known that changes the position and angle of view of a virtual camera in accordance with the avatar's movements (see, for example, Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5622447 [Patent Document 2] Patent No. 5800473 Summary of the Invention [Problem to be solved by the invention]
[0004] However, while the avatar is in motion, the user is less likely to pay attention to appreciating the avatar because the avatar's operation takes priority. Therefore, it is difficult to say that the techniques of Patent Documents 1 and 2 adequately convey the appeal of the avatar to the user.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a program that allows a user to easily appreciate an object that is operated by the user. [Means for solving the problem]
[0006] In order to solve the above problem, the program of the present invention causes a computer to function as an operating means for operating a first object placed in a virtual space in accordance with a user's operation, and a display means for displaying an image of the first object in the virtual space captured by a virtual camera, wherein the operating means operates the first object so that the front of the first object faces the front of the virtual camera without requiring operation from the user when no operation from the user is input for a predetermined period of time, and the display means displays the captured image of the first object facing forward in the virtual space without moving the virtual camera in a particular direction. Effect of the Invention
[0007] According to the present invention, it is possible to obtain a program that allows a user to easily appreciate an object that is operated by the user. [Brief description of the drawings]
[0008] [Figure 1] 1 is a diagram showing an overview of a system according to an embodiment of the present invention; [Diagram 2] FIG. 2 is a hardware configuration diagram of a user terminal. [Diagram 3] FIG. 1 is a diagram conceptually illustrating one aspect of a virtual space. [Figure 4] 1 is a diagram showing a YZ cross section of a field of view in a virtual space as viewed from an X direction. [Diagram 5] 1 is a diagram showing an XZ cross section of a field of view in a virtual space as viewed from the Y direction. [Figure 6] FIG. 2 is a functional block diagram of a user terminal according to the first embodiment. [Figure 7] FIG. 2 is a diagram showing the positional relationship between an avatar and a virtual camera. [Figure 8] 13 is a flowchart of a screen display process. [Figure 9] 13 is an example of a screen displayed on a monitor in a screen display process. [Figure 10] FIG. 11 is a functional block diagram of a user terminal according to the second embodiment. [Figure 11]1 shows an example of a screen (A) and a screenshot image (B) displayed on a monitor during screen display processing. [Figure 12] FIG. 11 is a functional block diagram of a user terminal according to the third embodiment. [Figure 13] 13 is an example of a screen displayed on a monitor in a screen display process. [Figure 14] FIG. 2 is a diagram showing the positional relationship between an avatar and an enemy character. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The system 1 according to the embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention is embodied, and the scope of the present invention is not limited to the scope of the embodiment. Therefore, the present invention can be implemented by making various modifications to the embodiment. In addition, the following embodiments and modifications can be combined in any combination without departing from the spirit of the present invention.
[0010] [System 1 Overview] FIG. 1 is a diagram showing an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a server 10 and user terminals 20A, 20B, and 20C (hereinafter, these may be collectively referred to as "user terminals 20"). Although three user terminals 20 are illustrated in FIG. 1, examples of the user terminals 20 included in the system 1 are not limited to these. The server 10 and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. A specific example of the communication network 2 is not particularly limited, and may be, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.
[0011] The system 1 realizes, for example, a virtual space in which users of multiple user terminals 20A, 20B, and 20C communicate with each other via avatars. The system 1 also realizes, for example, a game on the user terminal 20. More specifically, the system 1 realizes a game in which an avatar operates on a field (an example of a virtual space). As an example, the game may be an online game realized by mutual communication between a server 10 and multiple user terminals 20A, 20B, and 20C. As another example, the game may be an offline game executed by only one user terminal 20. In the case of an offline game, the server 10 may be omitted.
[0012] [Server 10 configuration] The server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As one example, the server 10 providing a virtual space synchronizes the virtual space data of each of the multiple user terminals 20. As another example, the server 10 providing an online game synchronizes the game data (for example, avatars, enemy characters, field conditions) of each of the multiple user terminals 20.
[0013] [Configuration of user terminal 20] The user terminal 20 is realized, for example, as an HMD set, a tablet terminal, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described as shown in FIG.
[0014] Fig. 2 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 2, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, and an operation device 42 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.
[0015] The processor 21 realizes the processes described below by executing a series of instructions included in a terminal program 23P stored in the memory 22 or the storage 23. The processor 21 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.
[0016] The memory 22 temporarily holds the terminal program 23P and data. The terminal program 23P is loaded, for example, from the storage 23. The data includes data input to the user terminal 20 and data generated by the processor 21. For example, the memory 22 is realized as a RAM (Random Access Memory) or other volatile memory.
