Program, information processing method and information processor
The information processing apparatus and method in VR games simulate natural human vision actions to prevent screen dizziness while maintaining immersion, addressing the limitations of existing techniques.
Patent Information
- Application Number
- JP2025071974
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-24
- Publication Date
- 2025-07-10
AI Technical Summary
Existing techniques for suppressing screen dizziness in VR games are limited in scope and often reduce the sense of immersion in the game.
An information processing apparatus and method that executes a production imitating the movement of a person's vision, such as blinking, when certain conditions are met during gameplay to prevent screen dizziness while maintaining immersion.
Effectively reduces screen dizziness in VR games without diminishing the sense of immersion by simulating natural human vision actions like blinking, ensuring a more immersive gaming experience.
Smart Images

Figure 2025105799000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing method, and an information processing apparatus.
Background Art
[0002] In recent years, against the backdrop of an increase in the amount of information displayed on the screen, user screen dizziness (3D dizziness) can sometimes become a problem. VR games with a high sense of immersion in games, for example, are particularly prone to the problem of screen dizziness. In this regard, for example, a technique has been proposed to suppress dizziness caused by the vertical movement of a virtual camera by restricting the vertical movement of the virtual camera (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the above-mentioned Patent Document 1 can only suppress screen dizziness caused by the vertical movement of the virtual camera, and the scope of the effect is limited. Also, with regard to other conventional technologies, even if screen dizziness could be suppressed to some extent, there was a problem that the sense of immersion in the game would be greatly reduced.
[0005] The present invention has been made in view of such circumstances, and an object thereof is to provide a technique for suppressing a player's screen dizziness while maintaining the sense of immersion in the game.
[0006] To achieve the above object, a first aspect of the present invention is an information processing apparatus content processing execution means for executing processing related to predetermined content, When a predetermined condition regarding the process executed by the content is satisfied, production execution determination means for determining to execute a production for preventing the user from getting drunk with respect to the content; When the execution of the production is determined, production execution means for executing the production imitating the movement of a person's vision; It is a program that functions as.
[0007] Also in a first aspect, the production execution determination means can determine to execute the production when a predetermined event set in advance is reproduced in the content.
[0008] Also in a first aspect, the production execution determination means can determine to execute the production when the condition regarding the change in the image or the viewing angle presented to the user is satisfied.
[0009] Also in a first aspect, the content is a game that displays the viewpoint of a game character as a game image, and the production execution means can execute the production of dimming all or part of the game image.
[0010] Also in a first aspect, the content may be a game that progresses while operating an object or a part of an object displayed in a virtual space using a predetermined hardware device for the user to experience virtual reality.
[0011] Also in a first aspect, the production execution means can execute the production imitating a person's blink.
[0012] Also in a first aspect, the production execution means can change the mode of the production according to the content of the satisfied condition.
[0013] Also in a first aspect, the production execution means can execute the production by applying the production to the image related to the content.
[0014] Also, a second aspect of the present invention is an information processing method executed by an information processing apparatus, content processing execution means for executing processing related to predetermined content, production execution determination means for determining to execute a production for preventing a user from getting drunk with respect to the content when a predetermined condition related to the processing executed by the content is satisfied, production execution means for executing the production that imitates the movement of a person's vision when the execution of the production is determined, and an information processing method including the above.
[0015] Also, a third aspect of the present invention is content processing execution means for executing processing related to predetermined content, production execution determination means for determining to execute a production for preventing a user from getting drunk with respect to the content when a predetermined condition related to the processing executed by the content is satisfied, production execution means for executing the production that imitates the movement of a person's vision when the execution of the production is determined, and an information processing apparatus including the above.
[0016] The information processing method and information processing apparatus according to one aspect of the present invention are also provided as an information processing method or information processing apparatus corresponding to a program according to one aspect of the present invention.
Advantages of the Invention
[0017] According to the present invention, it is possible to provide a technique for suppressing a player's screen dizziness while maintaining the sense of immersion in the game.
