System, program, and processing method
The game system facilitates interactive communication with multiple characters by determining order items based on user answers and attachment levels, enhancing engagement and motivation through personalized interactions.
Patent Information
- Application Number
- JP2025105263
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-23
- Publication Date
- 2025-08-22
AI Technical Summary
Conventional electronic commerce systems lack interactive communication between users and store clerk characters, failing to consider emotional attachment or personality, leading to a bland user experience.
A game system that includes a character processing unit, storage unit, and presentation processing unit to determine order items based on user answers and attachment levels, allowing interactive communication with multiple characters.
Enhances user engagement by varying order items and questions based on attachment levels, providing motivation to visit stores and interact with characters, thereby improving user experience.
Smart Images

Figure 2025123491000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a program, and the like. [Background technology]
[0002] Conventionally, electronic commerce systems for selling various products to users via the Internet have been known. A known example of such conventional technology for such electronic commerce systems is the technology disclosed in Patent Document 1. In this electronic commerce system, when a user visits a virtual online store, a salesperson character appears and explains the product. The system then accepts user orders, manages product inventory, and, after the product is shipped, displays information about the product's status and location on the user's terminal. Patent Document 2 also discloses a system that allows consumers wearing a head-mounted display unit to select and order products from a table of contents. This system detects a gaze area where the consumer fixes their gaze continuously for a predetermined period of time or more, and if a product overview is displayed in that gaze area, detailed information about the product is displayed in a specific area. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-283055 [Patent Document 2] Japanese Patent Application Laid-Open No. 2008-15634 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the objective of conventional systems is to accurately identify the product a user desires to purchase, accept an order for that product, and have the user purchase it. Therefore, the store clerk character appearing in the virtual store merely explains the product to accurately convey the product's contents to the user, without taking into consideration the user's emotional attachment to the character or the character's personality or characteristics as a personified character. This results in a bland and uninteresting relationship between the user and the store clerk character, making it impossible to realize interactive communication between the user and the character. Furthermore, only one store clerk character appears in the virtual store and communicates with the user, and no consideration is given to interactive communication between the user and multiple characters.
[0005] According to some aspects of the present invention, it is possible to provide a game system, program, etc. that can determine an order item to be presented to a user while realizing interactive communication between the user and a character. [Means for solving the problem]
[0006] One aspect of the present invention relates to a game system including a character processing unit that performs processing to operate a character, a storage unit that stores menu information, which is a list of order items, in association with the character, and a presentation processing unit that receives a user's answer to a question posed by the character and performs processing to present the order items determined based on the user's answer to the character, wherein the presentation processing unit performs processing to determine an order item to present to the user from at least one of a menu corresponding to the first character and a menu corresponding to the second character, based on at least one of the user's answer to the question posed by a first character and the user's answer to the question posed by a second character. The present invention also relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium that stores the program.
[0007] In one aspect of the present invention, a user's answer to a character's question is accepted, and an order item determined based on the answer is presented to the user using the character. First and second characters then appear as characters, and an order item is determined from at least one of menus corresponding to the first and second characters based on at least one of the answer to the first character's question and the answer to the second character's question, and presented to the user. In this way, interactive communication is performed in which the first character or the second character asks a question and the user answers, and an order item is determined from the menu according to the user's answer in this communication and presented to the user. This makes it possible to realize a game system or the like that can determine an order item to be presented to the user while realizing interactive communication between the user and the characters.
[0008] In one aspect of the present invention, the presentation processing unit may perform a process of determining the order items to be presented to the user based on the user's answer results and the user's attachment information to the first and second characters.
[0009] In this way, the order items presented to the user will change depending on the attachment level information for the character, and an order item determination process that reflects the attachment level information can be realized.
[0010] In another aspect of the present invention, the presentation processing unit may perform processing for a non-existent order item if the order item determined based on the user's response result and the attachment level information is not included in the menu.
[0011] In this way, even if a situation arises in which the order item presented to the user is not in the menu, this can be handled by performing processing for the non-existence of the order item.
[0012] In one aspect of the invention, the presentation processing unit may perform processing to change a question to be asked to the user in accordance with the attachment level information.
[0013] In this way, the questions that the character asks the user will vary in variety depending on the degree of attachment to the character, making it possible to realize a game system that users will be less likely to get bored of.
[0014] In one aspect of the present invention, the presentation processing unit may perform processing to change the order items or menu items presented to the user in accordance with the attachment level information.
[0015] In this way, the order items and menu items presented to the user will change depending on the degree of attachment to the character, making it possible to realize a game system that users will be less likely to get bored of.
[0016] In one aspect of the present invention, the presentation processing unit may perform processing to increase the attachment level represented by the attachment level information depending on the number of times the user visits the physical store or virtual store.
[0017] In this way, changes in the level of attachment can act as motivation, encouraging users to visit real stores or virtual stores.
[0018] In one aspect of the invention, the presentation processing unit may perform processing to increase the attachment level represented by the attachment level information in accordance with a charge to the user.
[0019] In this way, it is possible to give the user an effective motivation to pay the fee.
[0020] In one aspect of the present invention, the presentation processing unit may perform processing to add an attachment to the order object when the degree of attachment of the user to the character exceeds a given threshold value.
[0021] In this way, when the attachment level exceeds a threshold, the user will be able to obtain not only the ordered item but also additional items, thereby providing the user with an effective motivation to increase their attachment level.
[0022] In one aspect of the present invention, the presentation processing unit may acquire user information including at least one of the number of times the user has visited a physical store or a virtual store, charges for the user, location information for the user, and date and time information, and perform processing to set at least one of questions to ask the user, a menu to present to the user, order items included in the menu, and dialogue content for the character, depending on the user information.
[0023] In this way, it becomes possible to vary the character's level of attachment, as well as the questions, menu items, products, or dialogue content, depending on user information such as the number of times the user has visited the store, the amount charged to the user, location information, or date and time information.
[0024] In one aspect of the present invention, the presentation processing unit may acquire user information including at least one of the number of times the user has visited a physical store or a virtual store, charges for the user, location information for the user, and date and time information, and perform a process of determining the order items to be presented to the user based on the user's response results and the user information.
[0025] In this way, the order items presented to the user will change depending on user information such as the number of times the user has visited the store, the amount charged to the user, location information, or date and time information, making it possible to realize a process for determining order items that reflects user information.
[0026] In another aspect of the present invention, the presentation processing unit may perform processing for a non-existent order item if the order item determined based on the user's response result and the user information is not included in the menu.
[0027] In this way, even if a situation arises in which the order item determined based on the user's answer results and user information is not on the menu, this can be handled by performing processing for the non-existence of the order item.
[0028] In one aspect of the present invention, the system may include a virtual space setting unit that performs setting processing for the virtual space, and a display processing unit that generates a display image of a head-mounted display device that the user wears to cover their field of vision as an image seen from a virtual camera in the virtual space (a computer may function as the virtual camera setting unit and the display processing unit).
[0029] In this way, it becomes possible to realize a game system that allows interactive communication between the user and characters appearing in a VR space realized by a head-mounted display device, while allowing the user to decide which order items to present to the user.
[0030] Another aspect of the present invention relates to a game system including: a virtual space setting unit that performs processing to set up a virtual space; a character processing unit that processes characters that appear in the virtual space; a storage unit that stores menu information that is a list of order items; a presentation processing unit that receives a user's answers to questions posed by the character and performs processing to present to the user order items determined based on the user's answers using the character; and a display processing unit that generates a display image on a head-mounted display device worn by the user so as to cover the user's field of view as an image seen from a virtual camera corresponding to the user's viewpoint in the virtual space. The present invention also relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium that stores the program.
[0031] In one aspect of the present invention, a virtual space is set, a user's answers to questions posed by a character appearing in the virtual space are accepted, and an order item determined based on the answer is presented to the user using the character. The state of the character and the virtual space at this time is then displayed on a head-mounted display device as an image of the VR space. This makes it possible to realize a game system or the like that allows the user to determine the order item to be presented to the user while realizing interactive communication between the character appearing in the VR space realized by the head-mounted display device and the user.
[0032] In one aspect of the present invention, the presentation processing unit may set at least one of a question to be asked to the user, a menu to be presented to the user, an order item included in the menu, and the content of the character's dialogue, depending on the user's gaze information regarding the character.
[0033] In this way, it becomes possible to realize a variety of processes that reflect the user's gaze state. [Brief explanation of the drawings]
[0034] [Figure 1] FIG. 1 is a block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] 1 shows an example of an HMD used in this embodiment. [Figure 3] An explanatory diagram of the VR cafe that users visit. [Figure 4] An explanatory diagram of the VR cafe that users visit. [Figure 5] 5(A) and 5(B) are explanatory diagrams of the interaction process between the character and the user. [Figure 6] 6(A) and 6(B) are explanatory diagrams of the interaction process between the character and the user. [Figure 7] 7(A) and 7(B) are explanatory diagrams of the interaction process between multiple characters and the user. [Figure 8] FIG. 10 is an explanatory diagram of an interaction process between a plurality of characters and a user. [Figure 9]9(A) to 9(C) are explanatory diagrams showing a specific example of a process for determining a product to be presented to a user from a menu. [Figure 10] An explanatory diagram of character information and attachment level. [Figure 11] 11(A) and 11(B) are explanatory diagrams of the process of setting the user's attachment level to a character. [Figure 12] 10 is a flowchart of an example of a process for performing a process for no recommended product when there is no recommended product in the menu. [Figure 13] 13(A) and 13(B) are explanatory diagrams of an example of processing when no recommended product exists. [Figure 14] 10 is a flowchart of a process for changing questions depending on the degree of attachment. [Figure 15] 10 is a flowchart of a process for generating new products and new menu items according to the degree of attachment. [Figure 16] FIG. 10 is an explanatory diagram of a process for setting an attachment level according to the number of visits to a store. [Figure 17] 17(A) and 17(B) are explanatory diagrams of the process of setting the attachment level according to the charge to the user. [Figure 18] 10 is a flowchart of a process for setting a user's level of attachment to a character, questions, products included in a menu, and dialogue content according to the user's number of visits to the store, the amount charged, location information, and date and time information. [Figure 19] 10 is a flowchart illustrating a detailed processing example of the present embodiment. [Figure 20] 10 is a flowchart illustrating a detailed processing example of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0035] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.