[0017] The storage 23 permanently holds the terminal program 23P and data. The storage 23 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 23 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 23 may be connected to the user terminal 20 as an external storage device instead of being built into the user terminal 20. With this configuration, for example, in a scene where a plurality of user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the terminal program 23P and data.
[0018] The communication interface 25 communicates with other devices (e.g., the server 10) connected to the communication network 2. The communication interface 25 is realized as, for example, a wired communication interface such as a Local Area Network (LAN) or a wireless communication interface such as Wireless Fidelity (Wi-Fi), Bluetooth (registered trademark), or Near Field Communication (NFC).
[0019] The monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1 for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing the monitor 31. The camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and captures an image of the surroundings.
[0020] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it to the computer 26. The speaker 36 converts the audio signal output from the computer 26 into voice and outputs it to the user. Note that the user terminal 20 may include an earphone instead of the speaker 36.
[0021] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0022] The operation device 42 accepts input (operation) of commands by the user to the user terminal 20. The operation device 42 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. That is, the monitor 31 according to this embodiment is a touch panel type display unit. As another example, the user terminal 20 may include, as the operation device 42, a controller equipped with buttons, an operation stick, and the like.
[0023] The touch operation is a general term for various operations (e.g., tap operation, swipe operation, flick operation, pinch-in operation, pinch-out operation) in which a touch member is used to touch the touch panel superimposed on the monitor 31. In the following, a user's finger will be described as a specific example of a touch member, but a touch pen or the like may also be used. Touch operations on a touch panel are already well known, so a detailed description will be omitted, but examples of the operations include the following:
[0024] [Overview of Virtual Space 90] Fig. 3 is a diagram conceptually illustrating one aspect of virtual space 90. Fig. 4 is a diagram illustrating a YZ cross section of a viewing area 94 in virtual space 90 as viewed from the X direction. Fig. 5 is a diagram illustrating an XZ cross section of a viewing area 94 in virtual space 90 as viewed from the Y direction.
[0025] As shown in Fig. 3, the virtual space 90 has a celestial sphere-like structure covering the entire 360-degree direction from the center C. In Fig. 3, in order to avoid complicating the explanation, the celestial sphere in the upper half of the virtual space 90 is illustrated as an example. Meshes are defined in the virtual space 90. The position of each mesh is defined in advance as a coordinate value in an XYZ coordinate system, which is a global coordinate system defined in the virtual space 90. Each partial image constituting a panoramic image 91 (still image, video, etc.) that can be deployed in the virtual space 90 is associated with a corresponding mesh in the virtual space 90.
[0026] For example, in the virtual space 90, an XYZ coordinate system is defined with the center C as the origin. The XYZ coordinate system is, for example, parallel to the real coordinate system. The horizontal direction, vertical direction (up-down direction), and front-back direction in the XYZ coordinate system are defined as the X-axis, Y-axis, and Z-axis, respectively. Therefore, the X-axis (horizontal direction) of the XYZ coordinate system is parallel to the x-axis of the real coordinate system, the Y-axis (vertical direction) of the XYZ coordinate system is parallel to the y-axis of the real coordinate system, and the Z-axis (front-back direction) of the XYZ coordinate system is parallel to the z-axis of the real coordinate system.
[0027] A virtual camera 92 associated with the user terminal 20 is placed in the virtual space 90. The position of the virtual camera 92 in the virtual space 90 corresponds to the user's viewpoint in the virtual space 90. The orientation of the virtual camera 92 corresponds to the user's line of sight (reference line of sight 93) in the virtual space 90. The processor 21 then determines a viewing area 94 (angle of view of the virtual camera 92) in the virtual space 90 based on the position and orientation of the virtual camera 92.
[0028] As shown in Fig. 4, the field of view 94 includes an area 95 in the YZ cross section. The area 95 is a range of a polar angle α centered on the reference line of sight 93 in a vertical cross section (YZ cross section) including the reference line of sight 93 in the virtual space 90. As shown in Fig. 5, the field of view 94 includes an area 96 in the XZ cross section. The area 96 is a range of an azimuth angle β centered on the reference line of sight 93 in a horizontal cross section (XZ cross section) including the reference line of sight 93 in the virtual space 90.
[0029] Processor 21 generates (extracts) a partial image included in field of view 94 of panoramic image 91 deployed in virtual space 90 as virtual space image 97 captured by virtual camera 92. Then, processor 21 displays the generated virtual space image 97 on monitor 31. That is, field of view 94 corresponds to the user's field of view in virtual space 90. Furthermore, field of view 94 moves in response to changes in the position and orientation of virtual camera 92 in virtual space 90, and virtual space image 97 displayed on monitor 31 is updated. That is, the user's field of view moves.