Brief Description of the Drawings
[0018]
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[0019] [Embodiment] First, prior to describing the embodiment of the present invention, the content 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 invention is applied will be described. This game is, for example, an action game executed using VR (Virtual Reality) technology. The player wears an HMD (Head Mounted Display) and progresses the game while visually recognizing various game images that reflect the viewpoints of the characters in the game. Such a form of game is extremely effective in enhancing the player's sense of immersion in the game. Specifically, the player operates a character (or a part of the character's body) displayed in the virtual space by performing input operations and the like. Then, the player progresses the game by defeating enemy characters in the game while using guns, explosives, and the like. Although such a game can be played only with a normal push-button type game controller, in this embodiment, by adopting an HMD capable of acquiring position information and a controller incorporating a sensor function, a more immersive game experience is realized. Specifically, in this embodiment, since various sensors are mounted on the HMD and the controller, it is possible to recognize coordinates in the real space and grasp various operations. Therefore, in this game as well, it is possible to link the actions of the player in the real space with the actions of the characters in the game. For example, when the player performs an action of aiming with a gun in the real space, the input operation is processed in the game device 1, and the character also performs an action of aiming with a gun in the game. By adopting such a specification, this system can provide an environment in which the player can play the game in a high level of immersion as if they themselves were taking risks and defeating enemies. Also, in action games, generally, a large number of game media are set. This is effective in terms of expanding the range of choices for the player within the game, but on the other hand, there is also an aspect that a large number of game media must be managed and operated. This is a problem even in normal action games, but it is particularly likely to be a problem in VR games such as this embodiment. In this embodiment, one of the purposes of this system is to provide an environment in which the player can play the game simply without impairing the sense of immersion in the game, taking into account all or part of the circumstances specific to such VR games. Note that the game media is a general term for electronic data related to weapons, armor, items, etc. that the character uses in the virtual space. Also, in the following description, when referring to a character (object), it is not meant to mean only one independent character, but includes things such as an image of only a part of the character (for example, a hand).
[0020] <Explanation of the overview> FIG. 1 shows an example of the configuration of this system. As shown in FIG. 1, this 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 interconnected by a communication method such as a LAN (Local Area Network). Also, the game device 1 and the server 4 are interconnected via a predetermined network N such as the Internet. Note that the forms of these communication methods are not limited in any way. For example, Bluetooth (registered trademark), Wi-Fi, etc. may be used. Hereinafter, when simply referred to as "image", it shall include any image such as "moving image" and "still image".
[0021] The game device 1 is used by a player who wishes to apply 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 necessary for the progress of this game.
[0022] 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). Also, the HMD 2 can perform coordinate recognition in the real space in conjunction with, for example, the controller 3 described later. Note that the HMD 2 may have functions as a general-purpose information processing device such as a CPU and an SSD, various control units, and storage units.
[0023] The controller 3 is a controller equipped with a sensor function and the like connected to the game device 1 via a LAN or the like. The controller 3 is provided with various buttons, a touch panel, etc., and is also equipped with sensors, a tracking function, etc., and can perform coordinate recognition in the real space in conjunction with the HMD 2.
[0024] The server 4 is managed by an administrator of this system or the like. The server 4 is composed of a general-purpose PC or the like. While communicating with the game device 1 and the like, it executes the storage and management of various information necessary for the progress of this game.
[0025] Next, while referring to FIG. 2, the operation method of this game will be briefly described. FIG. 2 is a diagram for explaining an example of the operation method of the game according to this system.
[0026] In FIG. 2, the situation of the player playing the game in the real space and an example of the game screen at that time are displayed together. Specifically, looking at (a1) in FIG. 2, in the real space, the player is playing the game while holding out the right hand toward the TV screen (in a state simulating the posture of firing a gun with one hand). Then, looking at (a2) in FIG. 2, as an example of the game image at the same time, the state of the character aiming to attack while holding a gun with the right hand is displayed. Similarly, looking at (b1) in FIG. 2, in the real space, a player who is playing the game while holding out both hands toward the TV screen (in a state simulating the posture of firing a gun with both hands) is displayed. Then, looking at the game screen at this time, that is, (b2) in FIG. 2, a character aiming to attack while holding a weapon with both hands is displayed. In this way, in this game, the actions and postures of the player holding the HMD 2 and the controller 3 are acquired, and the information is processed as input information for the game. And in principle, the characters in the game are arranged and move in the game space according to the actions and postures of the player in the real space. As a result, the player can play the game while enjoying it as if he himself is adventuring in the game space. However, as described above, various buttons, a touch panel, etc. are provided on the controller 3. The player can freely perform input operations via buttons, a touch panel, etc. according to the situation of the game.
