Information processing apparatus, information processing method, and program

The information processing device adjusts VR play areas to avoid real-world obstacles by detecting user position and posture, and obstacles, allowing safe gameplay by dynamically changing the play area on the HMD.

JP2025122374APending Publication Date: 2025-08-21CANON KK
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Patent Information

Application Number
JP2024017795
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-21

AI Technical Summary

Technical Problem

Existing VR technologies fail to allow users wearing HMDs to freely move within a play area without colliding with real-world obstacles, as they rely on virtual objects to replace obstacles, limiting movement.

Method used

An information processing device that detects user position and posture in virtual space, identifies real-space obstacles, and adjusts the play area to avoid collisions by searching for a new play area based on obstacle positions, displaying the new area on the HMD.

Benefits of technology

Enables users to play VR games safely without colliding with real-world obstacles by dynamically adjusting the play area to avoid them.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing apparatus capable of avoiding collision with an obstacle in a real space when a user wearing an HMD plays a game in a play area on a virtual space, and to provide an information processing method and a program.SOLUTION: An HMD (information processing apparatus) 101 detects position information of the user in the virtual space as a first user position, detects posture information of the user in the virtual space as a first user posture, sets a play area on the basis of the first user position and the first user posture, detects an obstacle in a real space in the play area, searches for a new play area on the basis of a position of the detected obstacle, and displays the new play area on a display part 107.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to an information processing device, an information processing method, and a program, and more particularly to an information processing device, an information processing method, and a program for setting a play area in a virtual space. [Background technology]

[0002] Recently, a technology called Virtual Reality (VR), which allows users to experience immersion in a computer-generated virtual space that differs from reality, has become widely used, and there are many contents that apply VR technology. For example, users wear a Head Mounted Display (HMD) on their head and operate a controller while viewing the screen displayed on the HMD to play games. When wearing an HMD, the real world is hidden, enhancing the user's sense of immersion in the virtual space. In addition, content is also available in which remote users and NPCs (Non Player Characters) are displayed in the HMD and used to play sports matches. Users wearing an HMD can also play games within a play area set up in the virtual space.

[0003] For this reason, for example, Patent Document 1 discloses a technology for preventing a user from colliding with an obstacle in real space when wearing an HMD and enjoying a virtual space. For example, when a user is playing a shooting game wearing an HMD, there may be an obstacle directly in front of the user's body in real space. In such a case, a fence is displayed directly in front of the user as a virtual object that replaces the obstacle, so that the user does not thrust the controller forward or move their body forward. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-257716 Summary of the Invention [Problem to be solved by the invention]

[0005] However, with the technology of Patent Document 1, if there is an obstacle directly in front of the user in real space, a virtual object replacing the obstacle is displayed within the play area, preventing the user from moving freely within the play area.

[0006] The present invention has been made in consideration of such problems, and aims to provide an information processing device, an information processing method, and a program that enable a user wearing an HMD to avoid collisions with obstacles in real space when playing a game in a play area in a virtual space. [Means for solving the problem]

[0007] In order to solve the above problem, the information processing device of claim 1 of the present invention is an information processing device that displays a virtual space on a head-mounted display worn by a user, and is characterized by comprising: a first detection means that detects position information of the user in the virtual space as a first user position; a second detection means that detects posture information of the user in the virtual space as a first user posture; a play area setting means that sets a play area based on the first user position and the first user posture; an obstacle detection means that detects obstacles in the real space within the play area; a search means that searches for a new play area based on the position of the detected obstacle; and a notification means that displays the new play area on the head-mounted display. [Effects of the Invention]

[0008] According to the present invention, a user wearing an HMD can avoid collisions with obstacles in the real world when playing a game in a play area in a virtual space. [Brief explanation of the drawings]

