Program and information processing system

The program enhances user engagement by using AI to associate real-space objects with virtual objects, addressing the limitations of existing systems and improving the immersive experience in applications like games.

JP2025129588APending Publication Date: 2025-09-05COLOPL
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Patent Information

Application Number
JP2024026316
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-26
Publication Date
2025-09-05

AI Technical Summary

Technical Problem

Existing information processing systems lack the ability to effectively enhance user engagement by associating objects in real space images with corresponding objects in a virtual environment, limiting the immersive and interactive experience in applications such as games.

Method used

A program that identifies a first object from a real-space image and associates it with a second object, utilizing artificial intelligence techniques like machine learning and rule-based methods to improve object recognition and interaction within a game system, enabling enhanced user engagement through real-world interactions.

Benefits of technology

Improves user interest and engagement by allowing real-world objects to be recognized and integrated into virtual environments, enhancing the interactivity and immersion of applications like games.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve amusement properties.SOLUTION: A program causes a processor to specify a corresponding target object from an image taken of an object in a real space, and associate the target object specified from the image with an avatar.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] Conventionally, information processing systems capable of identifying an object from an image captured of a real space have been known. For example, Patent Document 1 discloses identifying a plane from an image captured of a real space and placing an object on the identified plane. Furthermore, Patent Document 2 discloses identifying an object corresponding to a vehicle included in an image captured of a real space and executing an event based on the type of the identified object. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-80441 [Patent Document 2] Patent Publication No. 2021-151505 Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, it is expected to improve the interest in situations where images including objects in real space are captured. [Means for solving the problem]

[0005] A program according to one embodiment of the present disclosure causes a computer to identify a corresponding first object from an image of an object in real space, and to associate the first object identified from the image with a second object. [Effects of the Invention]

[0006] According to the present disclosure, interest can be improved. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Figure 2] FIG. 2 is a diagram illustrating an example of a module configuration of a terminal. [Figure 3] FIG. 3 is a diagram illustrating an example of a module configuration of a server. [Figure 4] FIG. 4 is a diagram showing an example of screen transitions on the terminal of FIG. [Figure 5] FIG. 5 is a diagram showing an example of the flow of processing for executing a game. [Figure 6] FIG. 6 is a diagram showing an example of the flow of processing in the preparation part. [Figure 7] FIG. 7 is a diagram showing an example of the processing flow in the event part. [Figure 8] FIG. 8 is a diagram showing an example of the flow of processing for associating a target object with an avatar. [Figure 9] FIG. 9 is a diagram showing an example of a main screen displayed on the terminal of FIG. [Figure 10] FIG. 10 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 11] FIG. 11 is a diagram showing an example of a main screen displayed on the terminal of FIG. [Figure 12] FIG. 12 is a diagram showing an example of a preparation screen displayed on the terminal of FIG. [Figure 13] FIG. 13 is a diagram showing an example of how a user takes an image using the terminal of FIG. [Figure 14] FIG. 14 is a diagram showing an example of a preparation screen displayed on the terminal of FIG. 2 when a user uses the terminal of FIG. 2 to take an image. [Figure 15] FIG. 15 is a diagram showing an example of a preparation screen displayed on the terminal of FIG. 2 when a target object is associated with an avatar. [Figure 16]FIG. 16 is a diagram showing an example of a preparation screen displayed on the terminal of FIG. 2 when the target object is not associated with an avatar. [Figure 17] FIG. 17 is a diagram showing an example of a preparation screen displayed on the terminal of FIG. 2 when an avatar is equipped with a target object. [Figure 18] FIG. 18 is a diagram showing an example of a preparation screen displayed on the terminal of FIG. 2 in the second embodiment. [Figure 19] FIG. 19 is a diagram showing an example of the first main screen displayed on the terminal of FIG. 2 in the third embodiment. [Figure 20] FIG. 20 is a diagram showing an example of the second main screen displayed on the terminal of FIG. 2 in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] An information processing system according to the present disclosure will be described with reference to the drawings. (First embodiment) [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, the term "game" simply refers to a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter referred to as a game function). The user 11 of each terminal 100 can be a player. Each terminal 100 is an example of an information processing device (computer). The server 200 is an example of an information processing device (computer).

[0009] [network] For example, the network 20 includes the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system may be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.

[0010] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), smart glasses, AR glasses, a wearable device, or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.

[0011] For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 165, a camera 170, a GNSS receiver 175, and a touch screen 180. Each component included in the terminal 100 is connected to a communication bus 190.

[0012] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.

[0013] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be implemented as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be implemented as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be implemented as a removable storage device such as a memory card.

[0014] As an example, storage 130 stores a game program and a communication program. As an example, the game program implements game functions. The game program provides an environment for user 11 to play the game. The game program implements a function for holding an event within the game. An event is an in-game event, a fun event, a performance, etc. As an example, the game program implements a function for holding a battle event in which a user object controlled by user 11 using terminal 100 and an enemy object determine victory or defeat based on some criteria. Hereinafter, in this disclosure, when simply referred to as "event," it means an event held within a game provided by the system. The communication program implements a function for communicating with another computer. As an example, the other computer is server 200. Storage 130 may store an operating system, a simulation program, a user authentication program, and other programs.

[0015] For example, the data stored in storage 130 may include data for defining a virtual space, data specifying various objects, and user information. The data for defining a virtual space may include map data. The various objects may include electronic data of characters, equipment, and objects that constitute screens for various games. As an example, the user information may include a user ID, a user name, gender, age, and address. The user information may include in-game currency, in-game items, and various rewards owned by user 11.

[0016] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or other wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication interface 140 is not limited to the above.

[0017] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI®), or other wired communication interface. For example, the input / output interface 150 can be implemented as a Bluetooth® or other wireless communication interface.

[0018] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touchpad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0019] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like to the terminal 100.

[0020] The microphone 160 converts speech from the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 165 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 165, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0021] The camera 170 captures images of the scenery around the terminal 100. The camera 170 transmits the captured images to the processor 110. The images may include moving images and still images.

[0022] The GNSS receiver 175 acquires location information regarding the current location of the terminal 100. The GNSS receiver 175 may be used as a positioning device configured to acquire location information of the user 11 using the terminal 100. As an example, the GNSS receiver 175 acquires location information regarding the current location coordinates of the terminal 100 from positioning satellites. As an example, the location coordinates are latitude and longitude coordinate values. As an example, the GNSS receiver 175 is a GPS receiver that receives location signals from GPS satellites. Note that the GNSS receiver 175 may also be a GLONASS receiver that receives location signals from GLONASS satellites, a Galileo receiver that receives location signals from Galileo satellites, or a BDS receiver that receives location signals from BDS satellites.