[0030] For example, the processor 21 moves the virtual camera 92 in the virtual space 90 in conjunction with a user's operation received by the operation device 42. The processor 21 also changes the orientation of the virtual camera 92 (i.e., the reference line of sight 93) in conjunction with the movement of the user terminal 20 detected by the motion sensor 41 (e.g., rotation around three mutually perpendicular axes). Furthermore, the processor 21 causes the monitor 31 to display a virtual space image 97 captured by the virtual camera 92 after the position and orientation have been changed.
[0031] [First embodiment] [Functional block diagram of user terminal 20] Fig. 6 is a functional block diagram of the user terminal 20 according to the first embodiment. Fig. 7 is a diagram showing the positional relationship between the avatar A and the virtual camera 92. As shown in Fig. 6, the terminal program 23P loaded into the memory 22 causes the processor 21 to function as a definition means 210, an avatar operation means 220 (operation means), a camera movement means 230 (movement means), and a display means 240 (output means).
[0032] The definition means 210 defines the virtual space 90. More specifically, the definition means 210 expands virtual space data indicating the virtual space 90 in the memory 22. The virtual space data indicates, for example, a panoramic image 91 and shapes and positions of basic objects (for example, buildings, plants) to be placed in the virtual space 90. The virtual space data may also include BGM data indicating BGM for the virtual space 90. The virtual space data may be downloaded in advance from the server 10 and stored in the storage 23, or may be downloaded from the server 10 when the virtual space 90 is defined. A specific process for defining the virtual space 90 is already well known, and therefore a detailed description thereof will be omitted. The process executed by the definition means 210 is an example of a definition step.
[0033] The avatar operation means 220 places avatar A, which is operated by the user of the user terminal 20, in the virtual space 90. Furthermore, the avatar operation means 220 moves the avatar A placed in the virtual space 90 in accordance with the user's operation on the user terminal 20. As one example, the avatar operation means 220 moves the avatar A, makes the avatar A perform, makes the avatar A pose, and makes the avatar A attack enemy characters 86 to 88 in accordance with the user's operation on the operation device 42. As another example, the avatar operation means 220 makes the avatar A speak in accordance with voice input to the microphone 35. The process executed by the avatar operation means 220 is an example of an avatar operation step.
[0034] An avatar is, for example, a 3D object having a three-dimensional shape with three-dimensional coordinates. An avatar is an example of a first object that is an alter ego of a user operating in the virtual space 90. However, specific examples of the first object are not limited to human-shaped avatars, and may be animals, monsters, robots, vehicles (for example, automobiles, ships, aircraft, spaceships), etc. The performance of avatar A refers to making avatar A move in a predetermined pattern, such as jumping, raising hands, dancing, etc. The pose of avatar A refers to making avatar A stand still in a predetermined posture, such as sitting or lying down.
[0035] Furthermore, when no user operation is input to the user terminal 20 for a predetermined continuous period of time, the avatar operation means 220 operates the avatar A so that the front of the avatar A faces the front of the virtual camera 92 (hereinafter, this may be referred to as "facing forward") without the need for user operation, as shown in FIG. 7(B). That is, the avatar operation means 220 rotates the avatar A on the spot (rotates around an axis in the up-down direction) as shown in FIG. 7(A) and FIG. 7(B). Furthermore, the avatar operation means 220 may cause the avatar A facing the virtual camera 92 to perform a predetermined performance (for example, FIG. 9(B)), take a predetermined pose (for example, FIG. 9(C)), or speak.
[0036] The camera moving means 230 moves the virtual camera 92 within the virtual space 90 so that avatar A enters the field of view 94. More specifically, the camera moving means 230 moves the virtual camera 92 up and down, forward and backward, and left and right within the virtual space 90. The camera moving means 230 also rotates the virtual camera 92 around three axes (yaw axis, pitch axis, and roll axis). The process executed by the camera moving means 230 is an example of a camera movement step.
[0037] The camera moving means 230 is configured to be able to switch between a first mode and a second mode as an image capture mode of the avatar A by the virtual camera 92. More specifically, the camera moving means 230 switches from the first mode to the second mode when no operation is input to the user terminal 20 for a predetermined continuous period of time. In addition, the camera moving means 230 switches from the second mode to the first mode when an operation is input to the user terminal 20 during the second mode.