[0036] 1. Game System Fig. 1 is a block diagram showing an example of the configuration of a game system (simulation system, simulator) according to this embodiment. The game system according to this embodiment can be applied to a system that simulates virtual reality (VR), for example. Note that the game system according to this embodiment is not limited to the configuration shown in Fig. 1, and various modifications are possible, such as omitting some of the components (each unit) (for example, a virtual space setting unit, a virtual camera control unit, etc.) or adding other components.
[0037] The operation unit 160 is used by the user (player) to input various operation information (input information). The operation unit 160 can be realized by various operation devices such as operation buttons, direction keys, joysticks, handles, pedals, or levers.
[0038] The memory unit 170 stores various types of information. The memory unit 170 functions as a work area for the processing unit 100, the communication unit 196, etc. Game programs and game data required to execute the game programs are held in this memory unit 170. The functions of the memory unit 170 can be realized by semiconductor memory (DRAM, VRAM), an HDD (hard disk drive), an SSD, an optical disk device, etc. The memory unit 170 includes an object information memory unit 172, a character information memory unit 174, a conversation information memory unit 175, a menu information memory unit 176, and a drawing buffer 178.
[0039] The information storage medium 180 (a computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disc (DVD, BD, CD), HDD, semiconductor memory (ROM), etc. The processing unit 100 performs various processes of this embodiment based on the programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs (programs for causing the computer to execute the processes of each unit) for causing a computer (a device including an input device, a processing unit, a storage unit, and an output unit) to function as each unit of this embodiment.
[0040] The display unit 190 outputs the image generated by this embodiment, and its function can be realized by an HMD (head mounted display) shown in Fig. 2 (described later), an LCD, an organic EL display, a CRT, etc. The sound output unit 192 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, etc.
[0041] I / F (interface) unit 194 performs interface processing with portable information storage medium 195, and this function can be realized by an ASIC for I / F processing or the like. Portable information storage medium 195 is a storage device that allows the user to save various information and retains the stored information even when power is cut off. Portable information storage medium 195 can be realized by an IC card (memory card), USB memory, magnetic card, or the like.
[0042] The communication unit 196 (communication interface) communicates with the outside (other devices) via a wired or wireless network, and its function can be realized by hardware such as a communication ASIC or a communication processor, or communication firmware.
[0043] Note that the programs (data) for causing a computer to function as each unit of this embodiment may be distributed from an information storage medium possessed by the server (host device) to the information storage medium 180 (or storage unit 170) via the network and communication unit 196. Such use of the information storage medium by the server (host device) is also included within the scope of the present invention.
[0044] The processing unit 100 (processor) performs character processing, presentation processing, virtual space setting processing, virtual camera control processing, game processing, display processing, sound processing, etc. based on operation information from the operation unit 160, tracking information (information on at least one of the position and direction of the HMD; information on at least one of the viewpoint position and line of sight direction) in the HMD 200 (head-mounted display device) shown in Figure 2 described below, and programs.
[0045] Each process (each function) of the present embodiment performed by each unit of the processing unit 100 can be realized by a processor (a processor including hardware). For example, each process of the present embodiment can be realized by a processor that operates based on information such as a program and a memory that stores information such as the program. The functions of each unit of the processor may be realized by separate hardware, or by integrated hardware. For example, the processor may include hardware, which may include at least one of a circuit for processing digital signals and a circuit for processing analog signals. For example, the processor may be configured with one or more circuit devices (e.g., ICs, etc.) mounted on a circuit board, or one or more circuit elements (e.g., resistors, capacitors, etc.). The processor may be, for example, a CPU (Central Processing Unit). However, the processor is not limited to a CPU, and various processors such as a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor) can be used. The processor may also be a hardware circuit using an ASIC. The processor may also include an amplifier circuit, a filter circuit, etc. that process analog signals. The memory (storage unit 170) may be a semiconductor memory such as SRAM or DRAM, or may be a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD), or an optical storage device such as an optical disk drive. For example, the memory stores computer-readable instructions, and the processing (function) of each unit of the processing unit 100 is realized by the processor executing these instructions. The instructions here may be an instruction set constituting a program, or may be instructions that instruct the hardware circuitry of the processor to operate.
[0046] The processing unit 100 includes an input processing unit 102, an arithmetic processing unit 110, and an output processing unit 140. The arithmetic processing unit 110 includes a character processing unit 112, a presentation processing unit 114, a virtual space setting unit 116, a virtual camera control unit 117, a game processing unit 11, a display processing unit 120, and a sound processing unit 130. As described above, each process of this embodiment executed by each of these units can be realized by a processor (or a processor and a memory). Note that various modifications are possible, such as omitting some of these components (each unit) or adding other components.
[0047] The input processing unit 102 performs input processing such as accepting operation information and tracking information, reading information from the storage unit 170, and receiving information via the communication unit 196. For example, the input processing unit 102 performs input processing such as acquiring operation information input by the user using the operation unit 160 and tracking information detected by a sensor unit of the HMD, reading information specified by a read command from the storage unit 170, and receiving information from an external device (such as a server) via a network. Here, the receiving processing is processing such as instructing the communication unit 196 to receive information, acquiring information received by the communication unit 196, and writing it to the storage unit 170.
[0048] The arithmetic processing unit 110 performs various types of arithmetic processing, such as character processing, presentation processing, virtual space setting processing, virtual camera control processing, game processing (simulation processing), display processing, and sound processing.
[0049] The character processing unit 112 (a program module for character processing) performs various processes for characters. The presentation processing unit 114 (a program module for presentation processing) performs various processes such as presentation processing of order targets. Details of the character processing unit 112 and the presentation processing unit 114 will be described later.
[0050] The virtual space setting unit 116 (a program module for virtual space setting processing) performs processing for setting a virtual space (object space) in which multiple objects are placed. For example, the virtual space setting unit 116 performs processing for placing and setting various objects (objects composed of primitive surfaces such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as characters (people, robots, monsters, animals, etc.), maps (terrain), buildings, spectator seats, courses (roads), trees, walls, and water surfaces in the virtual space. That is, the virtual space setting unit 116 determines the position and rotation angle (synonymous with orientation or direction) of an object in a world coordinate system, and places the object at that position (X, Y, Z) with that rotation angle (rotation angle around the X, Y, and Z axes). Specifically, the object information storage unit 172 of the storage unit 170 stores object information, such as the position, rotation angle, movement speed, and movement direction of an object (part object) in the virtual space, in association with an object number. The virtual space setting unit 116 performs processing, for example, for updating this object information for each frame.
[0051] The virtual camera control unit 117 performs control processing of a virtual camera corresponding to the user's viewpoint. For example, the virtual camera control unit 117 controls a virtual camera set as the user's first-person viewpoint. For example, the virtual camera control unit 117 sets a virtual camera at a position corresponding to the viewpoint of a virtual user in virtual space corresponding to a user in real space, and controls the position (position coordinates) and attitude (rotation angle around the rotation axis) of the virtual camera by setting the viewpoint position and line of sight direction of the virtual camera. Then, the display processing unit 120 generates an image seen from the virtual camera (user's viewpoint) in the virtual space as a display image (display video) on the display unit 190 (HMD, etc.). For example, it generates an image seen from a given viewpoint in an object space, which is a virtual space. The generated image is, for example, an image for stereoscopic viewing.
[0052] The game processing unit 118 (game processing program module) performs various game processes for the user to play a game. In other words, the game processing unit 118 (simulation processing unit) executes various simulation processes for the user to experience virtual reality. The game processes include, for example, a process for starting a game when a game start condition is met, a process for progressing a started game, a process for ending a game when a game end condition is met, or a process for calculating game results.
[0053] The display processing unit 120 (a display processing program module) performs display processing of game images (simulation images). For example, it performs drawing processing based on the results of various processes (game processing, simulation processing) performed by the processing unit 100, thereby generating an image and displaying it on the display unit 190. Specifically, it performs geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, perspective transformation, or light source processing, and creates drawing data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, alpha values, etc.) based on the processing results. Then, based on this drawing data (primitive surface data), it draws an object (one or more primitive surfaces) after perspective transformation (after geometry processing) in a drawing buffer 178 (a buffer that can store image information in pixel units, such as a frame buffer or work buffer). This generates an image seen from a virtual camera (given viewpoint: first and second viewpoints for the left eye and right eye) in object space (virtual space). The drawing process performed by the display processing unit 120 can be realized by vertex shader processing, pixel shader processing, or the like.
[0054] The sound processing unit 130 (sound processing program module) performs sound processing based on the results of various processes performed by the processing unit 100. Specifically, it generates game sounds such as music (music, background music), sound effects, or voices, and causes the sound output unit 192 to output the game sounds.
[0055] The output processing unit 140 performs output processing of various types of information. For example, the output processing unit 140 performs processing to write information to the storage unit 170 and processing to transmit information via the communication unit 196 as output processing. For example, the output processing unit 140 performs processing to write information specified by a write command to the storage unit 170 and processing to transmit information to an external device (such as a server) via a network. The transmission processing is processing to instruct the communication unit 196 to transmit information, instruct the communication unit 196 to transmit the information to be transmitted, etc.
[0056] The game system of this embodiment includes a character processing unit 112, a storage unit 170, and a presentation processing unit 114, as shown in FIG.
[0057] The character processing unit 112 performs processing to make the character act (behave). Specifically, it performs processing to make the character move and move in the game space. For example, the character processing unit 112 performs various processing to make the character act in the game space based on character information stored in the character information storage unit 174 of the storage unit 170. For example, if the character is an object that appears in a virtual space, the character processing unit 112 performs various processing for the character (moving object) that appears in the virtual space. For example, the character processing unit 112 performs control processing to move the character (model object) in the virtual space and make the character move (motion, animation) based on operation information input by the user via the operation unit 160, acquired tracking information, a program (movement / movement algorithm), various data (motion data), etc. Specifically, it performs simulation processing to sequentially obtain character movement information (position, rotation angle, speed, or acceleration) and movement information (position or rotation angle of part objects) for each frame (e.g., 1 / 60 seconds). Note that a frame is a unit of time for character movement / movement processing (simulation processing) and image generation processing.