[0009] [Figure 1]1 is a block diagram showing an example of the hardware configuration of an information processing device according to a first embodiment of the present invention. [Figure 2] 1 is a block diagram showing a functional configuration of an information processing device according to a first embodiment of the present invention. [Figure 3] FIG. 1 is a diagram showing an example of obstacles and a play area in a two-dimensional space. [Figure 4] 4 is a flowchart of a play area search process according to the first embodiment of the present invention. [Figure 5] 5 is a diagram for explaining a specific example of the play area search process of FIG. 4. FIG. [Figure 6A] FIG. 5 is a diagram showing an example of an HMD display when there is no obstacle at the user's initial position in the play area search process of FIG. 4. [Figure 6B] FIG. 5 is a diagram showing an example of an HMD display when a new play area is found in the play area search process of FIG. 4. [Figure 6C] FIG. 5 is a diagram showing an example of an HMD display when a new play area is found in the play area search process of FIG. 4. [Figure 7] FIG. 5 is a diagram showing an example of an HMD display when a new play area is not found in the play area search process of FIG. 4. [Figure 8] FIG. 1 is a diagram showing an example of obstacles and a play area in a three-dimensional space. [Figure 9] FIG. 10 is a block diagram showing a functional configuration of an information processing device according to a second embodiment of the present invention. [Figure 10] 10 is a flowchart of a play area search process according to a second embodiment of the present invention. [Figure 11] FIG. 1 is a diagram showing an example of a portable obstacle and play area in three-dimensional space. [Figure 12] 11 is a diagram showing an example of an HMD display when a portable obstacle is found within the play area in the play area search process of FIG. 10. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings. The following embodiments do not limit the present invention, and not all of the combinations of features described in the present embodiments are necessarily essential to the solution of the present invention. The configurations of the embodiments may be modified or changed as appropriate depending on the specifications of the device to which the present invention is applied and various conditions (such as usage conditions and usage environment). Furthermore, a configuration may be achieved by appropriately combining parts of each of the embodiments described below. In the following embodiments, the same components will be described with the same reference symbols.

[0011] First Embodiment Fig. 1 is a block diagram showing an example of the hardware configuration of an information processing device 101 according to a first embodiment of the present invention. Fig. 2 is a block diagram showing a functional configuration according to the first embodiment of the present invention, which is included in the information processing device 101. Fig. 3 is a diagram showing an example of an obstacle and a play area in a two-dimensional space.

[0012] First, an example of resetting the play area in a virtual space will be described with reference to Fig. 3. Here, as an example, a scene in which a user plays VR table tennis at home will be described. However, any scene in which VR content (sports, games, training) is started at home or the like will suffice, and the VR content to which the present invention is applicable is not limited to VR table tennis.

[0013] FIG. 3 is a diagram showing an example of an obstacle and a play area in a two-dimensional space.

[0014] FIG. 3 shows an example of the layout of a wall 301 in the real space, a user 302 experiencing VR content, a virtual ping-pong table 303, and a play area 304 before the play area is reconfigured.

[0015] The play area 304 is predefined in size depending on the type of VR content and the number of players. In Figure 3, the play area 304 represents the user's movement range for a singles game of VR table tennis.

[0016] Although the user 302 cannot see the wall 301 in the real space because he is wearing an HMD (head mounted display), the HMD worn by the user 302 has a function that can acquire position and orientation information of the wall 301 and the user 302. Therefore, the HMD can obtain obstacle information that indicates the positional relationship between the wall 301 and the play area 304. Furthermore, the HMD can reflect movements similar to those of the user 302 in the real space in the user's avatar in the virtual space.

[0017] When an obstacle is present in the play area 304 in real space, the information processing device 101 first resets a new play area according to the position and orientation information of the user 302 and obstacle information of the real-space obstacle (wall 301) present in the play area 304. Then, the new play area is displayed on the HMD. This will be specifically described in the play area search process, which will be described later, using the flowchart in FIG. 4.

[0018] Because user 302 plays VR table tennis at home, the space that can be set as play area 304 in real space is limited. However, because user 302 wearing an HMD cannot see the real space, it is difficult for the user to recognize obstacles (wall 301) in the real space. For this reason, when user 302 starts VR content in play area 304 set according to user 302's position in real space (hereinafter referred to as first user position), wall 301 exists within play area 304. For this reason, there is a possibility that user 302 will come into contact with wall 301 while playing the game.

[0019] Therefore, in this embodiment, the information processing device 101 performs a play area search process (described later) to enable the user to play the game safely without coming into contact with obstacles. Specifically, in this embodiment, the information processing device 101 sets a new play area based on position and orientation information of the user experiencing the VR content and obstacle information in the real space, and presents it to the user (HMD display). As a result, the user can play the game safely in the set new play area without coming into contact with obstacles simply by moving to the user's position in the new play area (hereinafter referred to as the second user position).

[0020] Next, the hardware configuration of the information processing device 101 will be described with reference to FIG.

[0021] Hereinafter, the user before the play area is reset will be referred to as the first user, and the user after the play area is reset will be referred to as the second user.

[0022] The information processing device 101 is an HMD worn by a first user and is connected to an external PC. However, the information processing device 101 may be any electronic device that can communicate with and control the HMD worn by the first user, and may be, for example, a PC to which the HMD worn by the first user is connected. The information processing device 101 has, as components, a CPU 102, a ROM 103, a RAM 104, a sensing unit 105, an imaging unit 106, a display unit 107, an operation unit 108, and a communication unit 109. The components are connected to each other via a bus 110.