[0027] <Hardware Configuration> Figure 3 shows the hardware configuration of the game device 1 that constitutes this system.
[0028] As shown in Figure 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 storage unit 16, a communication unit 17, and a drive 18.
[0029] The control unit 11 is composed of a microcomputer including a CPU, a GPU, and a semiconductor memory, etc. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 16 to the RAM 13. In the RAM 13, information necessary for the control unit 11 to execute various processes is also appropriately stored.
[0030] The control unit 11, the ROM 12, and the RAM 13 are interconnected via the bus 14. The input / output interface 15 is also connected to this bus 14. The storage unit 16, the communication unit 17, and the drive 18 are connected to the input / output interface 15.
[0031] In addition, the HMD 2 and the controller 3 are also connected to the input / output interface 15. The HMD 2 is, for example, an output device that outputs images, sounds, etc. related to the game. For example, the HMD 2 displays the 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 the game sound generated as a result of various processes of the control unit 11 in a form recognizable by the player. The controller 3 is, for example, an input device that receives operation instructions from the player when the control unit 11 executes various processes. For example, the controller 3 acquires the content of the operation instructions executed by the player in the game as input information.
[0032] The storage unit 16 is composed of an HDD (Hard Disk Drive), an SSD (Solid State Drive), etc., and stores various data. For example, the storage unit 16 stores various game programs necessary for the progress of the game and information regarding the progress status of games executed by other hardware, etc.
[0033] The communication unit 17 controls communication with other hardware, etc. via a network N including the Internet.
[0034] The drive 18 is provided as needed. A removable medium 31 composed of a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, etc. is appropriately mounted on the drive 18. Programs read from the removable medium 31 by the drive 18 are installed in the storage unit 16 as needed. Also, the removable medium 31 can store various data stored in the storage unit 16 in the same manner as the storage unit 16.
[0035] Note that since the hardware configurations of the HMD 2 and the server 4 can be basically the same as the hardware configuration of the game device 1, the description thereof is omitted here.
[0036] FIG. 4 is a diagram showing an example of the functional configuration of the game device in FIG. 3 and the server in FIG. 1, etc. As shown in FIG. 4, the control unit 11 of the game device 1 functions as a game process execution means 60, an input operation reception means 62, a presentation execution determination means 64, a presentation execution means 66, and a display control means 68 by executing various programs, etc.
[0037] The game process execution means 60 executes various processes related to the game. Specifically, the game process execution means 60 executes the game program, such as reading out virtual game space objects and textures included in game information from a storage unit (not shown) according to various input operations by players, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game. That is, the game process execution means 60 controls the progress of the game by generating and managing the results of operation instructions by the player. Also, the game process execution means 60 appropriately transmits various information related to the game to the server 4.
[0038] The input operation reception means 62 receives input operations from the player. Here, the input information received by the input operation reception means 62 includes, for example, information regarding the pressing of various buttons installed on the controller 3, information regarding the placement of the player in the real space and the direction of each controller 3, information regarding the acceleration associated with the change in the position of the controller 3 in the real space, etc. In this embodiment, corresponding to each of the input information input by the controller in this way, the movement of a part of the body (for example, the hand) of the character displayed in the virtual space and the viewpoint that becomes the center of the game screen, etc. are determined. Thereby, the player can play the game with a feeling extremely close to the real space.
[0039] The effect execution determination means 64 determines to execute an effect for preventing the user from getting drunk during the game when a predetermined condition regarding the process executed in the game is satisfied. Here, the effect execution determination means 64 is provided with an event management means 80 and a virtual camera management means 82. The event management means 80 manages the progress status of the game and the occurrence status of events, etc. And when a predetermined event for executing an effect (hereinafter referred to as "blink effect") imitating a blink for reducing screen dizziness peculiar to this system progresses, the event management means 80 determines that a predetermined condition is satisfied. That is, the event management means 80 determines whether or not it has reached a predetermined event for executing the blink effect in the progress status of the game. In addition, in this embodiment, it is assumed that the game device 1 holds information such as a list regarding events that occur in the game and the content of the blink effects executed in each event in the storage unit 16 or the like. Further, the virtual camera management means 82 manages the movement of the virtual camera in this game based on the information regarding the input operation received by the input operation reception means 62. And when the movement of the virtual camera is equal to or more than a predetermined threshold value, the virtual camera management means 82 determines that the condition is satisfied. That is, the virtual camera management means 82 determines whether the movement amount or movement angle of the virtual camera exceeds a predetermined threshold value. The effect execution determination means 64 determines the execution of the blink effect, for example, when any condition of the event management means 80 or the virtual camera management means 82 is satisfied.