[0058] Furthermore, the character processing unit 112 performs dialogue processing between the character and the user. For example, it performs various processes for the character to converse (ask questions) with the user. Specifically, the character processing unit 112 performs processing for outputting the voice of the character's speech to the sound output unit 192 and displaying the content of the character's conversation on the display unit 190, based on the character's conversation information (question information) stored in the conversation information storage unit 175 of the storage unit 170. Furthermore, based on scenario information, which is the character's conversation information, it performs conversation branching processing according to various scenarios.
[0059] The storage unit 170 stores menu information, which is a list of order items. Specifically, the menu information storage unit 176 stores the menu information in association with characters. For example, the character information storage unit 174 stores character information about multiple characters appearing in a game. The menu information storage unit 176 (a storage unit in a broader sense) stores menu information in association with each of these multiple characters. A menu has multiple order items associated with it in list form. This menu may be displayed to the user as a display object, in which case an image in which the multiple order items are displayed on the menu is displayed to the user.
[0060] An order object is, for example, a product purchased by a user. Examples of order objects include food, clothing, accessories, shoes, toys, game-related products, home appliances, video equipment such as cameras, mobile communication devices such as smartphones, personal computers, watches, books, furniture, kitchenware, interior goods, food, CDs, DVDs, sports-related products, outdoor-related products, household goods, and housing-related products. Order objects may also be services provided to users. Examples of order objects include travel-related services such as accommodations, amusement and hobby-related services, insurance-related services, food-related services, event-related services, beauty and health-related services, housing-related services, moving-related services, and sports-related services. Order objects are not limited to real-world products and services, but may also be virtual products and services in virtual spaces (game spaces, networks). Examples of order objects in virtual spaces include game items, game characters, game cards, and other game media, as well as VR experience services in virtual spaces.
[0061] The presentation processing unit 114 performs a presentation process for the order target. For example, the presentation processing unit 114 receives the user's answer to a question asked by a character. Then, the presentation processing unit 114 performs a process for presenting the order target determined based on the user's answer to the user using the character. For example, the presentation processing unit 114 performs a process for the character to present to the user the order target (recommended order target) determined based on the user's answer. For example, the character presents the determined order target to the user by having a conversation. The process for determining the order target to be presented to the user is performed by the order target determination unit 115.
[0062] Specifically, in this embodiment, multiple characters, including a first character and a second character, appear in a game space (virtual space). The presentation processing unit 114 receives the user's response to a question posed by the first character and the user's response to a question posed by the second character. The presentation processing unit 114 then performs a process of determining an order item to be presented to the user from at least one of a menu corresponding to the first character and a menu corresponding to the second character, based on at least one of the user's response to the question posed by the first character and the user's response to the question posed by the second character. For example, the order item to be presented to the user may be determined based on both the user's response to the question posed by the first character and the user's response to the question posed by the second character. Alternatively, the order item to be presented to the user may be determined based on either the user's response to the question posed by the first character or the user's response to the question posed by the second character. For example, only one of the first and second characters may ask a question to the user, and based on the user's answer to the question, the order items to be presented to the user may be determined from either the menu corresponding to the first character or the menu corresponding to the second character. The presentation processing unit 114 then performs processing to present the determined order items to the user using the character. Note that the menu corresponding to the first character and the menu corresponding to the second character do not need to be different menus; for example, some of the order items listed may be the same. For example, the order items to be presented to the user may be determined from either the menu corresponding to the first character or the menu corresponding to the second character, or the order items to be presented to the user may be determined from both menus.
[0063] The user may input an answer to a question, for example, by voice, or by key input on the operation unit 160 or touch operation on a touch panel. When an answer is input by voice, the presentation processing unit 114 performs, for example, speech recognition processing on the conversation of the answer and acquires, for example, the conversation content of the answer as conversation data such as text data. For example, a phoneme sequence is extracted from the user's voice based on an acoustic model, and word candidates are estimated from the phoneme sequence. Then, recognition processing of the conversation content of the voice is performed based on the estimated word candidates based on a language model to acquire the conversation data of the answer. When an answer is input by key input or touch operation, the presentation processing unit 114 acquires the conversation data of the answer based on operation information of the key input or touch operation. The presentation processing unit 114 then determines the user's answer to the question posed by the character based on the acquired conversation data of the answer. In this case, for example, multiple options for answers to the question may be prepared, and the user's answer to the question may be determined by determining which option the user selected as the answer. This allows the user's answer to the question to be determined with simpler processing.
[0064] Then, based on the user's answer result determined in this way, the presentation processing unit 114 determines the order items to be presented to the user, for example, from a menu that is a list of multiple order items. For example, it determines the order items recommended to the user. Then, it presents the determined order items to the user using a character. This presentation of the order items may be performed by the character's voice conversation, or by displaying the order items on the display unit 190. For example, the character may speak the order items recommended to the user through voice conversation, or an image in the form of a speech bubble showing the text of the recommended order items may be displayed on the display unit 190.
[0065] Various processes can be envisioned for the process of determining the order items (recommended order items) to be presented to the user. For example, the menu is a list of order items 1 through M (M is an integer equal to or greater than 2). The character then asks the user questions 1 through N (N is an integer equal to or greater than 2). Weighted points are assigned to each of the order items 1 through M on the menu depending on how the user answers each of the questions 1 through N. For example, multiple options are provided for each of the questions 1 through N, and weighted points are assigned to each of the order items 1 through M on the menu depending on which option the user selects in response to the question. After the character has finished asking questions 1 through N, the total weighted points for each of the order items 1 through M are calculated, and an order item (recommended order item) to be presented to the user is determined from the order items 1 through M based on the calculated total. However, the process of determining the order objects to be presented to the user is not limited to the process described above, and various modifications are possible. For example, a table may be prepared that uses the user's answers to the first through Nth questions as input, or a predetermined function that uses the answers as input, and the order objects to be presented to the user may be determined based on the table or function. For example, the process of determining the order objects to be presented to the user is a process in which the same order object is uniquely determined if the user answers the character's first through Nth questions the same.
[0066] The presentation processing unit 114 also performs a process of determining an order item to be presented to the user based on the user's answer and the user's attachment level information for the characters. For example, the presentation processing unit 114 performs a process of determining an order item to be presented to the user based on the user's answer and the user's attachment level information for the first and second characters. For example, when the user answers a question, the presentation processing unit 114 determines an order item to be presented to the user from among the menus corresponding to the first and second characters with a high attachment level based on the answer. Furthermore, for example, the character attachment level information may be used when calculating the weighting points.
[0067] The attachment level information is, for example, a parameter that represents the degree of a user's attachment to a character and is a parameter that serves as an index of the attachment level. For example, the attachment level information can be considered a specific parameter of a character that changes when the user performs various operations or actions. For example, as described below, when the user selects a character as a favorite character or performs an operation or action that focuses on the character, the parameter corresponding to the character's attachment level changes. Furthermore, when the user visits a physical or virtual store to meet the character or pays a fee for the character by purchasing a paid item for the character, the parameter corresponding to the character's attachment level changes. Furthermore, when the user's location approaches the character's location, or when a campaign period for the character or a special day or time period for the character occurs, the parameter corresponding to the character's attachment level changes. The attachment level information is a parameter that changes depending on such user operations and actions. Furthermore, the attachment level information is used as an attachment level parameter, which is one of the game parameters, in the processing of the character processing unit 112, the presentation processing unit 114, or the game processing unit 118. This attachment level information is stored in storage unit 170, for example, in association with the character. For example, when multiple characters appear, the user's attachment level information for each of the multiple characters is stored in storage unit 170. For example, the user's attachment level information for a first character and the user's attachment level information for a second character are stored in storage unit 170. For example, the attachment level information is stored as character information in character information storage unit 174 in association with the character. Alternatively, the attachment level information for each of the multiple characters may be stored in storage unit 170 as user information.
[0068] For example, when a user selects a favorite character from among multiple characters, the presentation processing unit 114 performs processing to increase the attachment level of that favorite character. For example, when one of the first and second characters is selected as a favorite character, the presentation processing unit 114 performs processing to increase the attachment level of that favorite character. Furthermore, when the character is asking a question and it is detected that the user touched the character on the touch panel display or gazed at the user using an HMD or the like, the presentation processing unit 114 performs processing to increase the attachment level of that character. In this case, the attachment level may be increased or decreased, or the magnitude of the increase or decrease may be controlled according to the touch duration, the touch location, the gaze duration, or the gaze location.
[0069] Furthermore, if the order target determined based on the user's answer and the attachment level information is not in the menu, the presentation processing unit 114 performs processing for a non-existent order target. For example, if there is no order target, such as an optimal product, that corresponds to the user's answer and the character's attachment level information, special processing is performed. For example, in the order target determination processing, points are assigned to each of the first to Mth order targets in the menu list according to the user's answer and the attachment level information. For example, points such as the weighted points described above are assigned. Then, if the points do not reach a predetermined threshold value when the character finishes asking the first to Nth questions, it is determined that the order target (optimal order target) to be determined was not in the menu (at least one of the menus of the first and second characters). The presentation processing unit 114 then performs processing for a non-existent order target.
[0070] The process for when an order item does not exist is a process specially prepared for the case where the order item to be decided is not on the menu. For example, the following process can be considered as the process for when an order item does not exist. For example, the process for when an order item does not exist is a process in which a first character (e.g., the user's favorite character) engages in a conversation that guides the user to select an order item from the menu of a second character. Alternatively, the process for when an order item does not exist is a process in which, when the order item to be decided is not on the menu of the favorite character but on the menu of another character, the process determines the order item from that menu (process in which the user makes a selection). In this case, the other character may be a character that does not appear in front of the user. Alternatively, the process for when an order item does not exist is a process in which, in addition to the basic menu, there is a secret menu that the user is not informed of, and the process for when an order item does not exist is a process in which the order item is determined from that secret menu.
[0071] The presentation processing unit 114 also performs processing to change the questions posed to the user in accordance with the attachment level information. For example, the presentation processing unit 114 changes the questions posed to the user by at least one of the first and second characters in accordance with the attachment level information. Specifically, the presentation processing unit 114 changes the content of the questions posed to the user by at least one of the first and second characters, increases or decreases the number of questions, or changes the manner of the questions in accordance with the attachment level information. For example, as the attachment level increases, the presentation processing unit 114 increases the number of options for the user's answers to the character's questions in accordance with the attachment level. Alternatively, as the attachment level increases, the presentation processing unit 114 increases the number of questions posed by the character in accordance with the attachment level. Alternatively, as the attachment level increases, the presentation processing unit 114 adds branches to the question conversation in accordance with the attachment level. For example, the presentation processing unit 114 performs processing to increase the number of scenarios for the question conversation. Alternatively, the presentation processing unit 114 changes the number of questions posed by the first and second characters in accordance with the attachment level. For example, the presentation processing unit 114 increases the number of questions posed by the character with the higher attachment level.