[0023] The positioning device is not limited to the above-described configuration. For example, if the positioning device is a camera 170, the processor 110 identifies the current location of the terminal 100 by identifying the shooting location based on the captured image. For example, the processor 110 identifies objects, such as buildings and natural objects, included in the captured image, and identifies the current location of the terminal 100 based on the locations of the identified objects. At this time, the processor 110 may identify a rough location by identifying the location of a wireless base station or a Wi-Fi router. This can be expected to improve the accuracy of identifying the shooting location based on the captured image.

[0024] The touch screen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 may be realized as a transmissive or non-transmissive display device. For example, the monitor 181 may be realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0025] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is a part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, if the operation device is the touch sensor 182, the processor 110 accepts the user 11's physical contact operation with the input surface of the touch sensor 182 as the input operation of the user 11. For example, modes of input operation using the touch sensor 182 can include tapping, swiping, dragging, flicking, and other modes.

[0026] The operation device is not limited to the configuration described above. For example, if the operation device is the communication interface 140, the processor 110 receives a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation by the user 11. For example, if the operation device is the input / output interface 150, the processor 110 receives a signal transmitted from an external input device 300 as an input operation by the user 11. For example, if the input device 300 is a camera and a distance measuring sensor, when the processor 110 detects the hand of the user 11 from a received captured image, the processor 110 receives a gesture detected based on the captured image and an output value as an input operation by the user 11. For example, if the input device 300 is a controller, the processor 110 receives an output value transmitted from the controller as an input operation by the user 11.

[0027] [Server hardware configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. The components of the server 200 are connected to a communication bus 290.

[0028] In response to a signal provided to the server 200 or in response to a predetermined condition being met, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 can be implemented as a CPU, a GPU, an MPU, an FPGA, or other computing device.

[0029] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.

[0030] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.

[0031] The storage 230 stores a game program and a communication program. For example, the game program implements a game function. The communication program implements a function for communicating with other computers. For example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data for defining a virtual space, data for specifying objects, and user information.

[0032] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to the above.

[0033] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.

[0034] [Device Features] As shown in FIG. 2 , one or more of the components of the terminal 100 are combined to form a functional unit (module) that is functionally cohesive. As an example, the terminal 100 may include a game control unit 101, an image identification unit 102, a position acquisition unit 103, a display control unit 104, a storage unit 105, a communication unit 106, and an input / output unit 107. As an example, the game control unit 101 and the display control unit 104 can be realized by a processor 110. As an example, the image identification unit 102 can be realized by the processor 110 and a camera 170. As an example, the position acquisition unit 103 can be realized by the processor 110 and a GNSS receiver 175. As an example, the storage unit 105 can be realized by a memory 120 and a storage 130. As an example, the communication unit 106 can be realized by a communication interface 140. As an example, the input / output unit 107 can be realized by the processor 110 , the touch sensor 182 , and the input / output interface 150 .

[0035] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182 and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, the input / output unit 107 can identify the mode of the input operation based on the input operation by the user 11 on the touch sensor 182. For example, the modes of the input operation that the input / output unit 107 can identify may include tapping, swiping, dragging, flicking, and other modes. Hereinafter, touching the touch sensor 182 with the finger or the like of the user 11 will simply be referred to as "touch."

[0036] When a touch on the touch sensor 182 starts, the input / output unit 107 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 stops, the input / output unit 107 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 continues, the input / output unit 107 identifies the coordinates of the touch position at each time (hereinafter referred to as the current touch position). The input / output unit 107 identifies the mode of the input operation by the user 11 based on the touch time from the start of the touch to the end of the touch and the change in the touch position.

[0037] The location acquisition unit 103 acquires location information of the terminal 100 at predetermined intervals. As an example, the predetermined interval is one second. The location acquisition unit 103 identifies the current location of the terminal 100 based on the acquired location information. As an example, the location acquisition unit 103 identifies the latitude and longitude coordinate values ​​of the location of the terminal 100. To improve the accuracy of the location, the location acquisition unit 103 may be able to acquire location information in real time as much as possible. To avoid data load or data volume pressure, the predetermined interval for acquiring location information may be changed as desired.

[0038] The communication unit 106 receives various types of information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests.

[0039] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting input operations by the user 11 in the progress of the game. The game play information is output in response to input operations received by the input / output unit 107. The game play information is output in response to location information acquired by the location acquisition unit 103. The game play information may include various requests.

[0040] The game control unit 101 defines a virtual space in which the game is played. The game control unit 101 places various objects in the virtual space. The various objects include objects that constitute a field. As an example, the objects that constitute the field are placed based on map data. That is, the game control unit 101 defines the virtual space based on map data of the real space. The various objects include a user object corresponding to the user 11. As an example, the user object is an avatar of the user 11. The various objects include an event object corresponding to an event. The game control unit 101 identifies an instruction from the user 11 based on game progress information, a touch position received by the input / output unit 107, the manner of the input operation, and the coordinates of various objects. As an example, the game control unit 101 can identify an instruction to execute an event in the game based on the game progress information, a touch position received by the input / output unit 107, the manner of the input operation, the coordinates of the user object, and the coordinates of the event object. The game control unit 101 can make various determinations regarding the progress of the game. The game control unit 101 can perform various lotteries regarding the progress of the game.

[0041] The game control unit 101 generates game play information in response to game progress information, instructions from the user 11, various judgment results, and various lottery results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for receiving various information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for transmitting various information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for progressing the game.

[0042] The image identification unit 102 identifies a corresponding object (hereinafter referred to as a target object) from an image including the target object captured by the camera 170. As an example, the target object is an object that has characteristics similar to those of the target. As an example, the characteristics are shape, color, and size. As an example, the target object is clothing. As an example, the target object is a tool. As an example, the target object is food or drink. As an example, the target object is equipment for the avatar of the user 11. As an example, the target object is an item that the avatar can use.

[0043] As an example, the image identification unit 102 identifies a target object using a technique classified as artificial intelligence. As an example, techniques for identifying a target object include a technique classified as machine learning artificial intelligence and a technique classified as rule-based artificial intelligence. As an example, techniques classified as machine learning artificial intelligence can improve the accuracy of identifying a corresponding target object from an image containing the target object by using supervised learning, unsupervised learning, reinforcement learning, or a combination of these. As an example, techniques classified as machine learning artificial intelligence may include a technique for identifying a target object using CNNs (Convolutional Neural Networks). As an example, CNNs include LeNet, AlexNet, VGGNet, and ResNet. As an example, techniques classified as machine learning artificial intelligence may include a technique for clustering captured images and identifying a target object based on the classified clusters. As an example, clustering techniques such as K-means, hierarchical clustering, and DBSCAN (Density-Based Spatial Clustering of Applications with Noise) are used.