[0023] The CPU 102 is an arithmetic processing unit that performs overall control of the information processing device 101. The CPU 102 executes various programs stored in the ROM 103 or the like to perform various processes.

[0024] The ROM 103 is a read-only nonvolatile memory device that stores programs (such as image processing programs and initial data) and parameters that do not require modification.

[0025] The RAM 104 temporarily stores input information, calculation results in image processing, etc. The RAM 104 is also a memory device that provides a working area for the CPU 102.

[0026] The sensing unit 105 is a device such as a sensor, and acquires position and orientation information of the user by detecting the rotation, tilt, and amount of movement of the head of the user wearing the information processing device 101, which is an HMD.

[0027] The image capturing unit 106 is an image capturing device consisting of a built-in camera of the information processing device 101, which is an HMD, and performs image capturing processing. For example, the image capturing unit 106 detects the position of the hand (hand tracking) of the user wearing the information processing device 101. Note that if the information processing device 101 is a PC connected to an HMD worn by the user, an externally connected web camera or the like functions as the image capturing unit 106.

[0028] The display unit 107 is configured with a liquid crystal display or the like, and displays captured images, virtual objects, characters, and / or items (icons; content), etc., to a user wearing the information processing device 101, which is an HMD.

[0029] The operation unit 108 is an operation unit including operation members such as a power button or a dial.

[0030] The communication unit 109 transmits and receives data to and from an external device via wired communication or wireless communication (wireless LAN, local 5G, etc.). For example, an external device may be an external controller (not shown) held by a user wearing the information processing device 101. Note that if the information processing device 101 is a PC connected to an HMD worn by the user, the communication unit 109 receives position and orientation information and the like detected by the information processing device 101, which is an HMD, via a network (not shown).

[0031] FIG. 2 is a block diagram showing the functional configuration of an information processing device 101 (hereinafter simply referred to as HMD 101) according to this embodiment, which is an HMD.

[0032] The HMD 101 has, as its functional configuration, a user position detection unit 201, a user posture detection unit 202, an obstacle detection unit 203, a movement score calculation unit 204, a play area setting unit 205, and a notification unit 206.

[0033] A user position detection unit 201 (first detection means) acquires position information in the virtual space of a user wearing the HMD 101 using the sensing unit 105, and stores the information as a first user position.

[0034] A user posture detection unit 202 (second detection means) acquires posture information in the virtual space of the user wearing the HMD 101 using the sensing unit 105, and stores it as a first user posture.

[0035] The obstacle detection unit 203 (obstacle detection means) detects obstacles around the user wearing the HMD 101. There are various types of obstacles, such as walls, chairs, desks, and trash cans, but the method for identifying obstacles will not be described here. In this embodiment, obstacles may be detected by the imaging unit 106, which is a camera attached to the HMD 101, or by using a second external camera via the communication unit 109. Alternatively, the obstacle may be detected by using the sensing unit 105, which is a sensor.

[0036] Based on the information about the obstacle detected by the obstacle detection unit 203, the movement score calculation unit 204 (searching means) searches for a new position and orientation of the play area where the obstacle does not overlap with the position of the user wearing the HMD 101. The method for searching for a new play area will be described later. At this time, the movement score calculation unit 204 (first determination means, second determination means) also determines the position (second user position) and posture (second user posture) of the user wearing the HMD 101 in the new play area. Here, if there is no obstacle, the position and orientation of the play area do not change, the first user position and the second user position coincide, and the first user posture and the second user posture coincide. The movement score calculation unit 204 (movement score calculation means) calculates a movement score from the first user position and the second user position. For example, the movement score can be calculated as the distance between the first user position and the second user position. However, the movement score is not limited to this as long as it has a positive correlation with the distance between the first user position and the second user position. In other words, the closer the distance between the first user position and the second user position, the smaller the load associated with the user's movement, so the movement score calculation unit 204 calculates a smaller movement score value the closer the distance between them. Also, the smaller the change difference between the first user posture and the second user posture, the smaller the load on the user, so the movement score calculation unit 204 may calculate a smaller movement score value the smaller the change difference between them. In other words, the movement score may also have a positive correlation with the change difference between the first user posture and the second user posture.

[0037] The play area setting unit 205 (play area setting means) sets a play area according to the movement score calculated by the movement score calculation unit 204.