[0072] The presentation processing unit 114 also performs processing to change the order items or menu items presented to the user according to the attachment level information. For example, the presentation processing unit 114 changes the order items presented by at least one of the first and second characters according to the attachment level information, or changes the menu items of the first and second characters themselves according to the attachment level information. For example, it prepares order items or menu items that appear only when the attachment level to the character exceeds a predetermined threshold. For example, for a certain order item, if the attachment level does not exceed a predetermined threshold, the character will not present (do not recommend) that order item. Alternatively, if the attachment level exceeds a given threshold, it will display a special menu that is different from the usual menu, and an order item will be selected from this special menu and presented to the user.
[0073] The presentation processing unit 114 also performs processing to increase the attachment level represented by the attachment level information according to the number of visits the user has made to the real store or virtual store. For example, the processing to increase the attachment level to a character appearing in the real store or virtual store as the number of visits increases is performed. For example, the attachment level is increased stepwise according to the number of visits. For example, information on the number of visits the user has made to the real store or virtual store is registered in association with the user information. The user information including the number of visits may be stored in the portable information storage medium 195 of FIG. 1, and the number of visits may be updated the next time the user visits. Alternatively, the user information including the number of visits may be stored in a database (storage unit) of a server (server system) communicatively connected to the store (store management device) via a network such as the Internet, and the database may be accessed the next time the user visits to update the number of visits. Note that a real store is a store in the real world (real space) that a user visits, for example, in a VR system using an HMD. A virtual store is a virtual store located on a shopping site available on the Internet, for example.
[0074] The presentation processing unit 114 also performs processing to increase the attachment level represented by the attachment level information in response to a user charge. For example, when a user pays a fee for a user charge, the user's attachment level to a specific character is increased. For example, when a user designates a favorite character and pays a fee for a charge, the user's attachment level to the favorite character is increased according to, for example, the amount of the charge. The payment may be made with in-game currency or real currency. The user may also pay the fee by purchasing a paid item. For example, when a user designates a desired character and gives that character a gift, which is a paid item, the attachment level to that character is increased. For example, the character to which the paid item is given is determined to be the user's favorite character, and the attachment level is increased. The attachment level in this case may be, for example, an initial value (offset value) of the attachment level to the character when the user visits a physical or virtual store. When the initial value of the character's attachment level is increased by paying a fee, various processes according to the attachment level (e.g., processes changing questions, order items, menu items, etc.) as described above become more advantageous for the user.
[0075] Furthermore, the presentation processing unit 114 performs processing to add an attachment to the order item when the user's attachment level to the character exceeds a given threshold. For example, when the attachment level exceeds a given threshold, the addition is added to the order item presented to the user. That is, the addition is added to the order item and presented to the user. Alternatively, the order item is presented to the user, and when the user orders that order item, the order item and the addition are given to the user. The addition is, for example, a bonus with the order item. If the order item is a product, the addition is a bonus product.
[0076] The presentation processing unit 114 also performs processing to change the attachment level information of the character based on external information related to the user and the character. For example, as external information related to the user and the character, information on the linked game (the game in which the character appears) and user purchase information (purchase history information) for products related to the character are acquired from the outside (acquired via a network, etc.). Then, the attachment level (parameter) represented by the attachment level information is changed according to the external information such as game information and product purchase information.
[0077] The presentation processing unit 114 also acquires user information including at least one of the number of times the user has visited a real store or virtual store, the charge to the user, the user's location information, and date and time information. Then, depending on the user information, the presentation processing unit 114 performs processing to set at least one of the following: a question to be asked to the user, a menu to be presented to the user, order items included in the menu, and the content of the character's dialogue. For example, the question, menu, order items, or the content of the dialogue may be changed depending on user information such as the number of times the user has visited the store, the charge, the location information, or the date and time information. The number of times the user has visited the store and the charge to the user are as described above. The user's location information may be determined, for example, by a location sensor (such as a GPS) on the mobile communication device, or may be determined based on the store the user is located in. The date and time information is information on the date and time (time, date, etc.) when the user is playing the game. Depending on the number of times the user has visited the store, the charge, the location information, or the date and time information, the presentation processing unit 114 may change the content and number of questions, the type and content of the menu, the type and number of order items included in the menu, or the content and branching of the conversation the character has with the user.
[0078] The presentation processing unit 114 also acquires user information including at least one of the user's number of visits to a real or virtual store, the user's charges, the user's location information, and date and time information. Then, based on the user's answer and the user information, a process is performed to determine the order items to be presented to the user. For example, when the user answers a question, the process determines the order items to be presented to the user based on the answer and user information such as the user's number of visits, the amount charged, location information, or date and time information. That is, when determining the order items to be presented to the user from the menu, the process reflects user information such as the user's number of visits, the amount charged, location information, or date and time information. For example, the process changes the order items presented to the user when selected from the menu depending on the number of visits, the amount charged, the user's location, the time and date when the user is playing the game, etc.
[0079] Furthermore, if the order target determined based on the user's answer and user information is not in the menu, the presentation processing unit 114 performs processing for a non-existent order target. For example, if there is no order target, such as an optimal product, that corresponds to the user's answer and user information, special processing is performed. For example, in the process of determining an order target, points are assigned to each of the first to Mth order targets in the menu list according to the user's answer and user information. For example, points such as the weighted points described above are assigned. Then, if the points do not reach a predetermined threshold value when the character finishes asking the first to Nth questions, it is determined that the order target to be determined (optimal order target) was not in the menu (at least one of the menus of the first and second characters). The presentation processing unit 114 then performs processing for a non-existent order target. Various processes such as those described above can be considered as processing for a non-existent order target.
[0080] 1, the game system of this embodiment includes a virtual space setting unit 116 that performs processing to set up the virtual space, a character processing unit 112 that processes characters that appear in the virtual space, a storage unit 170 that stores menu information, which is a list of order items, a presentation processing unit 114, and a display processing unit 120. The presentation processing unit 114 receives the user's answers to questions asked by the character and performs processing to present to the user, using the character, the order items determined based on the user's answers. The display processing unit 120 generates a display image for the HMD 200 (FIG. 2) worn by the user so as to cover the user's field of view, as an image seen from a virtual camera in the virtual space.
[0081] For example, the virtual camera control unit 117 controls the virtual camera to follow changes in the user's viewpoint based on tracking information of the user's viewpoint information. Specifically, the input processing unit 102 (input receiving unit) acquires tracking information of the viewpoint information of the user wearing the HMD 200. For example, the input processing unit acquires tracking information (viewpoint tracking information) of the viewpoint information, which is at least one of the user's viewpoint position and gaze direction. This tracking information can be acquired, for example, by performing tracking processing on the HMD 200. Note that the user's viewpoint position and gaze direction may also be acquired directly by the tracking processing. As an example, the tracking information may include at least one of information on change in viewpoint position from the user's initial viewpoint position (change in coordinates of the viewpoint position) and information on change in gaze direction from the user's initial gaze direction (change in rotation angle around the rotation axis of the gaze direction). Based on change information on the viewpoint information included in such tracking information, the user's viewpoint position and gaze direction (information on the position and posture of the user's head) can be identified.
[0082] Then, the virtual camera control unit 117 changes the viewpoint position and the line of sight direction of the virtual camera based on the acquired tracking information (information on at least one of the user's viewpoint position and line of sight direction). For example, the virtual camera control unit 117 sets the virtual camera so that the viewpoint position and line of sight direction (position, posture) of the virtual camera in the virtual space change in accordance with changes in the user's viewpoint position and line of sight direction in the real space. In this way, the virtual camera can be controlled to follow changes in the user's viewpoint based on tracking information of the user's viewpoint information.
[0083] In this way, in a so-called VR system, for example, a character represented by a three-dimensional object appears in a virtual space and asks a question to the user. When the user answers the character's question, the character represented by the three-dimensional object presents to the user, for example, recommended order items determined based on the answer. In this way, the user can experience a virtual reality in which they feel as if they are being asked a question by a real person, and that person recommends order items based on the answer to the question. This improves the user's sense of virtual reality.
[0084] In this case, the presentation processing unit 114 may set at least one of the following depending on the user's gaze information on the character: a question to be asked to the user, a menu to be presented to the user, an order item included in the menu, and a dialogue between the character. For example, the question, menu, order item, or dialogue may be changed depending on the gaze information on the character. Here, the user's gaze information can be determined based on tracking information acquired using the HMD 200 or the like, as described above. The question, menu, order item, or dialogue may be changed depending on the character the user is gazing at, the gaze duration, or the gaze location. For example, the question, menu, order item, or dialogue may be changed depending on which of multiple characters (first and second characters) the user is gazing at. Alternatively, the duration of the user's gaze may be measured as the gaze duration, or which part (part) of the character the user is gazing at may be detected, and the question, menu, order item, or dialogue may be changed depending on the gaze duration or the gaze location (part).
[0085] 1 can be realized by various terminal devices, such as a processing device such as a PC installed in a facility such as a store, a mobile communication terminal such as a smartphone carried by a user, a home game device, or an arcade game device, etc. Alternatively, the processing of the game system of this embodiment can be realized by a server system connected to the terminal devices via a network, or by distributed processing between the server system and the terminal devices.
[0086] 2. HMD, tracking processing Next, the HMD 200 used when the method of this embodiment is applied to a VR system and tracking processing using the HMD 200 will be described.
[0087] An example of the HMD 200 is shown in Fig. 2. As shown in Fig. 2, the user US wears the HMD 200 so that it covers their field of vision, and enjoys the VR world. In Fig. 2, the user is wearing headphones 270, which allow the user to hear the character's questions and other conversations. A microphone (not shown) may also be provided to allow the user to input voice.