[0044] For example, a method classified as rule-based AI may include a method that uses a feature extraction algorithm to extract feature points and determine the similarity between a target object and a target object based on the feature points. Examples of feature extraction algorithms include SIFT (Scale-Invariant Feature Transform), SURF (Speeded Up Robust Features), and ORB (Oriented FAST and Rotated BRIEF). For example, a method classified as rule-based AI may include a method that uses a color histogram or a texture histogram to identify a target object that is similar in shape, color, and size to the target object.

[0045] As an example, the image identification unit 102 identifies a corresponding target object from an image containing a target object using a trained CNN that has been trained using a large number of training images labeled with correct (corresponding) target objects. As an example, the training images are images containing clothing, images containing tools, and images containing food and drink.

[0046] The display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates an image of a game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of a game screen according to game play information generated by the game control unit 101. The display control unit 104 displays the image of the game screen on the monitor 181. The display control unit 104 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image in which 2D or 3D objects are controlled and drawn.

[0047] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) required for input operations by the user 11. The UI objects are information for assisting the input operations of the user 11 required to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects described in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, may execute steps for controlling the display content of the monitor 181, thereby performing functions corresponding to those steps.

[0048] The steps that can be executed in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be pre-stored in the storage 130. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as the server 200, via the communication interface 140 and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.

[0049] [Server Features] As shown in FIG. 3 , one or more of the components of the server 200 are combined to form a functional unit (module) that is functionally cohesive. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. The server 200 may also include a display control unit (not shown). As an example, the game control unit 201 can be realized by a processor 210. As an example, the memory unit 205 can be realized by a memory 220 and a storage 230. As an example, the communication unit 206 can be realized by a communication interface 240. As an example, the input / output unit 207 can be realized by the processor 210 and an input / output interface 250.

[0050] The communication unit 206 receives various types of information from each terminal 100. For example, the information that the communication unit 206 receives from each terminal 100 includes game play information and user information. The communication unit 206 transmits various types of information to each terminal 100. For example, the information that the communication unit 206 transmits to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept input operations by the user 11 on an external input device via the input / output interface 250.

[0051] The game control unit 201 progresses the game in accordance with the game play information received by the communication unit 206 from the terminal 100. The game control unit 201 can make various determinations regarding the progress of the game. The game control unit 201 can conduct various lotteries regarding the progress of the game. The game control unit 201 progresses an event in accordance with the game play information received by the communication unit 206 from the terminal 100. The game control unit 201 can make various determinations regarding the progress of the event. The game control unit 201 can conduct various lotteries regarding the progress of the event. The game control unit 201 generates game progress information in accordance with the results of these processes. The game progress information is transmitted to the terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to the step by executing a step for receiving various information. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to the step by executing a step for transmitting various information. As an example, processor 210, as game control unit 201, can perform functions corresponding to steps by executing steps for progressing the game.

[0052] The steps that can be executed in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be pre-stored in the storage 230. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.

[0053] [Game Overview] As an example, a game according to the present disclosure includes multiple parts. As an example, the game parts include a main part, an event part, and a preparation part. The game may be composed of four or more parts, or may be composed of two or less parts.

[0054] [Main part] As an example, in the main part, the avatar (user object) of user 11 moves to a corresponding virtual position in the virtual space according to the real position of user 11 in the real space. In the main part, a transition to the preparation part can be made by accepting a preparation start operation. From the main part, a transition to the event part can be made by accepting an event start operation. As an example, the preparation start operation is an operation that can be accepted regardless of the real position of user 11. As an example, the event start operation is an operation that can be accepted when user 11 is located in a real position in the virtual space that corresponds to a virtual position with which an event is associated.

[0055] [Event part] In the event part, user 11 can participate in the event. For example, the event may include accomplishing a predetermined task. For example, the task is to defeat an enemy object. For example, the event includes user 11 controlling his / her own avatar. For example, the avatar is a character selected in advance by user 11 from among multiple characters.

[0056] As an example, an event is executed as a battle between a single avatar and a single enemy object. As an example, the event employs a turn-based system in which the avatar and the enemy object take turns acting. As an example, the event employs a command-based system in which the user 11 decides the avatar's action from multiple options during the avatar's turn. A success condition for the event is that the enemy object becomes incapacitated before the time set for the event (hereinafter referred to as the event time) has elapsed. The avatar and enemy object become incapacitated when their hit points (hereinafter referred to as HP), which are one of their parameters (ability values), reach 0. The enemy object's HP decreases when attacked by the user 11's avatar. The avatar's HP decreases when attacked by the enemy object. A failure condition for the event is that the event time elapses before the enemy object's HP reaches 0. A failure condition for the event is that the avatar's HP reaches 0 before the enemy object's HP reaches 0.

[0057] An event may involve a battle between multiple avatars and a single enemy object, a battle between a single avatar and multiple enemy objects, or a battle between multiple avatars and multiple enemy objects. When multiple avatars participate in an event, each avatar may be operated by a single user 11, or may be operated by a different user 11. In other words, an event may be one in which multiple users 11 can participate. When multiple enemy objects participate in an event, the event may involve points being awarded when the enemy objects are rendered unable to act. In this case, the success condition of the event may be that one or more specific enemy objects are rendered unable to act, and that the points reach a specified value, etc.

[0058] Events are not limited to the above-mentioned content. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, a yacht race, a ski race, or an airplane race. Events are not limited to competitive content. An event may be cooperative content in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be character development or the creation of a city or building.

[0059] [Preparation part] An example of specific specifications for the preparation part will be described. As an example, user 11 may change the appearance of a character used as their avatar in preparation for an event. As an example, the character's appearance may include race, gender, body shape, hairstyle, and facial expression. Preparation for an event may include adding, exchanging, and deleting equipment, items, and skills. As an example, equipment may include weapons, armor, and accessories. As an example, equipping an avatar with equipment may improve the avatar's parameters. As an example, equipping an avatar with equipment may add skills that the avatar can use. As an example, in the preparation part, equipment, items, and skills may be associated with user 11's avatar. As an example, associating equipment with an avatar may include making the target equipment equipable by the avatar. As an example, associating an item with an avatar may include making the target item usable by the avatar. As an example, associating a skill with an avatar may include making the target skill usable by the avatar. As an example, associating a skill with an avatar may include making the target skill learnable by the avatar. That is, in the preparation part, the user 11 can electronically obtain equipment, items, and skills. The parameters of the avatar change when the equipment, items, skills, etc. are associated with the avatar. When the equipment is associated with the avatar, parameters such as attack power and HP increase. For example, when an item is associated with the avatar, parameters related to the use of the item change to indicate that the item can be used. For example, when a skill is associated with the avatar, parameters related to the use or learning of the skill change to indicate that the skill can be used or has been learned.