[0040] When the execution of the effect is determined, the effect execution means 66 executes the effect that imitates the movement of a person's vision. That is, when the effect execution determination means 64 determines to execute the blink effect, the effect execution means 66 executes various processes related to the blink effect. Here, the blink effect is, for example, an effect that imitates a blink. Specifically, the blink effect is, for example, a series of effects in which the area for displaying the game image (character or background) is gradually decreased from the upper and lower ends of the game image toward the center, the entire game image is once darkened, and then the area for displaying the game image (character or background) is gradually increased. In addition, the effect execution means 66 is provided with a time and number determination means 90. The time and number determination means 90 determines the time (at what interval the blink effect is performed) and the number of times of executing the blink effect that the effect execution means 66 executes. Then, the effect execution means 66 executes the blink effect according to the time and number determined by the time and number determination means 90. The details of the blink effect will be described later with reference to FIG. 5.
[0041] The display control means 68 executes control to cause various game images and the like generated by the game processing execution means 60 to be displayed on a display unit (not shown) of the HMD 2. Further, the display control means 68 executes control to cause the sound of the game generated by the game processing execution means 60 to be output to an output unit (not shown) of the HMD 2.
[0042] As shown in FIG. 4, the control unit 400 of the server 4 causes the game information management means 420 to function by executing various programs and the like.
[0043] The game information management means 420 of the server 4 manages various information necessary 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 the account information transmitted from the game device 1, distribution of game information in response to a download request for various game information from the game device 1, and the like.
[0044] FIG. 5 is an image diagram showing an example of a game image for explaining the outline of the blink effect process executed by the game device of FIG. 4. In the example of FIG. 5, an example of the change in the game image displayed on the game device 1 when the blink effect is executed as the progress of a predetermined event (hereinafter referred to as "effect execution event") that may cause motion sickness occurs is shown.
[0045] First, looking at FIG. 5(a), a game image showing a normal game screen is displayed. In the example of FIG. 5, the blink effect is started from this situation in accordance with the progress of the effect execution event. Next, looking at FIG. 5(b), a game image in which a part of the upper and lower parts of the game screen is painted black is displayed. That is, in FIG. 5(b), a game image in which only a part of the original game image is displayed is shown. Looking at FIG. 5(c), a game image in which the entire game screen is painted black is displayed. Then, in FIG. 5(d), again, a game image in which a part of the upper and lower parts of the game screen is painted black is displayed, and in FIG. 5(e) as well, a game image showing a normal game screen is displayed again. The game images (a) to (e) of FIG. 5 are displayed to the player via the game device 1 at a predetermined interval (for example, every 0.05 seconds). Thereby, the player can visually recognize the game images as if the player himself / herself is blinking. In addition to the advantage of reducing the risk of motion sickness by reducing the amount of information displayed to the player, this effect has the advantage that the game can be continued more naturally because it performs an effect similar to an action that the player would perform in daily life. As described above, the time for executing the blink effect (at what time interval the blink effect is performed) and the number of times the blink effect is performed are arbitrary in this system.
[0046] FIG. 6 is a flowchart showing an example of the flow of the blink effect process executed by the game device of FIG. 4.
[0047] In step S1, the event management means 80 determines whether or not a predetermined event for executing the blink effect has been reached in the progress of the game. If the predetermined event has not been reached, step S1 is determined as NO, and the process proceeds to step S2. On the other hand, if the predetermined event has been reached, step S1 is determined as YES, and the process proceeds to step S3.
[0048] In step S2, the virtual camera management means 82 determines whether or not the movement amount or movement angle of the virtual camera exceeds a predetermined threshold value. If the threshold value is not exceeded, step S2 is determined as NO, and the process returns to step S1. On the other hand, if the threshold value is exceeded, step S2 is determined as YES, and the process proceeds to step S3.