[0088] The HMD 200 may include a sensor unit, a display unit, and a processing unit. A modification in which light-emitting elements are provided in the HMD 200 is also possible. The sensor unit is used to implement tracking processes such as head tracking. For example, the position and direction of the HMD 200 are identified by tracking processes using the sensor unit. By identifying the position and direction of the HMD 200, the user's viewpoint position and line of sight direction can be identified.
[0089] Various tracking methods can be adopted. In a first tracking method, which is an example of a tracking method, a plurality of light-receiving elements (photodiodes, etc.) are provided as a sensor unit provided in the HMD 200. These light-receiving elements receive light (lasers, etc.) from external light-emitting elements (LEDs, etc.), thereby determining the position and direction of the HMD 200 (the user's head) in three-dimensional space in the real world. In a second tracking method, a plurality of light-emitting elements (LEDs) are provided in the HMD 200. Light from these light-emitting elements is captured by an external imaging unit, thereby determining the position and direction of the HMD 200. In a third tracking method, a motion sensor is provided as a sensor unit, and the position and direction of the HMD 200 are determined using this motion sensor. The motion sensor can be realized, for example, by an acceleration sensor or a gyro sensor. For example, the position and direction of the HMD 200 can be determined in three-dimensional space in the real world by using a six-axis motion sensor that includes a three-axis acceleration sensor and a three-axis gyro sensor. The position and direction of the HMD 200 may be specified by a combination of the first tracking method and the second tracking method, or a combination of the first tracking method and the third tracking method, etc. Furthermore, instead of specifying the user's viewpoint position and line of sight by specifying the position and direction of the HMD 200, a tracking process may be employed that directly specifies the user's viewpoint position and line of sight.
[0090] The display unit of the HMD 200 can be realized by, for example, an organic light-emitting diode (OEL) display or a liquid crystal display (LCD). For example, the display unit of the HMD 200 is provided with a first display or first display area set in front of the user's left eye and a second display or second display area set in front of the user's right eye, enabling stereoscopic display. To perform stereoscopic display, for example, a left-eye image and a right-eye image with different parallax are generated, and the left-eye image is displayed on the first display and the right-eye image is displayed on the second display. Alternatively, the left-eye image is displayed in the first display area of one display, and the right-eye image is displayed in the second display area. The HMD 200 is also provided with two eyepieces (fisheye lenses), one for the left eye and one for the right eye, which create a VR space that extends all around the user's field of view. Correction processing is then performed on the left-eye image and the right-eye image to correct distortions caused by optical systems such as the eyepieces.
[0091] Alternatively, the HMD 200 may be a type known as smartphone VR or VR goggles. In this type of HMD 200, the smartphone is housed in the goggle unit shown in FIG. 2 so that the smartphone's display faces the user's eyes. Eyepieces for the left and right eyes are built into the goggle unit (VR goggles). The user can view a VR stereoscopic image by viewing the left and right eye images displayed on the smartphone's display through the left and right eye eyepieces, respectively. Tracking processing for identifying the user's viewpoint and line of sight can be realized based on motion sensors (acceleration sensors, gyro sensors) built into the smartphone. In this case, the game system of this embodiment is realized by an application program installed on the smartphone and the smartphone's hardware.
[0092] 3. Method of this embodiment Next, the method of this embodiment will be described in detail. Note that, although the following description will mainly focus on the case where the order item is a product such as food, the order item of this embodiment may be a real-world service or a virtual product or service in a virtual space in addition to a real-world product. Furthermore, the following description will mainly focus on the case where the method of this embodiment is applied to a game system in which images are displayed on an HMD, but the method of this embodiment can also be applied to a game system in which game images are displayed on a display unit other than an HMD.
[0093] 3.1 VR Cafe In this embodiment, users visit a VR cafe (cafe bar) and enjoy interactive communication with characters in the cafe. The characters are characters that appear in famous game software sold by game makers, for example, and users can enjoy conversations with the characters in the game at the VR cafe.
[0094] FIG. 3 is a diagram showing a VR cafe, which is a virtual cafe visited by a user. When a user wears the HMD 200 shown in FIG. 2, an image of the VR cafe as shown in FIG. 3 is displayed to the user. By wearing the HMD 200, the user is able to experience a virtual space (VR space) that extends in all directions around the user. For example, when a user wearing the HMD 200 faces forward, an image seen in front of them in the virtual space is displayed on the HMD 200, and when the user faces right, an image seen in the right of them in the virtual space is displayed on the HMD 200. This allows the user to experience a virtual reality that makes them feel as if they are truly inside the virtual space. In this embodiment, the VR cafe system may be realized in collaboration with, for example, a real-world store. For example, a VR cafe simulating a real-world store is constructed in the virtual space. Then, when a user visits the store and wears the HMD 200, the user can view the VR cafe corresponding to the store through the HMD 200.
[0095] When a user visits the VR cafe in Figure 3, they are greeted by the female character who is the manager and other characters that appear in the game. The user sits on a chair at the counter shown as A1 in Figure 3 and enjoys conversation with the characters. For example, in Figure 4, characters CHA and CHB are visiting on either side of user US, and user US is sitting on a chair at the counter sandwiched between characters CHA and CHB. User US then enjoys interactive communication with characters CHA and CHB in the VR space.
[0096] In this embodiment, characters in the VR space communicate with the user. For example, the user's favorite character may sit next to the user. The character will then pick out recommended items (food) from the VR cafe menu based on the user's mood. For example, if the user gives the character a gift (purchases a paid item), the character will provide some fan service in return.
[0097] For example, in FIG. 5(A), character CHA comes next to user US and suggests deciding on a menu item for user US. Specifically, as shown in FIG. 5(B), character CHA asks user US a question. Because character CHA is a character that appears in a famous RPG game, the question is related to the game. Specifically, the question is about how to collect treasure chests when visiting a town on the RPG map. Specifically, character CHA presents options for answering the question, and user US answers the question by choosing from those options. After user US answers, character CHA asks the next question, as shown in FIG. 6(A). Specifically, the question is about preparations to make before battle. In this case, three options are presented as answers, and user US answers the question by choosing from those options.
[0098] In this way, character CHA asks user US one question after another. These questions are not directly related to the product user US selects from the menu, but are questions related to the game in which character CHA appears. After all questions have been asked, character CHA presents user US with recommended products (food) from the menu corresponding to character CHA, as shown in FIG. 6(B). Character CHA's menu is a sweets menu, and in FIG. 6(B), a special dessert plate is presented to user US as a recommended product. User US happily orders the product because it is recommended by character CHA (favorite character), to whom user US is attached. Specifically, for example, user US orders the product (special dessert plate) recommended by character CHA at a real-world store corresponding to the VR cafe.
[0099] In this embodiment, multiple characters appear as characters who communicate interactively with the user US. For example, in FIG. 7(A), two characters CHA and CHB come to the user US's seat and talk to the user US from either side. These characters CHA and CHB are characters that appear in the same game (RPG). The user US can select, for example, either the character CHA or CHB as their favorite character.
[0100] In Figure 7(A), character CHA tells user US that he prefers cake, and character CHB prefers pudding. Therefore, character CHA will choose a recommended item from a cake menu, for example, and character CHB will choose a recommended item from a pudding menu, for example.
[0101] In Figure 7(B), character CHA asks user US about the actions they would take if they found equipment they wanted in the game. Specifically, three answer options are presented, and user US selects the option of raising funds when they find equipment they want. At this time, the other character, CHB, engages in a conversation that responds to user US's answer ("After all, it's all about money, isn't it?"). In this way, character CHB's conversation is linked to user US's answer, allowing user US to enjoy conversation as interactive communication.
[0102] In this manner, in this embodiment, characters CHA and CHB ask questions to user US one after another. In this case, both characters CHA and CHB may ask questions to user US, or only one character may ask questions to user US. When only one character asks a question, the other character may add a little backing to user US's answer, as shown in FIG. 7B, for example, to liven up the conversation.
[0103] After all the questions are answered, characters CHA and CHB select recommended items from their own menus and present them to user US, as shown in FIG. 8. For example, character CHA, who prefers cakes, recommends special fruit tart from his cake menu to user US. Character CHB, who prefers puddings, recommends chocolate banana pudding from his pudding menu to user US. For example, character CHB is user US's favorite character, so user US decides to order the item recommended by character CHB. User US then orders the item recommended by character CHB (chocolate banana pudding) at a store in the real world. Note that both characters CHA and CHB may recommend items from their own menus, or only one character (e.g., the user's favorite character) may recommend items from its own menu. Characters CHA and CHB may also select and present recommended items from a partially or entirely common menu.
[0104] 3.2 Presenting an item to order from the menu As described above, in this embodiment, when a user places an order at a VR cafe, instead of simply selecting from a paper menu, the system allows the characters to select recommended items to order from the menu while the user enjoys conversation with multiple characters. Specifically, in an event where the user decides which items to order while answering the characters' questions, the characters have a menu table in which recommended items are registered. A first character and a second character appear as characters, and the characters present the content of the questions to the user. Then, depending on the user's answers, the characters select the most suitable recommended items from the menu table and present them to the user.
[0105] Specifically, in this embodiment, character CHA operates in a virtual space (game space) as shown in FIGS. 5(A) to 6(B). For example, character CHA moves to the position of user US in the virtual space and performs actions such as conversing with user US. Furthermore, menu information, which is a list of products (broadly speaking, items to be ordered) presented by character CHA, is stored in storage unit 170. Then, as shown in FIGS. 5(B) and 6(A), character CHA asks a series of questions. When user US answers these questions, character CHA presents recommended products to user US based on the answers, as shown in FIG. 6(B). For example, character CHA may choose products to order for user US who is having trouble deciding which products to order.
[0106] In this case, the questions asked by the character CHA are, for example, questions like psychological tests, and one example is a question related to the game in which the character CHA appears. For example, in the prior art of Patent Document 1 mentioned above, a store clerk character explains the product so that the user can accurately understand the product they want to purchase. However, in this prior art method, the store clerk character is merely an explainer and is not an object of the user's affection or attachment.