[0060] [Overview of screen transitions on devices] An overview of screen transitions on the terminal 100 will be described. 4, various screens may be displayed on the monitor 181 of each terminal 100 depending on the progress of the game and instructions from the user 11. As an example, the various screens may include a main screen 40, an event screen 50, and a preparation screen 60.

[0061] [Main Screen] The main screen 40 is an initial screen. The main screen 40 may be displayed in the main part. When an event start operation is received on the main screen 40, an event screen 50 is displayed. When a preparation start operation is received on the main screen 40, a preparation screen 60 is displayed. The main screen 40 may include information indicating a real position corresponding to a virtual position associated with an event.

[0062] [Event screen] The event screen 50 may be displayed in the event part. The event screen 50 is a screen for displaying the progress of the event. The event screen 50 may include a screen for displaying the results of the event. The event results may include information indicating whether the event was achieved. When the event ends, the event screen 50 displays the main screen 40.

[0063] [Preparation screen] The preparation screen 60 may be displayed in the preparation part. In the preparation part, when a preparation end operation is received, the main screen 40 is displayed. The preparation screen 60 may include information indicating the current equipment details of the avatar.

[0064] [An example of the process flow in the main part] As shown in FIG. 5, in step S100, when a game program is launched, the processor 110 of the terminal 100 starts the game and transmits a game start notification to the server 200, the game start notification including information that identifies the start of the game. For example, the game start notification includes a user ID. For example, the game start notification includes location information of the terminal 100 and surrounding map data. The starting part of the game is the main part. In step S101, the processor 210 of the server 200 receives the game start notification. Based on the game start notification, the processor 210 synchronizes the location information and map information with the user ID, thereby enabling the game using location information to proceed. In step S102, the processor 110 of the terminal 100 displays the main screen 40 on the monitor 181. For example, the processor 110 defines a virtual space and places a virtual camera in the virtual space, thereby displaying the main screen 40 on the monitor 181, the main screen 40 including the area captured by the virtual camera. For example, the virtual space is defined based on map data. As an example, an avatar of user 11 is placed in the virtual space. The avatar of user 11 is placed at a virtual position corresponding to the real position of user 11. The avatar of user 11 is an object that indicates the real position of user 11 based on its placement position. As an example, an event object corresponding to an event is placed in the virtual space. The event object is placed at a virtual position associated with the corresponding event. The event object is an object that indicates a real position corresponding to the virtual position associated with the event based on its placement position.

[0065] In step S103, the processor 110 of the terminal 100 executes main processing on the terminal side. The processor 110 transmits and receives various information to and from the server 200 via the communication interface 140. The processor 110 controls the game based on the various information received from the server 200. As an example, when the user 11 moves, the processor 110 moves the avatar of the user 11 based on the position information. As an example, the processor 110 transmits play information indicating the position information after the movement to the server 200. As an example, the processor 110 receives progress information from the server 200. The processor 110 updates the virtual space data according to the progress information. As an example, the processor 110 associates an event with a predetermined virtual position according to the progress information, and places an event object at that virtual position.

[0066] In step S104, the processor 210 of the server 200 executes server-side main processing. The processor 210 transmits and receives various types of information to and from the terminal 100 via the communication interface 240. The processor 210 controls the game based on the various types of information received from the terminal 100. As an example, the processor 210 receives play information from the terminal 100. In accordance with the play information, the processor 210 transmits progress information to the terminal 100 indicating that an event is to be associated with a predetermined virtual position.

[0067] [Example of the process flow in the preparation part] 6, in step S200, processor 110 of terminal 100 accepts a preparation start operation. In step S201, when processor 110 of terminal 100 accepts a preparation start operation instructing transition to the preparation part, processor 110 transitions to the preparation part and transmits a preparation start notification including information that can identify the transition to the preparation part to server 200. In step S202, processor 110 of terminal 100 displays preparation screen 60 on monitor 181.

[0068] In step S203, processor 110 of terminal 100 executes terminal-side preparation processing. For example, processor 110 transmits and receives various information to and from server 200 via communication interface 140. As an example, when processor 110 receives an operation instructing addition, exchange, or deletion of equipment, items, and skills of an avatar, processor 110 transmits play information indicating the operation content to server 200. As an example, when processor 110 receives an operation instructing acquisition of equipment, items, and skills, processor 110 transmits play information indicating the operation content to server 200. Based on the various information received from server 200, processor 110 updates the avatar settings on the terminal. Based on the progress information received from server 200, processor 110 updates the user information stored in storage 130.

[0069] In step S204, the processor 210 of the server 200 receives a preparation start notification. In step S205, the processor 110 of the terminal 100 executes server-side preparation processing. For example, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. As an example, the processor 210 may receive play information from the terminal 100. The processor 210 updates the server-side avatar settings based on the various information received from the terminal 100. As an example, the processor 210 updates the user information stored in the storage 230 based on the play information received from the terminal 100. The processor 210 transmits progress information indicating the update results to the terminal 100. In step S206, upon receiving a preparation end operation, the processor 110 of the terminal 100 terminates the terminal-side preparation processing. In step S207, the processor 110 of the terminal 100 transmits a preparation end notification to the server 200, the preparation end notification including information that can identify a transition to the main part, i.e., an end of the preparation part. Thereafter, processor 110 transitions from the preparation part to the main part, displays main screen 40 on monitor 181, and ends the series of processes in the preparation part. In step S208, upon receiving the preparation start notification, processor 210 of server 200 ends the server-side preparation process, and ends the series of processes in the preparation part.