[0038] The notification unit 206 (notification means) displays various messages on the display unit 107, and displays the play area set by the play area setting unit 205 on the display unit 107. The movement score calculation unit 204 may only search for a new play area without calculating the movement score. In this case, when the movement score calculation unit 204 searches for multiple candidates for a new play area, the notification unit 206 may display the multiple candidates on the display unit 107 in a user-switchable manner, and allow the user to select one of the candidates as the new play area.

[0039] 4 is a flowchart of the play area search process according to this embodiment. The process shown in this flowchart is realized by the CPU 102 reading a program stored in the ROM 103 into the RAM 1104 and executing it. The execution timing of this process is not limited. For example, it may be executed when a user wearing the HMD 101 (hereinafter simply referred to as the user) starts up content, or when the operation unit 108 detects a predetermined user operation.

[0040] First, in step S401, the user position detection unit 201 acquires the first user position.

[0041] Next, in step S402, the user posture detection unit 202 acquires a first user posture.

[0042] Next, in step S403, the play area setting unit 205 sets a play area based on the first user position and the first user posture, and the obstacle detection unit 203 determines whether or not an obstacle in real space has been detected from the set play area. At this time, the notification unit 206 may notify the user to look around so that the area around the user can be widely searched. If an obstacle is detected from the play area (YES in step S403), the process proceeds to step S404. If no obstacle is detected from the play area (NO in step S403), the process proceeds to step S407. In this case, in step S407, the notification unit 206 displays the play area set by the play area setting unit 205 in step S406 on the display unit 107.

[0043] Next, in step S404, the movement score calculation unit 204 calculates the movement score using the method described above. Here, a method for searching for a new play area will be described using FIGS. 3 and 5. Image 300 in FIG. 3 and images 500 and 510 in FIG. 5 are images of the user viewed from above. User 302 in FIG. 3 and users 502 and 512 in FIG. 5 are the same person, and the positions of both users correspond to the first user position. Furthermore, wall 301 in FIG. 3 and walls 501 and 511 in FIG. 5 all correspond to the same wall in real space. Here, as shown in FIG. 3, if the play area is set based on the first user position and first user posture, wall 301 exists as an obstacle within play area 304, and the user may collide with wall 301 during the game. To avoid this, the movement score calculation unit 204 searches for the position and orientation of a new play area.

[0044] Image 500 in Figure 5 is an example in which the play area 304 in Figure 3 is rotated and moved clockwise parallel to the horizontal. At this time, the play area 304 (Figure 3) is rotated and moved so that the wall 501 does not enter the new play area 503. Furthermore, the position and orientation of the virtual ping-pong table 505, the position (second user position) and posture (second user posture) of the second user 504 are determined, and the movement score 1 is calculated.

[0045] On the other hand, image 510 in Figure 5 is an example in which the play area 304 in Figure 3 has been rotated and moved counterclockwise horizontally. At this time, the play area 304 (Figure 3) is rotated and moved so that the wall 511 does not enter the new play area 513. Furthermore, the position and orientation of the virtual ping-pong table 515, the position (second user position) and posture (second user posture) of the second user 514 are determined, and a movement score 2 is calculated.

[0046] The movement score calculated by the movement score calculation unit 204 in step S404 is stored in the RAM 104 together with the corresponding new play area.

[0047] Returning to Fig. 4, next, in step S405, the play area setting unit 205 determines whether the movement score calculated in step S404 is smaller than a threshold value previously stored in ROM 103. The movement scores to be determined here may be all movement scores calculated by the movement score calculation unit 204, or only a portion may be extracted, or only the minimum movement score may be selected.

[0048] If the movement score to be determined is smaller than the threshold (YES in step S405), it is determined that a new play area has been found, and the process proceeds to step S406. On the other hand, if the movement score to be determined is equal to or greater than the threshold (NO in step S405), it is determined that a new play area has not been found, and the process proceeds to step S407. In this case, in step S407, the notification unit 206 displays a message (e.g., message 701 in FIG. 7) on the display unit 107 to notify the user that a play area where the game can be played safely has not been found.

[0049] Next, in step S406, the play area setting unit 205 sets the new play area stored in RAM 104 in association with the movement score smaller than the threshold as the play area to be used in the VR content, and proceeds to step S407. In this case, in step S407, the notification unit 206 displays the play area set in step S406 on the display unit 107 to present it to the user.

[0050] 6A to 6C, the process when the process has transitioned from step S406 to step S407 will be described. Hereinafter, the display on the HMD 101 by the display unit 107 will be referred to as HMD display.