[0107] In contrast, in this embodiment, the character CHA, who also appears in the game, is an object of the user US's affection and affection. The character CHA asks questions similar to psychological tests that are not directly related to the product, giving the user US the feeling that the character CHA is asking the questions because it wants to learn more about the user US. Furthermore, when the character CHA asks a question and the user US answers, the user US feels as if the character CHA understands the user US based on the answer. The character CHA, having thus understood the user US, then selects recommended products for the user US from a menu. Therefore, the user US feels as if the character CHA, to whom the user is attached, understands the user through the questions and selects recommended products. Therefore, even if the recommended product is not to the user US's liking, the user US is likely to order it because the character CHA, to whom the user is attached, recommended it. In conventional technology, only products that the user himself or herself likes are selected, but in this embodiment, the product to be ordered is selected through communication between the user US and the character CHA. Therefore, it becomes possible to select an order item through interactive communication with the character CHA, making it possible to provide a system that could not be realized with conventional technology.
[0108] In this embodiment, multiple characters CHA and CHB appear as shown in FIG. 7(A). Products to be presented to the user are determined based on at least one of the user US's response to a question posed by character CHA (first character) and the user US's response to a question posed by character CHB (second character). For example, recommended products to be presented to the user are determined from at least one of the menus corresponding to character CHA and character CHB. For example, in FIG. 7(A), character CHA prefers pudding, so the menu corresponding to character CHA is a pudding menu. On the other hand, character CHB prefers cake, so the menu corresponding to character CHB is a cake menu. In FIG. 7(B), character CHA asks user US a question similar to a psychological test, and user US answers the question. Character CHB, for example, is engaged in a conversation, responding to user US's answer, and a dialogue process is being executed between user US and characters CHA and CHB. Following character CHA's question in FIG. 7(B), character CHB, for example, asks user US a question, and user US answers. 7(A) and 7(B), an interactive conversation takes place between the user US and the characters CHA and CHB, with the user US answering questions posed by at least one of the characters CHA and CHB. After all questions have been answered, as shown in FIG. 8, the character CHA presents recommended items from its own menu to the user US, and the character CHB also presents recommended items from its own menu to the user US. Note that recommended items may be presented from the menu of one of the characters.
[0109] In this way, recommended products for the user US are selected and presented from the interactive question and answer exchanges between the user US and multiple characters CHA and CHB. For example, while the user US is enjoying a conversation with multiple characters CHA and CHB, recommended products are selected in accordance with the answers to questions in that conversation and presented to the user US. Therefore, the user US can simply enjoy the conversation, and recommended products are selected from the conversation, making it possible to realize a game system that the user US will not tire of. In other words, it is possible to realize a game system that can determine the order items to be presented to the user while realizing interactive communication between the user US and characters CHA and CHB.
[0110] Next, a specific example of the process of determining which products to present to the user from among the menus will be described. Fig. 9(A) is an example of menu information. Menu MA is a menu corresponding to character CHA in Fig. 7(A), and menu MB is a menu corresponding to character CHB. Character CHA is a pudding lover, so menu MA's products IA1 to IA5 are a list of multiple different types of pudding. Character CHB is a cake lover, so menu MB's products IB1 to IB5 are a list of multiple different types of cake. Information on menus MA and MB is stored in menu information storage unit 176 in Fig. 1.
[0111] FIG. 9(B) is an example of a calculation table used in the process of determining products to be presented to the user. The calculation table TBA is a table for the character CHA, and the calculation table TBB is a table for the character CHB. AC1, AC2, and AC3 are the answer options explained in FIG. 7(B). The IA1 to IA5 in the calculation table TBA are the products listed in the menu MA in FIG. 9(A). The IB1 to IB5 in the calculation table TBB are the products listed in the menu MB. In the calculation table TBA, weighted points are set for each of the products IA1 to IA5 when the user selects each of the options AC1, AC2, and AC3. In the calculation table TBB, weighted points are set for each of the products IB1 to IB5 when the user selects each of the options AC1, AC2, and AC3.
[0112] For example, if the user selects option AC1 in response to character CHA's question, weighted points of 3, 1, 3, 1, and 2 are assigned to products IA1, IA2, IA3, IA4, and IA5 of menu MA, respectively, based on calculation table TBA. If the user selects option AC2, weighted points of 1, 4, 2, 2, and 1 are assigned to products IA1, IA2, IA3, IA4, and IA5, respectively. The same applies if the user selects option AC3. Furthermore, if the user selects option AC1 in response to character CHB's question, weighted points of 2, 2, 3, 2, and 1 are assigned to products IB1, IB2, IB3, IB4, and IB5 of menu MB, respectively, based on calculation table TBB. The same applies if the user selects options AC2 and AC3.
[0113] In this way, calculation tables TBA and TBB as shown in FIG. 9(B) are prepared for each question posed by characters CHA and CHB. Then, when the user selects an option to answer each question posed by characters CHA and CHB, weighted points are assigned to each product according to the selected option as described above. Each question is asked in this way, and when all questions have been asked, the total value of the weighted points assigned to each product is calculated. The product with the largest total value of weighted points is then determined as the recommended product to be presented to the user.
[0114] In this way, when a user selects an option as an answer to a series of questions, weighted points are calculated according to the selected option, and the total value of the weighted points is calculated, thereby making it possible to determine the recommended product to be presented to the user. In this case, according to the method of Fig. 9(B), if the user answers the same to multiple questions, the same product will be uniquely determined, thereby realizing an appropriate process for determining recommended products.
[0115] In the calculation tables TBA and TBB in Figure 9(B), the total weighting points for each product column is the same (for example, 6). This ensures that each product has the same probability of being selected as a recommended product.
[0116] On the other hand, in the calculation table TBA of FIG. 9(C), the total weighting points in the vertical column for product IA1 is 10, which is larger than the total weighting points in the vertical columns for the other products IA2 to IA5. By setting the calculation table TBA in this way, product IA1 will be selected with a higher probability than products IA2 to IA5. For example, in a real-world store corresponding to a VR cafe, if the product that you want users to order more is IA1, you can set the weighting points in the calculation table TBA as shown in FIG. 9(C).
[0117] 3.3 Various processing examples Next, various processing examples of this embodiment will be described. For example, in this embodiment, an attachment level (attachment level information in a broad sense; the same applies hereinafter) is set for the character. Then, based on the user's answer results and the user's attachment level to the character, a process is performed to determine the products (order items) to be presented to the user. In other words, based on the answer results and the attachment level, recommended products are selected from the menu and presented.
[0118] For example, an example of character information is shown in FIG. 10. This character information is stored in the character information storage unit 174 in FIG. 1. In the character information in FIG. 10, a menu ID, an attachment level, an attribute, and a compatibility level are set in association with each character. The menu ID is an ID that specifies a menu corresponding to each character shown in FIG. 9(A). By providing such a menu ID, it is possible to associate each character with a menu that the character uses.
[0119] Attachment level (attachment level information) is a parameter that represents the degree of a user's attachment to a character. For example, in Figure 10, the user's attachment level to character CHA is set to AFA, and the user's attachment level to character CHB is set to AFB. In this way, attachment levels are set for each character. Attributes are attribute parameters of a character, and represent, for example, the inherent qualities and characteristics of a character. Compatibility level is, for example, the compatibility level between a user and that character, or the compatibility level between characters. For example, the higher the compatibility level between a user and a character, the greater the degree of increase in attachment level in the attachment level increase process described below. Furthermore, when multiple characters with high compatibility with each other appear and converse, the degree of increase in attachment level increases, resulting in a more advantageous development for the user.
[0120] FIG. 11(A) shows an example of a selection screen for a user's favorite character. On the selection screen in FIG. 11(A), the user selects a favorite character from among multiple characters. This increases the attachment level of the character selected as the favorite character. A favorite character is a character to which the user feels attached and has a favorable impression. For example, a favorite character is a character that the user supports. For example, a favorite character is a character that the user uses frequently in a game in which the character appears.
[0121] In this embodiment, the attachment level of a character is changed according to the user's gaze information. The gaze information is information indicating whether the user is gazing at a character, the gaze duration, or the gaze location. For example, in FIG. 11(B), the user US is gazing at character CHA out of multiple characters CHA and CHB. That is, the gaze direction VL is directed toward character CHA. In this case, the attachment level of the user US to character CHA increases. At this time, the attachment level of the character CHB, which the user US is not gazing at, may be decreased. Whether the user US is gazing at a character can be determined, for example, based on the gaze direction VL of the user US acquired through the tracking process of the HMD described above. Alternatively, whether the user US is gazing at a character may be determined based on whether the user US is touching the character on a touch panel display. For example, the attachment level of the character is changed according to the gaze duration of the user US gazing at character CHA. For example, the longer the gaze duration, the greater the increase in the attachment level. Alternatively, the attachment level may be changed in stages when the gaze duration exceeds a predetermined time. For example, the gaze time can be determined based on a gaze counter or the like. Specifically, the gaze time can be determined, for example, by measuring the time the user US's gaze is directed toward the character or by measuring the time the user US touches the character on a touch panel display. The attachment level may also be changed depending on the location of the user US's gaze. For example, if the user US is gazing at a first part of the character (e.g., the face or head), the attachment level may be increased, and if the user US is gazing at a second part (e.g., the chest or buttocks), the rate of increase in the attachment level may be reduced or the attachment level may be decreased.
[0122] In this embodiment, a process for determining the products to be presented to the user is performed based on the thus-set attachment level to the characters and the user's response results. For example, if the user has a higher attachment level to character CHA than character CHB, the recommended products to be presented to the user are determined from character CHA's menu. Alternatively, which of character CHA or CHB will present the recommended products is determined based on probability information corresponding to the attachment level. Alternatively, the attachment level is used in the calculation process based on the calculation table described in FIG. 9(B). For example, when weighting points are assigned to each product based on the user's selection of options, the greater the attachment level to the character, the greater the weighting points assigned. For example, products in the menu of a character with a high attachment level are more likely to be selected as recommended products than products in the menu of a character with a low attachment level.
[0123] In this way, the recommended products presented to the user will change depending on, for example, whether the user has a high or low level of attachment to the character, making it possible to reflect the user's level of attachment to the character in the process of determining the recommended products to be presented to the user.
[0124] In this embodiment, if the product (order item) determined based on the user's answer and attachment level (attachment level information) is not in the menu, processing for the absence of an order item is performed. FIG. 12 shows a flowchart of a processing example in this case. First, a dialogue process is performed between the user and the character (step S1). For example, the character asks the user a question, and the user performs a dialogue process to answer the question. Then, a process is performed to select a recommended product from the menu based on the user's answer and the user's attachment level to the character (step S2). For example, this process is performed using the calculation table or the like described in FIG. 9(B).