[0038] The camera movement means 230 in the first mode is a mode in which the virtual camera 92 is placed at a first position P1 overlooking the avatar A so as to include an area including the moving direction of the avatar A in the virtual space 90 (for example, the arrow indicating the moving direction in FIG. 9(A)). As shown in FIG. 7(A), the first position P1 is a position diagonally above the avatar A (typically, above and behind). The first position P1 is a position where the distance L1 and the pitch angle (depression angle) θ1 from the avatar A are fixed. That is, when the avatar A moves in the virtual space 90, the first position P1 moves to a position that is a predetermined distance L1 and pitch angle θ1 from the avatar A after the movement.
[0039] Therefore, the first mode camera moving means 230 moves the virtual camera 92 (places it at a new first position P1) in accordance with the movement of the avatar A in the virtual space 90. That is, the first mode camera moving means 230 moves the virtual camera 92 so as to maintain the relative position between the avatar A and the virtual camera 92. Note that "following the movement of the avatar A" does not necessarily mean that the relative position between the avatar A and the virtual camera 92 is completely fixed. That is, when the moving speed or moving direction of the avatar A suddenly changes, the virtual camera 92 may move to the new first position P1 with a slight delay.
[0040] The camera moving means 230 in the second mode is a mode in which the virtual camera 92 is placed at a second position P2 where the avatar A is imaged in a larger scale than in the first mode. As shown in FIG. 7(B), the second position P2 is a position lower than the first position P1 and closer to the avatar A than the first position P1. The second position P2 is a position on a vertical plane X that includes the avatar A and the first position P1. Furthermore, the second position P2 is a position where the distance L2 from the avatar A and the pitch angle θ2 (not shown) are fixed. Note that L1>L2. Typically, θ2=0°.
[0041] When the first mode is switched to the second mode, the camera moving means 230 moves the virtual camera 92 from the first position P1 to the second position P2. That is, the camera moving means 230 moves the virtual camera 92 downward on the vertical plane X in a direction approaching the avatar A. On the other hand, when the second mode is switched to the first mode, the camera moving means 230 moves the virtual camera 92 from the second position P2 to the first position P1. That is, the camera moving means 230 moves the virtual camera 92 upward on the vertical plane X in a direction moving away from the avatar A.
[0042] On the other hand, the camera moving means 230 does not move the virtual camera 92 in the left-right direction (direction away from the vertical plane X) when moving from one of the first position P1 and the second position P2 to the other. In other words, the position of the virtual camera 92 in the left-right direction is fixed when moving from one of the first position P1 and the second position P2 to the other. Also, instead of moving the virtual camera 92 in a direction approaching (or moving away from) the avatar A, the camera moving means 230 may zoom in (or zoom out) the virtual camera 92.
[0043] That is, the first position P1 is a position where the virtual camera 92 captures an image of the virtual space 90 in which the avatar A is located at a reduced size (wide angle) compared to the second position P2. On the other hand, the second position P2 is a position where the virtual camera 92 captures an image of the virtual space 90 in which the avatar A is located at a enlarged size compared to the first position P1. In addition, the virtual camera 92 does not move in a specific direction (left and right direction in this embodiment) in the process of moving from one of the first position P1 and the second position P2 to the other.
[0044] The display means 240 causes the virtual camera 92 to capture an image of avatar A in the virtual space 90, generating a virtual space image 97. Then, the display means 240 causes the generated virtual space image 97 to be displayed on the monitor 31. Then, the display means 240 repeats the process at a predetermined frame rate (e.g., 120 fps), whereby a video (moving image) captured of the virtual space 90 by the virtual camera 92 is displayed on the monitor 31. The process executed by the display means 240 is an example of a display step.
[0045] Furthermore, the display means 240 displays UI objects superimposed on the virtual space image 97. The UI objects include an output object that notifies the user of the state of avatar A, and an input object that accepts a user operation (for example, displaying a detailed screen). For example, as shown in Fig. 9(A), the UI objects include a minimap 81 that shows a map of the surroundings of avatar A, a vitality gauge 82 that shows the remaining vitality of avatar A, and a menu icon 83 that instructs the display of a menu screen. However, specific examples of UI objects are not limited to the above-mentioned examples.
[0046] Then, the display means 240 displays the UI objects when the camera movement means 230 is in the first mode (i.e., the virtual camera 92 is at the first position P1). On the other hand, the display means 240 hides the UI objects when the camera movement means 230 is in the second mode (i.e., the virtual camera 92 is at the second position P2). Furthermore, the display means 240 may frame out the UI objects to the outside of the monitor 31 (for example, the mini map 81 in FIG. 9(A) to the right, the vitality gauge 82 to the lower side, and the menu icon 83 to the upper side) when the camera movement means 230 is switched from the first mode to the second mode.