[0049] In step S3, when any condition of the event management means 80 or the virtual camera management means 82 is satisfied, the effect execution determination means 64 determines to execute the blink effect.
[0050] In step S4, the time and number determination means 90 determines the time and number of times to execute the blink effect executed by the effect execution means 66.
[0051] In step S5, the effect execution means 66 executes the blink effect according to the time and number determined by the time and number determination means 90.
[0052] FIG. 7 is a diagram showing an example of the correspondence between the progress of the game and the content of the effect. In the example of FIG. 7, the content of the event in the game and the details of the blink effect executed in each event are displayed as a list. The game device 1 can determine the timing of executing the blink effect and the content of the blink effect to be executed, for example, by holding such information.
[0053] As described above, one embodiment of the present invention has been described. However, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the scope capable of achieving the object of the present invention are included in the present invention.
[0054] <Other Embodiments>
[0055] Here, a supplement to the blink effect of the above-described embodiment will be made. The blink effect of this system is essentially different in concept from effects such as reducing the background brightness when the virtual camera moves and dimming the entire screen. Although effects such as reducing the brightness and dimming the entire screen are effective in reducing the risk of motion sickness, both effects are situations that players do not usually experience in the real world, and as a result, it is considered that the immersion in the game decreases. On the other hand, the blink effect of this system adopts an effect that imitates the player's daily blinking behavior, in which the field of view gradually narrows, becomes a state where nothing can be seen temporarily, and then the field of view recovers again. By doing so, it is possible to naturally reduce the risk of motion sickness without disturbing the immersion in the game.
[0056] Also, in the above-described embodiment, the effect imitating the operation of human vision has been described as an effect imitating blinking, but it is not limited thereto. For example, this system may adopt any effect imitating an operation related to human vision, such as closing eyes, narrowing eyes, meditating, or wearing sunglasses (reducing the transparency of the background).
[0057] Also, in the above-described embodiment, the condition for performing the blinking effect has been described as when a predetermined event is reached or when the movement amount of the virtual camera or the like is equal to or greater than a threshold value, but it is not limited thereto. For example, this system may perform the blinking effect only when a predetermined event is reached and the movement amount of the virtual camera or the like is equal to or greater than a threshold value, or may determine the presence or absence of executing the blinking effect based on any other condition.
[0058] Also, in the above-described embodiment, the game according to this system has been described as a VR action game, but it is not limited thereto. The game according to this system may be an action game not classified as VR, or may be a game of another genre. Furthermore, the application target of this system may be any content related to motion sickness, such as videos or movies, rather than games.
[0059] Also, in the above-described embodiment (especially FIG. 5 etc.), an example of the blinking effect has been described, but it is an illustration and not limited thereto. For example, this system may execute a blinking effect in which the shape of the area where the game image is not displayed (the black-filled area in FIG. 5) is made into a more eye-like arc shape or the like.
[0060] Also, although not described in the above-described embodiment, this system may change the time, number of times, shape, etc. of the blinking effect according to the state of the character in the game (such as the physical strength value, abnormal state, equipped weapon or armor, etc.). Specifically, for example, when the physical strength value of the character is low, this system may change the color for filling the screen to red and execute the blinking effect.
[0061] Also, although not described in the above embodiments, this game may be executed by any hardware (e.g., game device 1) such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), various game consoles designed for business use, or an electronic device such as a personal computer, smartphone, or tablet.
[0062] Also, although not described in the above embodiments, the content of the game according 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, asymmetric), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.
[0063] Also, the above series of processes can be executed by hardware or by software. In other words, the functional configurations such as in FIG. 4 are merely examples and are not particularly limited. That is, it is sufficient if the information processing system is equipped with a function capable of executing the above series of processes as a whole, and the functional blocks used to realize this function are not limited to the examples such as in FIG. 4. Also, the location of the functional blocks is not limited to the examples such as in FIG. 4 and may be arbitrary. Also, one functional block may be configured by hardware alone, by software alone, or by a combination thereof.
[0064] Also, the number and users of the various hardware constituting this system are arbitrary, and it may be configured to include other hardware, etc.