[0125] Next, it is determined whether there are any recommended products in the menu (step S3). For example, when calculating points such as weighted points and performing a process for selecting recommended products, it is determined whether there are any recommended products in the menu depending on whether the points exceed a given threshold. If there are any recommended products in the menu, those recommended products are presented to the user (step S4). For example, if there are any products whose points such as weighted points exceed a given threshold, those products are presented to the user as recommended products. On the other hand, if there are no recommended products in the menu, processing for the absence of recommended products is executed (step S5). For example, if there are no products whose points such as weighted points exceed a given threshold, special processing for the absence of recommended products is executed.
[0126] The following processing can be considered as such a special processing (processing for when no recommended products exist). For example, as shown in FIG. 13(A), a conversation processing is performed as the special processing in which character CHA guides the user to get a product recommendation from character CHB's menu. That is, in FIG. 13(A), it is determined that there are no recommended products in character CHA's menu. Therefore, character CHA asks the user if there are any recommended products in character CHB's menu. In response, character CHB selects recommended products from its own menu and presents them to the user. For example, as described above, in the process of determining recommended products based on attachment level, if there is a favorite character and another character that is not the favorite character, recommended products are selected preferentially from the menu of the favorite character with a higher attachment level. Then, if it is determined that there are no recommended products in the menu of this favorite character, recommended products are selected from the menu of the other character that is not the favorite character.
[0127] Alternatively, a secret menu (hidden menu) may be prepared in addition to the basic menu, and if there is no recommended product in the basic menu, the special process described above involves selecting a recommended product from the secret menu. For example, in FIG. 13(B), character CHA tells user US that there is no recommended product in the basic menu, so they should select a recommended product from the secret menu. Note that the favorite character selects a recommended product from their own menu, and a follow-up effect may be added at that time. For example, if the user dislikes carrots but the menu only contains foods that contain carrots, the character may offer a follow-up conversation such as, "There's carrots in here, which you don't like, but please avoid them when you eat them."
[0128] In this way, even if a situation arises in which there are no recommended products determined based on the user's answers and attachment level, this can be handled by performing special processing for when the item to be ordered does not exist.
[0129] In this embodiment, the questions posed to the user are changed according to the degree of attachment. For example, as the degree of attachment to a character increases, the number of answer options increases accordingly. For example, initially, there are three options, but as the degree of attachment increases, the number of options increases from three to four, from four to five, and so on. That is, the options change from three to four, and from four to five. Alternatively, the number of questions asked increases as the degree of attachment increases. For example, normally, a character asks a total of 10 questions, but as the degree of attachment increases and exceeds a given threshold, the number of questions asked increases, for example, to 12. Alternatively, as the degree of attachment increases, additional question branches may be added accordingly. For example, the number of branches in the conversation scenario may be increased so that questions based on different scenarios are asked. Alternatively, when characters CHA and CHB appear, the number of questions asked for each character may vary according to the degree of attachment to characters CHA and CHB. For example, if the attachment level of character CHA is higher than that of CHB, the number of questions asked by character CHA will be greater than that of CHB. For example, if the initial number of questions asked by characters CHA and CHB is 5 and 5 respectively, as the attachment level of character CHA increases, the number of questions asked will be changed to 7 and 3 respectively.
[0130] FIG. 14 is a flowchart of the process of changing questions according to the attachment level. First, it is determined whether an attachment level increase event has occurred, and if an increase event has occurred, the process of increasing the character's attachment level is executed (steps S11 and S12). For example, as described above, when a character is selected as a favorite character or when the user gazes at a character, an event that increases the character's attachment level occurs, and the character's attachment level increases. Next, it is determined whether the character's attachment level has exceeded a threshold value VTA (step S13). If the attachment level has exceeded the threshold value VTA, the process of increasing answer options, increasing the number of questions, or adding a conversation scenario branch is executed (step S14). For example, as described above, the number of options for the user's question may be increased, the number of questions the character asks the user may be increased, or a new scenario branch may be generated.
[0131] In this way, the questions that the character asks the user will vary in variety depending on the degree of attachment to the character, making it possible to realize a game system that is less likely to bore the user.
[0132] In this embodiment, processing is performed to change the order items or menus presented to the user depending on the attachment level. For example, products or menus are prepared that appear only when the attachment level exceeds a given threshold. For example, a specific product is not included in the menu unless the attachment level exceeds a given threshold. Alternatively, a special menu is generated when the attachment level exceeds a given threshold. Alternatively, a character is not recommended a specific product to the user unless the attachment level exceeds a given threshold.
[0133] 15 is a flowchart of a process for changing a product or menu item according to the attachment level. First, it is determined whether an attachment level increase event has occurred, and if an increase event has occurred, a process for increasing the character's attachment level is executed (steps S21 and S22). Next, it is determined whether the character's attachment level has exceeded the threshold value VTB (step S23). If the attachment level has exceeded the threshold value VTB, a process for generating a new product or new menu item is executed (step S24). For example, a new product may be added to the menu, or a special menu may be displayed, and recommended products may be selected from the special menu and presented to the user.
[0134] In this way, new products and new menus will appear depending on the degree of attachment to the character, and new products can be presented to the user as recommended products, or recommended products selected from the new menu can be presented to the user.
[0135] In this embodiment, the attachment level is increased according to the number of visits a user makes to a real store or a virtual store. For example, if there is a real-world store corresponding to the VR cafe, such as the VR cafe described above, the attachment level to the character in the VR cafe is increased according to the number of visits to the real store. In addition, in the case of a virtual store on an internet shopping site, the attachment level to the character in the virtual store is increased according to the number of visits by accessing the virtual store on the site. The number of visits a user makes may be managed by recording it in a portable information storage medium 195 (FIG. 1) carried by the user. Alternatively, the number of visits a user makes may be recorded as user information in a database of a server system, and the number of visits to a real store connected to the server system or the number of visits to a virtual store on a network may be managed. For example, as shown in FIG. 16, upon a first visit to a real store or virtual store, the initial value of the attachment level is set to 0, so that the attachment level to the character starts from 0. Then, upon a second or third visit, for example, the initial value of the attachment level is set to 10, so that the attachment level to the character starts from 10. Similarly, for the fourth to sixth visits, the initial value of the attachment level is set to 15, and for the seventh visit and beyond, the initial value of the attachment level is set to 20. In other words, the initial value of the attachment level is changed in stages depending on the number of visits to the real store or virtual store. In this way, the increase in attachment level serves as a motivation, making it possible to encourage users to visit the real store or virtual store.
[0136] In this embodiment, a process is performed to increase the attachment level in accordance with the charge made to the user. For example, when a user pays a fee for the charge made to the user, the attachment level to a character is increased. For example, when a paid item such as a gift is purchased and given to a character, the attachment level corresponding to that character increases. For example, a user can increase the attachment level of a favorite character by purchasing a paid item such as a gift and giving it to that character. For example, when a user purchases a paid item, the initial value of the character's attachment level is set to 20 instead of 0. Furthermore, when a paid item is given to a character, the character may perform a thank-you performance, such as fan service.
[0137] 17A, for example, user US purchases a heart gift by spending charge points (in-game currency) and gives this gift to character CHA, his / her favorite character. As a result, the user's attachment level to character CHA increases by 10.
[0138] In this way, as the user's attachment level increases in accordance with the amount of money paid, the recommended products presented to the user may change, the questions asked by the character may change, or new products or menu items may appear, as described above. This provides the user with an effective motivation to pay the fee by purchasing paid items, etc.
[0139] In the aforementioned VR café, the default character that appears may be changed depending on the day of the week (Monday to Sunday). For example, on Monday, character CHA may appear as the default character, and on Tuesday, another character CHB may appear as the default character. If the user then purchases a paid item or the like and pays the fee, then, for example, on Monday, the user's favorite character, different from character CHA, may appear in the VR café. This can effectively motivate the user to pay the fee.
[0140] Furthermore, in this embodiment, when the user's attachment level to a character exceeds a given threshold, a process is performed to add an attachment to the ordered item. For example, when the character's attachment level exceeds a given threshold, a bonus item is included with the ordered item. For example, in FIG. 17(B), the attachment level increases due to the occurrence of the attachment level increase event described above, causing the attachment level to exceed the threshold value of 30. In this case, the character CHA talks about giving a bonus cookie with the ordered coffee. For example, depending on the answer of the user US, the character CHA presents coffee as a recommended item. At this time, because the attachment level exceeds the threshold, when the user US orders coffee, a bonus cookie is included.
[0141] In this way, when the attachment level exceeds the threshold, the user can obtain not only recommended products but also bonus products, thereby providing the user with an effective motivation to increase the attachment level.
[0142] In this embodiment, the attachment level (parameter) is changed based on external information related to the user and the character. For example, the external information related to the user and the character is acquired from the outside. Specifically, information on the linked game and product purchase information are retrieved in relation to the user information. For example, information on the game in which the character appears and user purchase information on products related to the character are retrieved as external information. Then, this game information and product purchase information are reflected in the attachment level (parameter) for the character. For example, if the main character used in the game (the character used frequently) is a character that appears in the VR cafe, the attachment level is changed by reflecting game information (game performance, points acquired in the game, progress in the game, status information of the character and the user in the game, etc.). For example, the attachment level is increased as the game performance improves, the points acquired increase, or the game progress progresses. Alternatively, past purchase history information of products related to the character is acquired. Then, the attachment level is changed according to the degree of purchase of products related to the character. For example, the attachment level is increased as the number of product purchases increases or the purchase frequency increases. This enables the process of setting the attachment level to reflect external information related to the user and the character.
[0143] In this embodiment, at least one of the questions to be asked to the user, the menu presented to the user, the items to be ordered included in the menu, and the content of the character's dialogue is set according to at least one of the number of times the user has visited the real or virtual store, the charge to the user, the user's location information, and date and time information. For example, processing is performed to change the questions, menu, items to be ordered, or the content of the dialogue according to the number of times the user has visited the store, the charge, the location information, or the date and time information. Figure 18 is a flowchart explaining the details of this processing.