[0047] [Screen display processing] Fig. 8 is a flowchart of the screen display process. Fig. 9 is an example of a screen displayed on the monitor 31 in the screen display process. The processor 21 of the user terminal 20 executes the screen display process while a game or VR application is being executed (in other words, while the definition means 210 is expanding the virtual space data in the memory 22). At the start of the screen display process, the camera moving means 230 is in the first mode (the virtual camera 92 is at the first position P1).
[0048] First, when a motion instruction operation for instructing a motion (typically, movement) of avatar A is input to operation device 42 (S11: Yes), avatar motion means 220 moves avatar A in virtual space 90 in accordance with the operation (S12). Furthermore, first mode camera movement means 230 moves virtual camera 92 to a new first position P1 following the motion of avatar A (S13).
[0049] Next, the display means 240 causes the virtual camera 92, which has moved to the new first position P1, to capture an image of the avatar A, and generates a virtual space image 97. Then, the display means 240 causes the generated virtual space image 97 to be displayed on the monitor 31 together with the UI objects 81 to 83 (S14). As a result, as shown in FIG. 9(A), the virtual space image 97 captured by looking down from above and behind the avatar A moving in the moving direction indicated by the arrow is displayed on the monitor 31. Then, the processes of steps S11 to S14 are repeatedly executed, whereby the avatar A can be made to act (for example, progress in a game) within the virtual space 90.
[0050] On the other hand, when no operation instruction operation is continuously input to the operation device 42 for a predetermined time (for example, 60 seconds) (S11: No & S15: Yes), the camera moving means 230 moves the virtual camera 92 from the first position P1 to the second position P2 without moving it in the left-right direction (S16), as shown in FIG. 7(B). That is, the camera moving means 230 switches from the first mode to the second mode. Also, the avatar operating means 220 operates the avatar A so that the front of the avatar A faces the front of the virtual camera 92 at the second position P2, as shown in FIG. 7(B) (S17). Note that the operation at this time does not require the user's operation on the operation device 42. Next, the display means 240 causes the virtual camera 92 moved to the second position P2 to capture the operation of the avatar A facing forward in the virtual space 90, and generates a virtual space image 97. Then, the display means 240 displays the virtual space image 97 on the monitor 31, as shown in FIG. 9(B), and hides the UI objects 81 to 83 (S18).
[0051] Note that the switching of the screen display from Fig. 9(A) to Fig. 9(B) is not limited to being performed instantaneously. That is, images of the avatar A facing the virtual camera 92 (i.e., looking back) may be continuously captured while the virtual camera 92 moves from the first position P1 to the second position P2, and the images may be displayed sequentially on the monitor 31. As a result, a video (moving image) changing from Fig. 9(A) to Fig. 9(B) is displayed on the monitor 31. Also, the display means 240 may frame out the UI objects 81 to 83 to the outside of the monitor 31 during the change from Fig. 9(A) to Fig. 9(B).
[0052] Furthermore, the avatar operation means 220 causes avatar A, facing the virtual camera 92 at the second position P2, to perform a predetermined performance (e.g., dance as shown in FIG. 9(B)), assume a predetermined pose (e.g., sit as shown in FIG. 9(C)), and speak (S19). The performance and pose are displayed on the monitor 31 by the display means 240. The voice of avatar A is output from the speaker 36. Note that some or all of the performance, pose, and speech by avatar A may be omitted.
[0053] The screen of Fig. 9(B) or Fig. 9(C) continues to be displayed until an operation instruction operation is input to the operation device 42. When an operation instruction operation is input to the operation device 42 with the virtual camera 92 disposed at the second position P2 (S11: Yes), the processor 21 executes the processing of steps S12 to S14. That is, the avatar operation means 220 returns the avatar A to the posture it had immediately before executing step S17, the camera movement means 230 moves the virtual camera 92 from the second position P2 to the first position P1 (switching from the second mode to the first mode), and the display means 240 displays the UI objects 81 to 83. As a result, the screen displayed on the monitor 31 returns from Fig. 9(B) or Fig. 9(C) to Fig. 9(A).
[0054] Then, processor 21 repeatedly executes the processes of steps S11 to S19 until Avatar A's activity (e.g., game progress) in virtual space 90 ends (S20: No). When Avatar A's activity in virtual space 90 ends (S20: Yes), processor 21 ends the screen display process.
[0055] [Effects of the first embodiment] According to the first embodiment, when the user is not operating the operation device 42, the avatar A is operated so that the front of the avatar A faces the front of the virtual camera 92 at the second position P2 without the need for user operation. This allows a user who is not concentrating on operating the avatar A to fully appreciate the appeal of the avatar A.