[0070] [An example of the process flow in the event part] As shown in FIG. 7 , in step S300, the processor 110 of the terminal 100 accepts an event start operation when the user 11 is located at a real location corresponding to a virtual location associated with an event. As an example, the processor 110 determines that the user 11 is located at a real location corresponding to a virtual location associated with an event when the user 11 is located within a predetermined real range in real space corresponding to a predetermined virtual range in virtual space. As an example, the predetermined real range is a cylindrical range with a predetermined radius centered on the position coordinates of the real location corresponding to the virtual location associated with the event. As an example, the predetermined radius is 50 meters. In step S301, when the processor 110 of the terminal 100 accepts a start operation instructing the start of an event, the processor 110 starts the event and transmits an event start notification to the server 200, the event start notification including information that can identify the start of the event. In step S302, the processor 110 of the terminal 100 displays an event screen 50 on the monitor 181.

[0071] In step S303, processor 110 of terminal 100 executes terminal-side event processing. For example, processor 110 transmits and receives various information to and from server 200 via communication interface 140. As an example, when processor 110 receives an operation to instruct an avatar to act (hereinafter referred to as an action instruction operation), processor 110 transmits play information indicating the content of the operation to server 200. Processor 110 controls the event based on the various information received from server 200. As an example, processor 110 updates event screen 50 according to the progress information.

[0072] In step S304, the processor 210 of the server 200 receives an event start notification. In step S305, the processor 110 of the terminal 100 executes server-side event processing. For example, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the event based on the various information received from the terminal 100. As an example, the processor 210 may receive play information from the terminal 100. The processor 210 manages the action of the avatar according to the play information. As an example, the processor 210 determines whether an attack has hit an enemy object. As an example, attacks may include attacks using skills and attacks without using skills. If the processor 210 determines that the attack has hit, it reduces the HP of the enemy object. The processor 210 transmits progress information indicating the results of the avatar's action to the terminal 100. When the avatar's action ends, the processor 210 causes the enemy object to act. As an example, processor 210 determines whether the attack hits the avatar. If processor 210 determines that the attack hits the avatar, processor 210 reduces the HP of the avatar. Processor 210 transmits progress information indicating the results of the enemy object's action to terminal 100.

[0073] In step S306, when the event termination condition is met, processor 210 of server 200 ends the event and transmits an event result notification indicating the result of the event to terminal 100. As an example, processor 210 determines that the event termination condition is met due to failure of the event when the avatar's HP is 0 after being reduced due to a hit by the attack. As an example, processor 210 determines that the event termination condition is met due to failure of the event when a withdrawal notification instructing the user to withdraw from the event is received from terminal 100. As an example, the event withdrawal notification is transmitted to server 200 when processor 110 of terminal 100 accepts an operation instructing the user to withdraw from the event. As an example, processor 210 determines that the event termination condition is met due to the success of the event when the enemy object's HP is 0 after being reduced due to a hit by the attack. As an example, processor 210 determines that the event termination condition is met due to failure of the event when the event time has elapsed.

[0074] In step S307, processor 110 of terminal 100 receives the event result notification. In step S308, processor 110 of terminal 100 displays the event result on monitor 181 on event screen 50. Thereafter, processor 110 of terminal 100 displays main screen 40 on monitor 181, and ends the series of processes for executing the event.

[0075] [An example of the process flow for associating a target object with an avatar] As shown in FIG. 8, in step S400, upon receiving a shooting start operation, processor 110 of terminal 100 causes camera 170 to capture an image and acquires the image. Processor 110 identifies a corresponding target object from the image. As an example, processor 110 may detect an object from the image and identify a target object corresponding to the detected object. As an example, processor 110 may identify a corresponding target object from an image of the object without detecting the object.

[0076] For example, processor 110 acquires images captured by camera 170 at predetermined intervals until a corresponding target object is identified from the images. For example, the predetermined interval occurs 24 times per second. For example, if processor 110 receives an operation to stop capturing images before a corresponding target object is identified from the images, processor 110 may stop acquiring images and end the process of associating the target object with the avatar.

[0077] If a target object is identified from the objects included in the image, in step S401, the processor 110 of the terminal 100 determines whether a predetermined condition for associating the target object with the avatar of the user 11 is satisfied. As an example, the processor 110 determines that the predetermined condition is satisfied if the image was taken during a predetermined period. That is, the predetermined condition can be satisfied if the image was taken during a predetermined period. As an example, the predetermined period is determined for each target object. As an example, the processor 110 determines that the predetermined condition is satisfied if the image was taken at a predetermined position. That is, the predetermined condition can be satisfied if the image was taken at a predetermined position. As an example, the predetermined position is determined for each target object. If the predetermined condition is not satisfied, the processor 110 terminates the process of associating the target object with the avatar.

[0078] If the predetermined condition is met, in step S402, the processor 110 of the terminal 100 associates the identified target object with the avatar of the user 11. That is, the processor 110 associates the identified target object with the avatar of the user 11 when the predetermined condition is met. The target object is an example of a first object. The avatar is an example of a second object.

[0079] As an example, when processor 110 associates a target object identified from an image with an avatar, it limits at least one of the period during which the target object can be associated with the avatar, the number of target objects that can be associated with the avatar, and the types of target objects that can be associated with the avatar.

[0080] For example, when processor 110 associates a target object identified from an image with an avatar, the period during which the target object can be associated is shorter than when the target object is associated with an avatar because a specific condition is satisfied. For example, the period during which the target object can be associated with an avatar when a specific condition is satisfied may end after a specific amount of time has elapsed or after the object has been used a specific number of times. For example, the period during which the target object can be associated with an avatar when a specific condition is satisfied may be the period during which the target object is staying at a specific location. For example, the specific condition may be satisfied by user 11 paying in-game currency as a consideration. For example, the specific condition may be satisfied by user 11 purchasing the target object. For example, the specific condition may be satisfied by user 11 obtaining the target object as a result of a specific lottery conducted by user 11 paying a specified amount of in-game currency as a consideration. For example, the specific condition may be satisfied by user 11 receiving the target object as a result of a specific lottery conducted by user 11 paying a specified amount of in-game currency as a consideration. For example, the specific condition may be satisfied by user 11 receiving the target object as a reward for an event in which user 11 participated.

[0081] For example, when processor 110 associates a target object identified from an image with an avatar, the number of possible associations is reduced compared to when processor 110 associates a target object with an avatar because a specific condition is met. When processor 110 associates a target object identified from an image with an avatar, the number of possible associations is reduced compared to when processor 110 associates a target object with an avatar because a specific condition is met.