[0051] HMD displays 600, 610, and 620 in FIGS. 6A to 6C are examples of HMD displays of the play area set in step S406.

[0052] 6A is an example of an HMD display 600 when the first user position and the second user position are the same, that is, when there is no obstacle at the user's initial position (NO in step S403). The HMD display 600 displays a play area 601 and a virtual ping-pong table 602, allowing the user to immediately start playing a game without moving. For this reason, the display unit 107 may display a message (not shown) superimposed on the HMD display 600, inquiring whether or not to start playing a game.

[0053] 6B is an example of an HMD display when it is determined in step S405 that a single candidate new play area has been found. The HMD display 610 displays the single new play area found in step S405 as a play area 611, as well as a virtual ping-pong table 612 and a second user position 613. The user can start playing the game by moving to the second user position 613. For this reason, the display unit 107 may highlight the second user position 613 by flashing or the like, and may also superimpose a message (not shown) on the HMD display 610 to notify the user to move to the flashing position.

[0054] HMD display 620 in FIG. 6C is an example of an HMD display when it is determined in step S405 that multiple candidates for a new play area have been found. The HMD display 620 includes UI buttons 624 and 625, which are user interfaces for displaying each candidate on the display unit 107, and an arrow 626 pointing to the candidate currently displayed on the display unit 107. The arrow 626 points to the candidate "Position 1" associated with the UI button 624, and the display unit 107 displays a play area 621 for the candidate "Position 1," a virtual ping-pong table 622, and a second user position 623. The user can switchably select one of the UI buttons 624 and 625 by, for example, tapping using the operation unit 108, an external controller, or hand tracking. The display unit 107 displays information associated with each candidate according to the selected UI button.

[0055] Returning to FIG. 4, after notifying the user in step S407, the HMD 101 ends the processing of the flowchart shown in FIG.

[0056] In this embodiment, the method of detecting obstacles and setting the play area in a horizontal two-dimensional space has been described, but the method of detecting obstacles and setting the play area in a three-dimensional space including the vertical direction may also be used. Also, the shape of the play area may be changed depending on the type and situation of the VR content.

[0057] Figure 8 shows an example of an obstacle and play area in a three-dimensional space, including the vertical direction. In Figure 8, image 800 shows a user viewed from above, and image 810 shows a user viewed from the side.

[0058] User 801 and user 811 are the same person. Light 802 and light 812 are the same obstacle that exists in real space, and similarly trash can 803 and trash can 813 are the same obstacle that exists in real space. Furthermore, play area 804 and play area 814 represent the same area, and ping-pong table 805 and ping-pong table 815 are the same virtual object. It is preferable that the height of play area 814 is set so that even if user 811 raises his or her hand directly above while holding a racket or external controller, the tip of the racket or external controller that he or she is holding will be within play area 814. Furthermore, since user 811 normally does not enter space 814u below virtual table 815 during gameplay, space 814u is excluded from the space of play area 814. Therefore, when viewed from above as in image 800, trash can 803 appears to be inside play area 804, but when viewed from the side as in image 810, trash can 813 is not inside play area 814. Therefore, in the case of Figure 8, there are no obstacles in the play area, allowing the user to play the game comfortably.

[0059] As described above, according to this embodiment, by utilizing the position and orientation information of obstacles in the real space and the user, the play area can be set efficiently without user operation.

[0060] <Second embodiment> The HMD 101 according to the second embodiment will be described with reference to FIGS.

[0061] The HMD 101 according to the second embodiment has the same hardware configuration as the HMD 101 according to the first embodiment, and therefore a duplicated description will be omitted.

[0062] The HMD 101 according to the first embodiment compares the movement score with a preset threshold, and if it determines from the comparison result that a new play area has not been found, it notifies the user of that fact. In contrast, the HMD 101 according to the second embodiment presents the user with the movement of the obstacle if it determines that the obstacle can be moved, even if a new play area has not been found, and sets a new play area based on the state of the real space after the user moves the obstacle.

[0063] FIG. 9 is a block diagram showing the functional configuration of the HMD 101 according to this embodiment.

[0064] The HMD 101 has, as its functional configuration, a user position detection unit 201, a user posture detection unit 202, an obstacle detection unit 203, a movement score calculation unit 204, a play area setting unit 205, a notification unit 206, and an obstacle portability determination unit 907. That is, the HMD 101 according to this embodiment has the same functions as the HMD 101 according to the first embodiment (FIG. 2) plus the obstacle portability determination unit 907.