[0056] Note that "the front of avatar A faces the front of virtual camera 92" is not limited to avatar A facing strictly straight ahead in relation to the front of virtual camera 92. In other words, taking a human-shaped avatar A as an example, it is sufficient that the face of avatar A (the surface with the eyes, nose, and mouth) faces the virtual camera 92, and it may include a posture that makes avatar A look most attractive, such as facing diagonally, looking up, tilting the head, etc. Also, for animals, monsters, robots, and vehicles, it is sufficient that the front is preset according to the characteristics of the character.
[0057] Furthermore, by fixing the horizontal position of the virtual camera 92 when moving the virtual camera 92 from the first position P1 to the second position P2, the background of the avatar A does not change significantly. This is advantageous, for example, when taking a screenshot of the avatar A with the current background. It is also possible to prevent the user from losing track of the direction in which the avatar A is moving. Furthermore, by enlarging the virtual camera 92 to capture the image of the avatar A facing the user (i.e., by bringing the virtual camera 92 closer), the charm of the avatar A can be fully brought out.
[0058] Furthermore, according to the above embodiment, when the operation instruction operation on the operation device 42 is resumed, the virtual camera 92 can be returned from the second position P2 to the first position P1, thereby returning the angle of view to one suitable for operating the avatar A.
[0059] Furthermore, according to the above embodiment, the UI objects 81 to 83 are hidden as the virtual camera 92 moves from the first position P1 to the second position P2. This makes it possible to obtain an image that does not include the UI objects 81 to 83 (i.e., only the background and avatar A) when a screenshot of the screen is obtained using a function installed in the user terminal 20 itself.
[0060] Furthermore, according to the above embodiment, avatar A performs a performance, poses, and speaks as virtual camera 92 moves from first position P1 to second position P2. This makes it possible to further enhance the appeal of avatar A. Note that the content of the performance, pose, and speech may be predetermined, may be selected by the user, or may be random.
[0061] [Second embodiment] The processing of the user terminal 20 according to the second embodiment will be described with reference to Figs. 10 and 11. Fig. 10 is a functional block diagram of the user terminal 20 according to the second embodiment. Fig. 11 shows an example screen (A) and a screenshot image 85 (B) displayed on the monitor 31 in the screen display processing. Note that a detailed description of the points in common with the first embodiment will be omitted, and the following description will focus on the points of difference. The terminal program 23P according to the second embodiment differs from the first embodiment in that it causes the processor 21 to further function as a recording means 250.
[0062] 8, the display means 240 according to the second embodiment causes a screenshot icon 84 to be superimposed on the virtual space image 97 and displayed on the monitor 31. The screenshot icon 84 is an icon for encouraging the virtual space image 97 captured by the virtual camera 92 to be recorded as a screenshot image 85. The display means 240 according to the second embodiment may also cause the UI objects 81 to 83 to be superimposed on the virtual space image 97 and displayed on the monitor 31.
[0063] When the screenshot icon 84 displayed on the monitor 31 is tapped, the recording means 250 acquires the latest virtual space image 97 captured by the virtual camera 92 as a screenshot image 85. Then, the recording means 250 may record the acquired screenshot image 85 in the storage 23, or may upload it to the server 10. Note that, as shown in FIG. 10(B), the screenshot image 85 acquired by the recording means 250 does not include the UI objects 81-83 and the screenshot icon 84. That is, the recording means 250 acquires, as the screenshot image 85, the virtual space image 97 before the UI objects 81-83 and the screenshot icon 84 are superimposed.
[0064] As in the second embodiment, when a screenshot is acquired by a function of the terminal program 23P, rather than a function of the user terminal 20 itself, it is not necessary to hide the UI objects 81-83. This makes it possible to acquire a screenshot image 85 that does not include the UI objects 81-83, and allows the user to recognize the state of avatar A. However, even in the second embodiment, when avatar A is facing directly toward the virtual camera 92 at the second position P2, the UI objects 81-83 may be hidden.
[0065] [Third embodiment] The processing of the user terminal 20 according to the third embodiment will be described with reference to Figs. 12 to 14. Fig. 12 is a functional block diagram of the user terminal 20 according to the third embodiment. Fig. 13 is an example of a screen displayed on the monitor 31 in the screen display processing. Fig. 14 is a diagram showing the positional relationship between the avatar A and enemy characters 86 to 88. Note that a detailed description of the points in common with the first embodiment will be omitted, and the following description will focus on the points of difference. The terminal program 23P according to the third embodiment differs from the first embodiment in that it causes the processor 21 to further function as enemy character control means 260 (object control means).