[0082] [Example of display screen on device and processing flow related to display] [Main Screen] As shown in FIG. 9 , when a game program is launched and a game starts, a main screen 40 is displayed. The main screen 40 includes various objects. As an example, the main screen 40 may include a field object 80 based on map data. As an example, the main screen 40 may include an avatar 91 of the user 11. The avatar 91 is an object that indicates the real-world location of the user 11. As an example, the main screen 40 may include an event object 92. The event object 92 is an object that indicates a real-world location corresponding to a virtual location associated with an event. The event object 92 may be an object that indicates the content of the event. The event object 92 may be an object that indicates the remaining time of a specified time for the event. As an example, the event object 92 is an object that resembles an enemy object that appears in the event. As an example, the user 11 can move in real space to instruct the avatar 91 to move to a corresponding position in virtual space. As an example, when the user 11 is located in a real-world location that corresponds to the virtual location associated with the event, an event start operation can be performed to instruct the start of the event by tapping on the portion where the event object 92 is displayed. As an example, the main screen 40 may include a preparation icon 85. As an example, by tapping on the portion where the preparation icon 85 is displayed, a preparation start operation can be performed to instruct a transition to the preparation part.

[0083] [Event screen] As shown in FIG. 10 , an event screen 50 is displayed when an event starts. The event screen 50 includes various objects. For example, the event screen 50 may include a field object 81 that constitutes the stage for the event. The event screen 50 may include an avatar 91. The event screen 50 may include an enemy object 93. The event screen 50 may include an HP bar 94 that indicates the HP of the avatar 91. The event screen 50 may include command icons 95 that instruct the avatar 91 to perform an action. For example, the command icons 95 may include an attack icon 95a that instructs an attack on the enemy object 93 without using a skill. For example, the command icons 95 may include a skill icon 95b that instructs the use of a skill. For example, the command icons 95 may include an item icon 95c that instructs the use of an item. For example, the command icons 95 may include a withdraw icon 95d that instructs the player to withdraw from the event. For example, by tapping the area where the attack icon 95a is displayed, an operation to instruct an attack on the enemy object 93 without using a skill can be performed. As an example, by tapping on the portion where the skill icon 95b is displayed, an operation to instruct the use of a skill can be performed. As an example, skills are used for purposes such as attack, recovery, and support. As an example, by tapping on the portion where the item icon 95c is displayed, an operation to instruct the use of an item can be performed. As an example, by tapping on the portion where the withdrawal icon 95d is displayed, an operation to instruct the withdrawal of the event can be performed.

[0084] [Preparation screen] As shown in FIGS. 11 and 12 , when the preparation part starts in response to a preparation start operation, a preparation screen 60 is displayed. As an example, the preparation screen 60 includes various objects. As an example, the preparation screen 60 may include an avatar window 401. As an example, an avatar 91 is displayed in the avatar window 401. As an example, the appearance of the avatar 91 changes depending on the settings of the avatar 91. As an example, the appearance of the avatar 91 changes depending on the equipment that the avatar 91 is currently equipped with.

[0085] As one example, the preparation screen 60 may include a main icon 86 that instructs transition to the main part. As one example, an operation to instruct transition to the main part can be performed by tapping on the portion where the main icon 86 is displayed. As one example, the preparation screen 60 may include a settings icon 87 that instructs display of a settings window (not shown) for changing the settings of the avatar 91. As one example, an operation to instruct display of the settings window can be performed by tapping on the portion where the settings icon 87 is displayed. As one example, the preparation screen 60 may include a lottery icon 88 that instructs display of a lottery window (not shown) for drawing lots for an object that the user 11 will obtain. As one example, an operation to instruct display of the lottery window can be performed by tapping on the portion where the lottery icon 88 is displayed.

[0086] As shown in FIGS. 12 to 14 , as an example, the preparation screen 60 may include a shooting icon 89 that instructs the display of a shooting window 402 that displays an image captured by the camera 170. As an example, an operation to instruct the display of the shooting window 402 can be performed by tapping the area where the shooting icon 89 is displayed. As an example, the preparation screen 60 may include the shooting window 402. As an example, an image captured by the camera 170 is displayed in the shooting window 402. As an example, the image displayed in the shooting window 402 is updated every time the camera 170 captures an image. In other words, the image displayed in the shooting window 402 is a real-time image that is updated at predetermined intervals.

[0087] As an example, an avatar 91 is displayed in the shooting window 402. As an example, the appearance of the avatar 91 is the same regardless of the settings of the avatar 91. As an example, the appearance of the avatar 91 is the same as the appearance of the avatar 91 displayed in the avatar window 401 when the avatar 91 is not equipped with any equipment. As an example, the avatar displayed in the shooting window 402 is displayed superimposed on an image captured by the camera 170. As an example, the avatar displayed in the shooting window 402 is displayed transparently so that the image captured by the camera 170 can be recognized. As an example, the preparation screen 60 may include a stop icon 90 that instructs the user to end the display of the shooting window 402. As an example, the stop icon 90 is displayed in the shooting window 402. As an example, by tapping the area where the stop icon 90 is displayed, a shooting stop operation that instructs the user to end the display of the shooting window 402 can be performed.

[0088] As shown in FIGS. 15 and 16 , for example, the preparation screen 60 may include an object window 403 that displays a target object identified from objects included in an image. For example, the object window 403 is displayed when the processor 110 of the terminal 100 identifies a target object from objects included in an image. For example, the object window 403 displays the target object identified by the processor 110. For example, the display manner of the target object differs depending on whether a predetermined condition is met. For example, if the predetermined condition is not met, the target object is displayed grayed out. For example, the preparation screen 60 may include an image object indicating that the target object is associated with the avatar of the user 11. For example, the preparation screen 60 may include a notification object indicating that the target object is not associated with the avatar of the user 11. For example, the preparation screen 60 may include a notification object indicating the predetermined condition if the predetermined condition is not met. For example, the notification object is an object indicating a notification regarding a predetermined location. The display of the object window 403 may be terminated after a predetermined time has elapsed, or may be terminated when an operation to instruct termination of the display of the object window 403 is accepted.

[0089] As shown in FIG. 17 , when a target object is associated with the avatar 91 because a predetermined condition is satisfied, if the target object is an accessory, the target object may be equipped to the avatar 91. As an example, the target object may be equipped to the avatar 91 without receiving an operation from the user 11 instructing the equipment. As an example, when a target object is associated with the avatar 91 because a predetermined condition is satisfied, the avatar window 401 may display information indicating that the target object is associated with the avatar 91 because the predetermined condition is satisfied. As an example, the avatar window 401 may display information indicating restrictions imposed on associating the target object with the avatar 91. As an example, the avatar window 401 may display information indicating a period during which the target object can be associated with the avatar 91. As an example, the avatar window 401 may display information indicating at least one of the number of target objects associated with the avatar 91 and the upper limit number of target objects that can be associated with the avatar 91. As an example, the avatar window 401 may display information indicating at least one of the types of target objects associated with the avatar 91, the types of target objects that can be associated with the avatar 91, and the types of target objects that cannot be associated with the avatar 91.