[0065] The obstacle portability determination unit 907 (obstacle portability determination means) determines whether an obstacle detected by the obstacle detection unit 203 is portable and stores the result. In this embodiment, the portability may be determined based on object information (size and type) registered in advance, or may be determined using a trained model (not shown) registered in the HMD 101 in advance.

[0066] 10 is a flowchart of a play area search process according to a second embodiment of the present invention. The process shown in this flowchart is realized by the CPU 102 reading a program stored in the ROM 103 into the RAM 1104 and executing it. The execution timing of this process is not limited. For example, it may be executed when the user starts content, or when the operation unit 108 detects a predetermined user operation.

[0067] The processing from steps S1001 to S1007 is similar to the processing from steps S401 to S407 shown in Fig. 4, and therefore description thereof will be omitted. However, in Fig. 4, if the movement score to be determined is equal to or greater than the threshold value (NO in step S405), the processing proceeds to step S407, whereas in Fig. 10, if the movement score to be determined is equal to or greater than the threshold value (NO in step S1005), the processing proceeds to step S1008.

[0068] In step S1008, the obstacle portability determination unit 907 determines whether the obstacle detected in step S1003 is portable.

[0069] Next, in step S1009, if the determination result in step S1008 is that any of the detected obstacles is portable, the movement score calculation unit 204 proceeds to step S1010. On the other hand, if the determination result in step S1008 is that none of the detected obstacles is portable, it is determined that a play area that can avoid the obstacles cannot be secured, and the processing of the flowchart shown in FIG. 10 ends.

[0070] Next, in step S1010, the movement score calculation unit 204 calculates the movement score on the assumption that none of the detected obstacles are portable, using the method described in step S404 of FIG.

[0071] Using FIG. 11, the play area when the detected obstacle is determined to be portable in step S1008 will be described.

[0072] Figure 11 shows an example of an obstacle and play area in a three-dimensional space, including the vertical direction. In Figure 11, image 1100a shows a user viewed from above, and image 1110b shows a user viewed from the side.

[0073] User 1101 and user 1111 are the same person. Trash can 1102 and trash can 1112 are the same obstacle that exists in real space. Furthermore, play area 1103 and play area 1113 indicate the same area, and ping-pong table 1104 and ping-pong table 1114 are the same virtual object.

[0074] In the case of FIG. 11 , the only obstacle detected in the play area in step S1003 is the trash can 1112, and it is determined in step S1008 that the trash can 1112 is portable. At this time, in step S1010, it is assumed that the user has moved the trash can 1112 outside the play area 1113, and it is assumed that the trash can 1112 does not exist, and the movement score is calculated using the method described in step S404 of FIG. 4. Note that in step S1003, not only portable obstacles (e.g., trash cans) but also non-portable obstacles (e.g., walls) may be detected in the play area. In this case, in step S1010, it is assumed that no portable obstacles exist among the detected obstacles, and that only non-portable obstacles are present in the play area, and the movement score is calculated using the method described in step S404 of FIG. 4.

[0075] 10, next, in step S1011, the play area setting unit 205 determines whether the multiple movement scores calculated in step S1010 are smaller than a threshold value previously stored in the ROM 103. Note that the movement scores to be determined here may be all of them, only a portion of them may be extracted, or only the smallest movement score may be selected.

[0076] If the movement score of the object to be judged is smaller than the threshold value (YES in step S1011), it is determined that a new candidate play area has been found, and the process proceeds to step S1012. On the other hand, if the movement score of the object to be judged is equal to or greater than the threshold value (NO in step S1011), it is determined that a new candidate play area has not been found, and the process of the flowchart shown in FIG. 10 ends.

[0077] Next, in step S1012, the notification unit 206 notifies the user of the movement of the obstacle that is determined to be portable.

[0078] An example of a presentation method for the user in step S1012, illustrated in FIG. 12, is described below. In the HMD display 1200 of FIG. 12, the display unit 107 includes a trash can 1201 in the real space, a ping-pong table 1202, a play area 1203, a second user position 1204, a message 1205, and a display frame 1206 in the virtual space. The trash can 1201 is an obstacle in the real space determined to be portable by the obstacle portability determination unit 907, and an image of the real space is displayed superimposed on the virtual space. The display frame 1206 is a decorative display intended to draw the user's attention to the trash can 1201, and may be flashing or animated to increase its visibility. The message 1205 is a message box that displays a notification to the user requesting that the trash can 1201 be moved out of the play area 1203.