[0065] Also, when a series of processes are to be executed by software, the program constituting the software is installed in a computer or the like from a network or a recording medium.
[0066] Also, the computer may be a computer incorporated in dedicated hardware. Also, the computer may be a computer capable of executing various functions by installing various programs. That is, for example, any computer, any portable terminal such as a smartphone, any game machine, etc. may be freely adopted for various hardware in the above-described embodiments. Furthermore, any combination may be adopted for the types and contents of various input units, various output units, etc.
[0067] Also, a recording medium containing such a program is not only constituted by a removable medium (not shown) provided separately from the apparatus main body for providing the program to a player or the like, but may also be constituted by a recording medium provided to the player in a state pre-incorporated in the apparatus main body.
[0068] Note that in this specification, the steps of describing a program recorded on a recording medium may be executed not only in a time series along the order but also in parallel or individually. Also, some of the steps described in the above embodiments may be omitted.
[0069] Also, in this specification, the term "system" means an overall apparatus constituted by a plurality of devices, a plurality of means, etc.
[0070] Even when these other embodiments are adopted, the effects of this embodiment are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments and other embodiments with each other.
[0071] In summary, the program to which the present invention is applied can take various embodiments having the following configurations. An information processing apparatus is caused to function as: content processing execution means (for example, game processing execution means 60) that executes processing related to predetermined content; production execution determination means (for example, production execution determination means 64) that determines to execute a production for preventing a user from getting drunk on the content when a predetermined condition related to the processing executed in the content is satisfied; production execution means (for example, production execution means 66) that executes the production imitating the operation of a person's vision when the execution of the production is determined; and a program that causes the apparatus to function as such is sufficient.
[0072] <Effect> The player can enjoy the game while sufficiently feeling the sense of immersion in the game without experiencing screen dizziness.
Explanation of Signs
[0073] 1 Game apparatus 11 Control unit 60 Game processing execution means 62 Input operation reception means 64 Production execution determination means 80 Event management means 82 Virtual camera management means 66 Production execution means 90 Time and number determination means 68 Display control means 2 HMD 3 Controller 4 Server 400 Control unit 420 Game information management means
Claims
1. A program that causes an information processing apparatus related to a game to function as: Virtual camera management means for managing the movement of a virtual camera of the game based on an input operation of a user of the game; Condition determination means for determining that a condition is satisfied when the amount of movement or the angle of movement of the virtual camera based on the input operation of the user exceeds a predetermined threshold; Production execution determination means for determining to execute a production in the game when the condition is satisfied; Production execution means for executing the production that imitates an operation related to a human eye when the execution of the production is determined; A program.
2. The game is a game that displays the viewpoint of a character as a game image, The production execution means executes the production of dimming all or part of the game image, The program according to claim 1.
3. The game is a game that progresses while operating an object or a part of an object displayed in a virtual space by using a predetermined hardware device for the user to experience virtual reality, The program according to claim 1.
4. The production execution means executes the production that imitates a human blink, The program according to claim 1.
5. The production execution means changes the mode of the production according to the content of the satisfied condition, The program according to claim 4.
6. The production execution means executes the production by applying the production to an image related to the game, The program according to claim 5.
7. The production execution means changes the mode of the production according to the progress of the game, The program according to claim 1.
8. An information processing method executed by an information processing apparatus related to a game, comprising: A virtual camera management step of managing the movement of a virtual camera of the game based on an input operation of a user of the game; A condition determination step of determining that a condition is satisfied when the amount of movement or the angle of movement of the virtual camera based on the input operation of the user exceeds a predetermined threshold; A production execution determination step of determining to execute a production in the game when the condition is satisfied; A production execution step of executing the production that imitates an operation related to a human eye when the execution of the production is determined; An information processing method including these steps.
9. An information processing apparatus related to a game, Virtual camera management means for managing the movement of a virtual camera of the game based on an input operation of a user of the game; Condition determination means for determining that a condition is satisfied when a movement amount or movement angle of the virtual camera based on the input operation of the user exceeds a predetermined threshold; Production execution determination means for determining to execute a production in the game when the condition is satisfied; Production execution means for executing the production that mimics an operation related to a human eye when the execution of the production is determined; An information processing apparatus comprising the above.
Citation Information
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