[0066] The enemy character control means 260 controls the actions (e.g., movement, attack) of enemy characters 86, 87, 88 (examples of second objects) arranged in the virtual space 90. More specifically, the enemy character control means 260 moves the enemy characters 86 to 88 in a predetermined pattern within the virtual space 90. Also, as shown in FIG. 14(A), the enemy character control means 260 attacks the avatar A that has entered a virtual circle (indicated by a dashed line in FIG. 14) with the enemy character 86 at its center (i.e., that has approached within a predetermined distance). An attack includes, for example, a physical attack, a magical attack, and restrictions on actions.
[0067] As shown in FIG. 13, the enemy character control means 260 according to the third embodiment makes the enemy character 86 attack the avatar A that approaches within a predetermined distance, regardless of whether the virtual camera 92 is at the first position P1 or the second position P2. Also, the avatar operation means 220 can make the avatar A attack the enemy character 86 according to the user's operation on the operation device 42, as shown in FIG. 13(A). That is, the terminal program 23P according to the third embodiment realizes a game in which the avatar A defeats the enemy characters 86 to 88 in the virtual space 90 (field). Furthermore, when the enemy character 86 is included in the viewing area 94 (angle of view) of the virtual camera 92, a virtual space image 97 including the enemy character 86 is displayed on the monitor 31 by the display means 240, as shown in FIG. 13.
[0068] On the other hand, the camera moving means 230 according to the third embodiment moves the virtual camera 92 from the second position P2 to the first position P1 (i.e., the camera moving means 230 is in the first mode) when the avatar A is attacked by the enemy character 86 in a state in which the virtual camera 92 is located at the second position P2 (i.e., the camera moving means 230 is in the second mode) as shown in Fig. 13(B). Also, the avatar operating means 220 may cause the avatar A to face the attacking enemy character 86 as shown in Fig. 13(A).
[0069] According to the third embodiment, when avatar A is attacked by the enemy character 86, the display mode is switched to one that makes it easier for the avatar A to counterattack the enemy character 86. This makes it possible to prevent the avatar A from receiving more damage than necessary from the enemy character 86, compared to a case in which the virtual camera 92 is continuously positioned at the second position P2.
[0070] An attack on avatar A is an example of a "specific action" of the enemy character 86. However, specific examples of specific actions are not limited to attacks. Other examples of specific actions of the enemy character 86 against avatar A include searching for the enemy, recovering physical strength, calling in allies (other enemy characters), restricting actions (putting the enemy in a so-called stunned state), etc. The same applies to the following modified example 1.
[0071] [Variation 1] As a first modified example of the third embodiment, the enemy character control means 260 may cause the enemy character 86 to attack the avatar A when the virtual camera 92 is at a first position P1, as shown in Fig. 13(A). On the other hand, the enemy character control means 260 may cause the enemy character 86 to stop attacking the avatar A when the virtual camera 92 is at a second position P2, as shown in Fig. 13(B). This allows the user to view the avatar A without being hindered by attacks from the enemy character 86.
[0072] [Variation 2] As a second modification of the third embodiment, when no operation instruction operation is continuously input to the user terminal 20 for a predetermined time and the enemy characters 86-88 are not positioned within a predetermined distance from the avatar A (FIG. 14(B)), the camera moving means 230 may move the virtual camera 92 from the first position P1 to the second position P2, and the avatar operating means 220 may cause the avatar A to face the virtual camera 92 at the second position P2. This allows priority to be given to viewing the avatar A when there is a low possibility of an attack from the enemy characters 86-88.
[0073] On the other hand, when no operation instruction operation is input to the user terminal 20 for a predetermined continuous time period and an enemy character 86 is positioned at a predetermined distance from avatar A (FIG. 14(A)), the camera moving means 230 may not move the virtual camera 92 from the first position P1 to the second position P2, and the avatar operating means 220 may not cause avatar A to face the virtual camera 92. This allows battle preparation to be given priority when there is a high possibility of an attack from the enemy character 86.
[0074] [Other variations] As another variation, the system 1 may provide a solo play type game in which a user of one user terminal 20 plays alone, and a multiplayer type game in which users of multiple user terminals 20A, 20B, and 20C cooperate or compete with each other. Then, when a solo play type game is being executed on the user terminal 20, if an operation instruction operation to the user terminal 20 is not continuously input for a predetermined time, the process of steps S16 to S19 may be executed. On the other hand, when a multiplayer type game is being executed on the user terminal 20, the processor 21 may not execute the process of steps S16 to S19 even if an operation instruction operation to the user terminal 20 is not continuously input for a predetermined time. This allows each user to have priority in the progress of the game in the multiplayer type game.