[0079] Returning to FIG. 10 , next, in step S1013, the play area setting unit 205 determines whether the user has moved all portable obstacles out of the candidate play area. If the user has moved all portable obstacles out of the candidate play area (YES in step S1013), the play area is determined to be a play area where a collision between the user and the obstacles can be avoided, and the process proceeds to step S1014. On the other hand, if the user has not moved all portable obstacles out of the candidate play area (NO in step S1013), the process determines that a play area where a collision between the user and the obstacles can be avoided has not been confirmed, and the process of the flowchart shown in FIG. 10 ends. In this case, before ending this process, the process may return to step S1012, and the notification unit 206 may re-indicate to the user the movement of the obstacles determined to be portable.

[0080] Next, in step S1014, the play area setting unit 205 sets the candidate play area as the play area to be used in the VR content, and ends the processing of the flowchart shown in FIG.

[0081] (Other embodiments) The present invention can also be realized by executing the following process: That is, software (programs) that realize the functions of the above-described embodiments are supplied to a system or device via a network or various storage media, and the computer (or CPU, MPU, etc.) of the system or device reads and executes the programs. The present invention can also be realized by multiple processors working together to perform processing.

[0082] Furthermore, all of the above-described embodiments are illustrative of the present invention and are not limiting, and the present invention can be implemented in various other modified and altered forms.

[0083] Although the preferred embodiments of the present invention have been described above, the present invention is not limited to these embodiments, and various modifications and changes are possible within the scope of the gist of the present invention.

[0084] The disclosure of this embodiment includes the following configuration, method, and program. (Configuration 1) An information processing device that displays a virtual space on a head-mounted display worn by a user, comprising: a first detection means that detects the user's position information in the virtual space as a first user position; a second detection means that detects the user's posture information in the virtual space as a first user posture; a play area setting means that sets a play area based on the first user position and the first user posture; an obstacle detection means that detects obstacles in real space within the play area; a search means that searches for a new play area based on the position of the detected obstacle; and a notification means that displays the new play area on the head-mounted display. (Configuration 2) The information processing device according to Configuration 1, wherein the search means determines the new play area so that the obstacle does not enter the new play area. (Configuration 3) The information processing device according to configuration 1 or 2, further comprising a first determination means for determining a second user position, which is the position of the user in the new play area. (Configuration 4) The information processing device according to Configuration 3, wherein the notification means displays the second user position together with the new play area on the head-mounted display. (Configuration 5) An information processing device as described in configuration 3 or 4, further comprising a movement score calculation means for calculating a movement score that has a positive correlation with the distance between the first user position and the second user position, and wherein the notification means, when the movement score is greater than or equal to a threshold, notifies the user that no play area where the game can be played safely has been found, without displaying the new play area on the head-mounted display. (Configuration 6) An information processing device according to Configuration 5, characterized in that when the search means searches for multiple play areas that are candidates for the new play area and whose movement score is smaller than the threshold, the play area with the smallest movement score among the multiple searched play areas is set as the new play area. (Configuration 7) An information processing device as described in Configuration 5, characterized in that when the search means searches for multiple play areas that are candidates for the new play area and whose movement score is smaller than the threshold, the notification means displays the multiple searched play areas on the head-mounted display in a switchable manner as candidates for the new play area. (Configuration 8) An information processing device described in any one of configurations 5 to 6, further comprising a second determination means for determining a second user posture, which is the posture of the user in the new play area, and characterized in that the movement score further has a positive correlation with the change difference between the first user posture and the second user posture. (Configuration 9) An information processing device described in any one of configurations 1 to 8, further comprising an obstacle portability determination means for determining the portability of the detected obstacles, and wherein the search means searches the new play area assuming that none of the detected obstacles are determined to be portable by the obstacle portability determination means. (Configuration 10) The information processing device described in Configuration 9, wherein the notification means displays an image of an obstacle in real space that has been determined to be portable by the obstacle portability determination means superimposed on the virtual space, and displays on the head-mounted display a message requesting the user to move the obstacle that has been determined to be portable by the obstacle portability determination means. (Configuration 11) The information processing device according to configuration 10, wherein the notification means displays on the head-mounted display a display that decorates the image displayed superimposed on the virtual space. (Configuration 12) The information processing device according to any one of configurations 1 to 11, wherein the obstacle detection means detects the obstacle in a two-dimensional space in the horizontal direction. (Configuration 13) The information processing device according to any one of configurations 1 to 11, wherein the obstacle detection means detects the obstacle in a three-dimensional space in the horizontal and vertical directions. (Configuration 14) The information processing device according to configuration 13, wherein the obstacle detection means excludes from the play area any space that the user does not enter during game play. (Method 1) An information processing method for an information processing device that displays a virtual space on a head-mounted display worn by a user, comprising: a first detection step of detecting position information of the user in the virtual space as a first user position; a second detection step of detecting posture information of the user in the virtual space as a first user posture; a setting step of setting a play area based on the first user position and the first user posture; an obstacle detection step of detecting obstacles in real space within the play area; a search step of searching for a new play area based on the position of the detected obstacle; and a notification step of displaying the new play area on the head-mounted display. (Program 1) A program for causing a computer to function as each means of the information processing device described in any one of configurations 1 to 14. [Explanation of symbols]