[0090] The effects of the present disclosure will be described. (1-1) By taking an image, the user 11 can associate a target object with his / her own avatar 91. This can increase the motivation of a user who wants to associate a target object with his / her avatar 91 to take an image including an object corresponding to the target object. This can increase interest.

[0091] (1-2) On the other hand, if the predetermined condition is not satisfied, the target object is not associated with the avatar 91. This makes it possible to prevent the target object from being associated with the avatar 91 by an image that is not intended by the game provider.

[0092] (1-3) As an example, the predetermined condition is that the image is captured within a predetermined period. This can prevent the target object from being associated with the avatar 91 through an image captured outside the predetermined period. For example, if the period during which an object can be photographed is limited, it is highly likely that the game provider does not intend for the target object to be associated with the avatar 91 through an image including the object outside the predetermined period. Therefore, by preventing the target object from being associated with the avatar 91 through such an image, it can prevent the target object from being associated with the avatar 91 through an image that is not intended by the game provider.

[0093] (1-4) As another example, the predetermined condition is that the image is taken at a predetermined position. This can prevent the target object from being associated with the avatar 91 due to an image taken at a position other than the predetermined position. For example, if the installation position of the target object is limited, an image taken at a position other than the installation position is likely to be an image that is not intended by the game provider. Therefore, by preventing the target object from being associated with the avatar 91 due to such an image, it can prevent the target object from being associated with the avatar 91 due to an image that is not intended by the game provider.

[0094] (1-5) Here, if the predetermined condition is not met, a notification object indicating the predetermined condition is displayed, making it easier for the user 11 to understand why the target object was not associated with the avatar 91. In particular, if an image object indicating the position where the predetermined condition is met is displayed, the user 11 can easily recognize the correct position for photographing the target object. This allows the user 11 to take action to associate the target object with the avatar 91. This can improve interest.

[0095] (1-6) Taking an image including a target object can be done actively by the user 11. When the target object is associated with the avatar 91 in this way, if the effect exerted by the target object is not limited, the user 11 may lose motivation to associate the object with the avatar 91, which may result in a decrease in interest. Therefore, when the target object is associated with the avatar 91 by taking an image including the target object, limiting the effect exerted by the target object can prevent a decrease in interest.

[0096] (1-7) For example, if the period during which a target object can be associated with an avatar 91 is limited, the willingness to associate the target object or an object that replaces the target object can be increased after the period during which the object can be associated has expired.

[0097] (1-8) Also, for example, if the number of target objects that can be associated with an avatar 91 is limited, the motivation of a user 11 who wants to associate more objects with an avatar 91 to associate objects in another way can be increased.

[0098] (1-9) Also, for example, if the types of target objects that can be associated with avatar 91 are limited, photographing the target object can increase motivation to associate objects that cannot be associated with avatar 91 in another way.

[0099] (1-10) When the target object is associated with the avatar 91, the parameters of the avatar 91 are changed. This can increase the motivation of the user 11 who wants to change the parameters of the avatar 91 to take photos.

[0100] (1-11) For example, if the parameter that changes is a parameter related to attack power, it is possible to increase the motivation of the user 11 who wants to reduce the HP of the enemy object 93 as much as possible in one attack.

[0101] (1-12) Also, for example, if the parameter that changes is a parameter related to defense power or HP, it is possible to increase the motivation of the user 11 who wants to prevent the HP of the avatar 91 from becoming 0 to take a photo.

[0102] (1-13) In the photographing window 402, the avatar 91 is displayed superimposed on the image, so that the user 11 can easily photograph an image including the object by adjusting the position of the terminal 100 so that the avatar 91 overlaps the object.

[0103] (Second embodiment) A second embodiment will be described below. In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and overlapping descriptions will be omitted or simplified.

[0104] In the second embodiment, at least one of the period during which a target object identified from an image can be associated with an avatar, the maximum number of objects that can be associated, and the types of objects that can be associated may change depending on the situation. As an example, in the second embodiment, at least one of the period during which a target object can be associated with an avatar, the maximum number of objects that can be associated, and the types of objects that can be associated may change depending on the number of times that the user 11 has communicated specific information about the target object to the avatar to others. As an example, the specific information may include information indicating that the target object can be associated with the user's avatar. As an example, the other people may include other users who play the game. As an example, the other people may include non-users who do not play the game. As an example, the more times the user 11 has communicated specific information to others, the longer the period during which the target object can be associated with the avatar. As an example, the more times the user 11 has communicated specific information to others, the higher the maximum number of objects that can be associated with the avatar. As an example, the more times the user 11 has communicated specific information to others, the higher the types of objects that can be associated with the avatar.

[0105] As one example, when processor 110 of terminal 100 receives an information transmission operation instructing transmission of specific information to another person, processor 110 transmits the specific information to a non-user who is not playing the game. As one example, processor 110 of terminal 100 transmits the specific information to a non-user who is not playing the game using a system other than information processing system 10 according to the present disclosure. As one example, the other system is a system that provides a social networking service (SNS). As one example, processor 110 of terminal 100 activates the other system so that the specific information can be posted on the SNS.

[0106] As an example, when the processor 110 of the terminal 100 receives an information transmission operation instructing transmission of specific information to another person, the processor 110 may transmit the specific information to another user playing the game. As an example, the other user to whom the specific information can be transmitted may be a user who has a relationship with the user 11, or may be a user who has no relationship with the user 11. As an example, a user who has a relationship with the user 11 may be a user who the user 11 follows, may be a follower of the user 11, or may be a user who has a mutual follow relationship with the user 11. Note that a mutual follow relationship may include a friend relationship.

[0107] As an example, when a predetermined trigger occurs, the processor 110 of the terminal 100 determines the number of times specific information has been transmitted to others. As an example, the predetermined trigger may include when a game program is launched. As an example, the predetermined trigger may include when a screen transition occurs. As an example, the predetermined trigger may include when a transition occurs from the event screen 50 or the preparation screen 60 to the main screen 40. As an example, the predetermined trigger may include when a transition occurs from the main screen 40 or the preparation screen 60 to the event screen 50. As an example, the predetermined trigger may include when a transition occurs from the main screen 40 or the event screen 50 to the preparation screen 60. As an example, the predetermined trigger may include when an update operation is received from the user 11.