[0075] Furthermore, when avatar A faces virtual camera 92 at second position P2, display means 240 may hide enemy characters 86-88 or avatars of other users (other examples of second objects) located between avatar A and virtual camera 92. This allows the user to view avatar A without being hindered by enemy characters 86-88 or avatars of other users.
[0076] In addition, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. In addition, the program according to the present invention is not limited to being executed by a single device, but may be executed by multiple devices in a shared manner. Furthermore, the division of roles between the server 10 and the user terminal 20 is not limited to the above example. That is, part of the processing of the server 10 may be executed by the user terminal 20, and part of the processing of the user terminal 20 may be executed by the server 10.
[0077] Furthermore, a part or all of the means realized by the program can be realized by hardware such as an integrated circuit. Furthermore, the program may be provided by being recorded on a non-transitory recording medium that can be read by a computer. Examples of the recording medium include a hard disk, an SD card, a DVD, and a server on the Internet. [Explanation of symbols]
[0078] 1...system, 2...communication network, 10...server, 20...user terminal, 21...processor, 22...memory, 23...storage, 23P...terminal program, 25...communication interface, 26...computer, 29...communication bus, 31...monitor, 33,33...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...operation device, 81...minimap, 82...stamina gauge, 83...menu icon, 84...screenshot icon, 85...screenshot image, 86,87,88...enemy character, 90...virtual space, 91...panoramic image, 92...virtual camera, 93...reference line of sight, 94...viewing area, 95,96...area, 97...virtual space image, 210...definition means, 220...avatar operation means, 230...camera movement means, 240...display means, 250...recording means, 260...enemy character control means
Claims
1. Computer, an operation means for operating a first object arranged in a virtual space in accordance with an operation by a user; a display unit that displays an image of the first object in the virtual space captured by a virtual camera; the operating means, when no operation by the user is input for a predetermined time, operates the first object so that a front surface of the first object faces a front surface of the virtual camera without requiring an operation by the user; The display means displays an image captured by the virtual camera showing an action of the first object facing forward in the virtual space without moving the virtual camera in a particular direction.
2. The program according to claim 1, A program that causes the computer to function as a movement unit that moves the position of the virtual camera downward when no operation is input by the user for a predetermined continuous period of time.
3. The program according to claim 2, The moving means is a program for moving the virtual camera closer to the first object facing forward when no operation is input by the user for a predetermined continuous period of time.
4. The program according to claim 3, The virtual camera is a first position at which a virtual space in which the first object is located is displayed in a reduced form; The first object is movable from the first position to a second position where the virtual space in which the first object is placed is enlarged and displayed, The moving means is moving the virtual camera from the first position to the second position when no operation is input by the user for a predetermined continuous period of time; a program that, when an operation by the user is input while the virtual camera is positioned at the second position, moves the virtual camera from the second position to the first position;
5. The program according to claim 4, The display means includes: displaying a UI object when the virtual camera is in the first position; The program hides the UI object when the virtual camera is in the second position.
6. The program according to claim 4, The moving means is a program that moves the virtual camera from the second position to the first position when a specific action is caused by a second object to act on the first object while the virtual camera is positioned at the second position.
7. The program according to claim 4, causing the computer to further function as an object control means for controlling an action of a second object arranged in the virtual space; The object control means includes: causing the second object to perform a specific action on the first object when the virtual camera is at the first position; A program that causes the second object to stop performing a specific action on the first object when the virtual camera is at the second position.
8. The program according to claim 1, the display means displays an icon prompting the user to record an image when no operation is input by the user for a predetermined continuous period of time; A program that causes the computer to function as a recording unit that records an image captured by the virtual camera when the icon is tapped.
9. The program according to claim 1, The operating means is a program that causes the first object facing the virtual camera to assume a further predetermined pose when no operation from the user is continuously input for a predetermined time.
10. The program according to claim 1, The operating means is a program that causes the first object facing the virtual camera to further speak when no operation from the user is continuously input for a predetermined time.
11. The program according to claim 1, The operating means is a program that, when no operation from the user is continuously input for a predetermined time and a second object is not located a predetermined distance from the first object, operates the first object so that the front of the first object faces the front of the virtual camera, without requiring operation from the user.
12. an operation means for operating a first object arranged in a virtual space in accordance with an operation by a user; a display means for displaying an image of the first object in the virtual space captured by a virtual camera, the operating means, when no operation by the user is input for a predetermined time, operates the first object so that a front surface of the first object faces a front surface of the virtual camera without requiring an operation by the user; The display means displays an image captured to show the first object facing forward in the virtual space without moving the virtual camera in a particular direction.
Citation Information
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