[0085] 101 Information processing device (HMD) 201 User position detection unit 202 User posture detection unit 203 Obstacle detection unit 204 Movement Score Calculation Unit 205 Play Area Setting Section 206 Notification Department 304,503,513,601,611,621,804,814,1103,1113,1203 Play Area 600,610,620,1200 HMD display 814u space 907 Obstacle Portability Judgment Department

Claims

1. An information processing device that displays a virtual space on a head-mounted display worn by a user, a first detection means for detecting position information of the user in the virtual space as a first user position; a second detection means for detecting posture information of the user in the virtual space as a first user posture; a play area setting means for setting a play area based on the first user position and the first user posture; an obstacle detection means for detecting obstacles in real space within the play area; a search means for searching for a new play area based on the position of the detected obstacle; a notification means for displaying the new play area on the head-mounted display; An information processing device comprising:

2. 2. The information processing apparatus according to claim 1, wherein said search means determines said new play area so that said obstacle does not enter said new play area.

3. The information processing apparatus according to claim 1 , further comprising a first determination means for determining a second user position, which is the position of the user in the new play area.

4. 4. The information processing apparatus according to claim 3, wherein the notification means displays the second user position together with the new play area on the head-mounted display.

5. The method further comprises: a movement score calculation means for calculating a movement score having a positive correlation with a distance between the first user position and the second user position; The information processing device according to claim 3, characterized in that, when the movement score is equal to or greater than a threshold, the notification means notifies the user that a play area where a game can be played safely has not been found, without displaying the new play area on the head-mounted display.

6. The information processing device described in claim 5, characterized in that when the search means searches for multiple play areas that are candidates for the new play area and whose movement score is smaller than the threshold, the play area with the smallest movement score among the multiple searched play areas is set as the new play area.

7. The information processing device described in claim 5, characterized in that when the search means searches for multiple play areas that are candidates for the new play area and whose movement score is smaller than the threshold, the notification means displays the multiple searched play areas on the head-mounted display in a switchable manner as candidates for the new play area.

8. a second determination means for determining a second user posture, the second user posture being a posture of the user in the new play area; The information processing apparatus according to claim 5 , wherein the movement score further has a positive correlation with a change difference between the first user posture and the second user posture.

9. The device further includes an obstacle portability determination means for determining portability of the detected obstacle, The information processing device according to claim 1, characterized in that the searching means searches the new play area assuming that none of the detected obstacles are determined to be portable by the obstacle portability determining means.

10. The notification means an image of the obstacle in real space that has been determined to be portable by the obstacle portability determination means being superimposed on the virtual space; and A message requesting the user to move an obstacle determined to be portable by the obstacle portability determining means is displayed on the head-mounted display.

10. The information processing apparatus according to claim 9,

11. 11. The information processing apparatus according to claim 10, wherein the notification means displays, on the head-mounted display, a display that decorates the image displayed superimposed on the virtual space.

12. 2. The information processing apparatus according to claim 1, wherein said obstacle detecting means detects said obstacle in a horizontal two-dimensional space.

13. 2. The information processing apparatus according to claim 1, wherein said obstacle detecting means detects said obstacle in a three-dimensional space in horizontal and vertical directions.

14. 14. The information processing apparatus according to claim 13, wherein the obstacle detection means excludes from the play area any space into which the user does not enter during game play.

15. An information processing method of an information processing device that displays a virtual space on a head-mounted display worn by a user, comprising: a first detection step of detecting position information of the user in the virtual space as a first user position; a second detection step of detecting posture information of the user in the virtual space as a first user posture; a setting step of setting a play area based on the first user position and the first user posture; an obstacle detection step of detecting obstacles in real space within the play area; a searching step of searching for a new play area based on the position of the detected obstacle; a notification step of displaying the new play area on the head-mounted display; An information processing method comprising:

16. A program for causing a computer to function as each of the means of the information processing device according to claim 1.

Citation Information

Patent Citations

  • Obstacle avoiding device and obstacle avoidance method

    JP2013257716A