[0144] First, user information including the number of visits by the user, the amount charged by the user, the user's location information, or date and time information is acquired (step S31). The number of visits by the user is the number of visits to a real store or a virtual store, as described above. The amount charged by the user is the amount of consideration paid by the user for the charge. The user's location information is, for example, the location information of the real store corresponding to the VR cafe, or location information detected by a mobile communication terminal carried by the user. The date and time information is information about the date and time.
[0145] Next, the user's attachment level to the character is set according to the acquired user information (step S32). For example, the attachment level is increased the more frequently the user visits the store, or the more the amount of money spent. Alternatively, the attachment level is increased or decreased according to the user's location information or date and time information. For example, the attachment level is increased when the user visits a specific location such as an event venue. The attachment level is also increased during special periods such as event periods, special dates such as Christmas and Valentine's Day, or specific time periods. Furthermore, the questions asked to the user, the menus presented to the user, the products included in the menus, or the content of the character's dialogue are changed according to the acquired user information (step S33). For example, the number and content of questions asked to the user, the menu itself, the types and number of products included in the menus, or the content of the character's dialogue are changed according to the user's number of visits to the store or the amount spent. Alternatively, the number and content of questions asked, the types and number of menus and products, or the content of the character's dialogue are changed according to the user's location information or date and time information. In addition, a process for determining the product to be presented to the user is performed according to the user's answer and the acquired user information, and if the product (recommended product) determined based on the user's answer and user information is not in the menu, a process for no recommended product is performed (step S34). For example, in addition to the user's answer to the question, user information such as the number of times the user has visited the store, the amount charged by the user, the user's location information, or date and time information is also taken into consideration to determine the product to be presented to the user as a recommended product. Then, if such a product is not in the menu, a process for no recommended product is performed as described in Figures 12 to 13(B).
[0146] In this way, it becomes possible to vary the character's level of attachment, questions, menu items, products, and dialogue content in various ways, depending on user information such as the number of times the user has visited the store, the amount charged, location information, date and time information, etc. It also becomes possible to realize a process for determining recommended products that reflects user information.
[0147] 4.Detailed processing Next, a detailed processing example of this embodiment will be described with reference to the flowcharts of FIGS.
[0148] In Fig. 19, first, a dialogue process is executed in which characters CHA and CHB ask questions to the user (step S41). Then, the user's answers to the questions posed by characters CHA and CHB are accepted (step S42). This realizes a series of dialogues in which characters CHA and CHB ask various questions to user US, to which the user responds, as shown in Fig. 7(A) and Fig. 7(B).
[0149] Then, it is determined whether all questions have been asked (step S43). If all questions asked by characters CHA and CHB have been asked, products to be presented to the user are selected from the menus corresponding to characters CHA and CHB based on the user's answers to the questions asked by characters CHA and CHB (step S44). For example, products to be presented to the user are selected from menus MA and MB as shown in FIG. 9(A) by performing the selection process described in FIG. 9(B). The selected products are then presented to the user as recommended products (step S45). As a result, as shown in FIG. 8, recommended products of characters CHA and CHB can be presented to user US, and user US can order the recommended products.
[0150] In Fig. 20, first, a setting process for a virtual space is performed (step S51). For example, a setting process for a virtual space in which a VR cafe as shown in Fig. 3 is constructed is performed. Then, a process for moving and operating a character in the set virtual space is performed (step S52). For example, as shown in Fig. 5(A), Fig. 5(B), etc., the character CHA is moved to the location where the user US is located, and the character CHA is made to perform conversational actions.
[0151] Next, the user's gaze information on the character is acquired (step S53). For example, as described in FIG. 11(B), information on whether the user US is gazing at the character CHA, etc., information on the gaze duration, or information on the gaze location is acquired as gaze information. Then, depending on the acquired gaze information, a question to be asked to the user, a menu to be presented to the user, products included in the menu, or the content of the character's dialogue is set (step S54). For example, the question, menu, product, or content of the dialogue is changed depending on the gaze information.
[0152] By performing the processing shown in FIG. 20 in this manner, a virtual space such as a VR cafe can be created, and a display image of the HMD 200 worn by the user US, covering the user's field of view, can be generated as an image seen from a virtual camera in this virtual space. A character can then appear in this virtual space, and the character can present the user with products determined based on the user's answers to the character's questions. Furthermore, the number and content of the character's questions, the menu, the types and number of products included in the menu, and the content of the character's dialogue can change depending on whether the user gazes at the character, which of multiple characters the user gazes at, or the user's gaze duration and gaze location. This enables a variety of processes to be realized that reflect the user's gaze state.
[0153] Although the present embodiment has been described in detail above, those skilled in the art will readily understand that many modifications are possible without substantially departing from the novel features and advantages of the present invention. Therefore, all such modifications are intended to be within the scope of the present invention. For example, a term (such as "product" or "attachment level") described at least once in the specification or drawings together with a different, broader or synonymous term (such as "order target" or "attachment level information") may be replaced with that different term anywhere in the specification or drawings. Furthermore, character processing, order target determination processing, presentation processing, attachment level setting processing, virtual space setting processing, virtual camera positioning processing, game processing, and display processing are not limited to those described in the present embodiment; equivalent methods, processes, and configurations are also within the scope of the present invention. The present invention is also applicable to various games. The present invention is also applicable to various game systems, such as arcade game devices, home game devices, and large-scale attraction systems in which many users participate. [Explanation of symbols]
[0154] CHA, CHB characters (first and second characters), US user, 100 processing unit, 102 input processing unit, 110 calculation processing unit, 112 character processing unit, 114 presentation processing unit, 115 order target determination unit, 116 virtual space setting unit, 117 virtual camera control unit, 118 game processing unit, 120 display processing unit, 130 sound processing unit, 140 output processing unit, 160 operation unit, 170 storage unit, 172 object information storage unit, 174 character information storage unit, 175 conversation information storage unit, 176 menu information storage unit, 178 drawing buffer, 180 information storage medium, 190 display section, 192 sound output section, 194 I / F section, 195 Portable information storage medium, 196 Communication unit, 200 HMD (head-mounted display), 270 headphones
Claims
1. a character processing unit that performs processing to move a character; a storage unit that stores menu information, which is a list of items to be ordered, in association with the character; a presentation processing unit that receives a user's answer to a question posed by the character and performs processing to present to the user, using the character, an order item determined based on the user's answer; Including, The presentation processing unit A game system characterized by performing a process of determining an order item to be presented to the user from at least one of a menu corresponding to the first character and a menu corresponding to the second character, based on at least one of the user's response to a question asked by a first character and the user's response to a question asked by a second character.
2. In claim 1, The presentation processing unit A game system characterized by performing a process of determining an order item to be presented to the user based on the user's answer results and the user's attachment level information for the first and second characters.
3. In claim 2, The presentation processing unit A game system characterized in that, when the order item determined based on the user's answer result and the attachment level information is not included in the menu, processing is performed for the non-existence of the order item.
4. In claim 2 or 3, The presentation processing unit A game system characterized by performing processing to change questions posed to the user depending on the attachment level information.
5. In any one of claims 2 to 4, The presentation processing unit A game system characterized by performing processing to change the order items or menu items presented to the user depending on the attachment level information.
6. In any one of claims 2 to 5, The presentation processing unit A game system characterized by performing processing to increase the degree of attachment represented by the attachment degree information depending on the number of times the user visits a real store or a virtual store.
7. In any one of claims 2 to 6, The presentation processing unit A game system characterized by performing processing to increase the attachment level represented by the attachment level information in accordance with a charge made to the user.
8. In claim 6 or 7, The presentation processing unit A game system characterized in that, when the user's degree of attachment to the character exceeds a given threshold, a process is performed to add an attachment to the ordered object.
9. In any one of claims 1 to 8, The presentation processing unit A game system characterized by acquiring user information including at least one of the number of times the user has visited a physical or virtual store, charges made to the user, the user's location information, and date and time information, and performing processing to set at least one of the questions to be asked to the user, the menu to be presented to the user, the order items included in the menu, and the content of the character's dialogue, depending on the user information.
10. In any one of claims 1 to 8, The presentation processing unit A game system characterized by acquiring user information including at least one of the number of times the user has visited a physical or virtual store, charges made to the user, the user's location information, and date and time information, and performing a process to determine the order items to be presented to the user based on the user's response results and the user information.
11. In claim 10, The presentation processing unit A game system characterized in that, when the order item determined based on the user's answer result and the user information is not included in the menu, processing is performed for the non-existence of the order item.
12. In any one of claims 1 to 11, a virtual space setting unit that performs a setting process for the virtual space; A game system characterized by including a display processing unit that generates a display image of a head-mounted display device worn by the user so as to cover their field of vision as an image seen from a virtual camera in the virtual space.
13. a virtual space setting unit that performs a setting process for the virtual space; a character processing unit that processes characters that appear in the virtual space; a storage unit for storing information on menu items, which are a list of items to be ordered; a presentation processing unit that receives a user's answer to a question posed by the character and performs processing to present to the user, using the character, an order item determined based on the user's answer; a display processing unit that generates a display image of a head-mounted display device worn by the user so as to cover the user's field of view, as an image seen from a virtual camera corresponding to the user's viewpoint in the virtual space; A game system comprising:
14. In claim 12 or 13, The presentation processing unit A game system characterized by setting at least one of the questions to be asked to the user, the menu to be presented to the user, the order items included in the menu, and the content of the character's dialogue depending on the user's gaze information on the character.
15. a character processing unit that performs processing to move a character; a storage unit that stores menu information, which is a list of items to be ordered, in association with the character; a presentation processing unit that receives a user's answer to a question posed by the character and performs processing to present an order item determined based on the user's answer to the user using the character, Make your computer work, The presentation processing unit A program characterized by performing a process of determining an order item to be presented to the user from at least one of a menu corresponding to the first character and a menu corresponding to the second character, based on at least one of the user's response to a question asked by a first character and the user's response to a question asked by a second character.
16. a virtual space setting unit that performs a setting process for the virtual space; a character processing unit that processes characters that appear in the virtual space; a storage unit for storing information on menu items, which are a list of items to be ordered; a presentation processing unit that receives a user's answer to a question posed by the character and performs processing to present to the user, using the character, an order item determined based on the user's answer; a display processing unit that generates a display image of a head-mounted display device worn by the user so as to cover the user's field of view as an image seen from a virtual camera corresponding to a viewpoint of the user in the virtual space, A program that causes a computer to function.
Citation Information
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