[0108] For example, when a predetermined trigger occurs, processor 110 of terminal 100 refers to a memory unit constituting another system that provides the SNS and identifies the number of times that specific information posted on the SNS has been transmitted. For example, processor 110 identifies the number of users who have viewed the specific information posted on the SNS. For example, processor 110 may identify the number of times that the specific information posted on the SNS has been viewed. For example, processor 110 may identify the number of pieces of information posted that quote the specific information posted on the SNS. For example, processor 110 may identify the number of people who have become new users based on the specific information posted on the SNS.

[0109] For example, when a predetermined trigger occurs, processor 110 of terminal 100 may identify the number of other users to whom specific information has been transmitted. For example, when a predetermined trigger occurs, processor 110 may identify the number of users, among the other users to whom specific information has been transmitted, who have associated the target object with their avatar by satisfying a predetermined condition. In addition, processor 110 may identify the number of users who have associated the target object with their avatar by satisfying a predetermined condition after user 11 has transmitted the specific information. Processor 110 may identify the number of users who have associated the target object with their avatar by satisfying a predetermined condition, regardless of whether or not the number of users has been associated with the target object with their avatar by satisfying a predetermined condition after user 11 has transmitted the specific information.

[0110] As an example, the processor 110 of the terminal 100 updates a period during which a target object can be associated with an avatar, depending on the number of times the user 11 transmits specific information to others. As an example, the processor 110 extends a period during which a target object can be associated with an avatar when the number of times the user 11 transmits specific information to others reaches a predetermined number. As an example, the processor 110 updates an upper limit number of target objects that can be associated with an avatar, depending on the number of times the user 11 transmits specific information to others. As an example, the processor 110 adds a predetermined number to the upper limit number of target objects that can be associated with an avatar when the number of times the user 11 transmits specific information to others reaches a predetermined number. As an example, the processor 110 updates types of target objects that can be associated with an avatar, depending on the number of times the user 11 transmits specific information to others. As an example, the processor 110 increases the number of types of target objects that can be associated with an avatar by a predetermined number when the number of times the user 11 transmits specific information to others reaches a predetermined number. As an example, the predetermined number may be one or more. Each of the multiple predetermined numbers may or may not have a regularity. The predetermined number is any natural number. As an example, when the processor 110 updates the period, number, or type of target objects that can be associated with the avatar, the processor 110 may display information indicating the update result.

[0111] [Example of preparation screen and display process flow in the second embodiment] As shown in FIG. 18 , for example, the preparation screen 60 may include an information transmission icon 890 that instructs transmission of specific information to others. For example, by tapping on the portion where the information transmission icon 890 is displayed, an information transmission operation instructing transmission of specific information to others can be performed. For example, the preparation screen 60 may include an end icon 891 that instructs not to transmit specific information to others. For example, by tapping on the portion where the end icon 891 is displayed, an operation instructing not to transmit specific information to others can be performed. For example, when the processor 110 of the terminal 100 receives an operation instructing not to transmit specific information to others, it ends the display of the object window 403.

[0112] The effects of the present disclosure will be described. (2-1) By being able to communicate specific information to other users playing the game, it is possible to increase the motivation of other users to associate a target object with their own avatar by photographing the object.

[0113] (2-2) In addition, by being able to transmit specific information to people who have not played the game, it is possible to increase awareness of the game and provide new opportunities to play the game.

[0114] (Third embodiment) A third embodiment will be described. In the third embodiment, the main part may include a first main part, which is the main part in the first and second embodiments, as well as a second main part that is different from the first main part. As an example, the first main part may display a first main screen 40, which is the main screen 40 in the first and second embodiments. As an example, the second main part may display a second main screen 41 that is different from the first main screen 40.

[0115] [Example of main screen and display process flow in the third embodiment] 19, the first main screen 40 may include a transition start icon 850 that instructs transition to the second main screen 41. As an example, by tapping the portion where the transition start icon 850 is displayed, a first transition operation that instructs transition to the second main screen 41 can be performed. When the processor 110 of the terminal 100 accepts the first transition operation, it displays the second main screen 41.

[0116] As shown in FIG. 20 , the second main screen 41 may include an image of the surroundings of the device 100 captured by the camera 170. For example, the surrounding image is displayed in real time. The second main screen 41 may include an avatar 91a of a user other than the user 11. For example, the second main screen 41 may include multiple avatars 91a. For example, the processor 110 of the device 100 displays the avatar 91a when a special condition is met. For example, the processor 110 determines whether there is another user who meets the special condition based on progress information. For example, the processor 110 determines whether there is another user who meets the special condition based on the current real-world locations of the other users. For example, the processor 110 determines that another user located within a predetermined real-world range is a user who meets the special condition. For example, the predetermined real-world range is a cylindrical range with a predetermined radius centered on the current real-world location of the user 11. For example, the predetermined radius is 50 m. As an example, the processor 110 displays the avatar 91a of a user who satisfies a special condition on the monitor 181 of the terminal 100 of the user 11. Note that, if there are multiple users who satisfy the special condition, the processor 110 displays multiple avatars 91a corresponding to each of the multiple users on the monitor 181 of the terminal 100 of the user 11. As an example, the special condition may include being a user who has interactions with the user 11. For example, if multiple users can form a party and hold an event, the special condition may include being a user who is currently forming a party with the user 11. Alternatively, a party may be formed with a user who satisfies the special condition. Alternatively, a user may be able to participate in an event together with a user who satisfies the special condition without forming a party.

[0117] As an example, when a restriction condition is met, the processor 110 of the terminal 100 does not display the avatar 91a of the user 11 on the monitor 181 of the terminal 100 of the terminal 100, even if there is a user who meets a special condition. As an example, the restriction condition is that the image captured by the camera 170 does not include more than a predetermined number of people. As an example, the processor 110 uses a trained CNN trained with a large number of training images labeled with correct answers to determine whether the image captured by the camera 170 includes more than a predetermined number of people. Note that when the restriction condition is met, even if there is a user who meets the special condition, the user may not be able to participate in the same event.

[0118] The effects of the present disclosure will be described. (3-1) By displaying the avatars 91a of other users who satisfy special conditions superimposed on the surrounding images captured by the user 11, it is possible to create the impression that the user is playing the game in real space, thereby increasing the interest.

[0119] (3-2) Users can participate in events together with other users who meet special conditions. This increases the motivation of users who want to play games in cooperation with other users to visit places where many users gather.

[0120] (3-3) If there are not a certain number of people around, the avatar 91a of the user who satisfies the special condition is not displayed. This prevents a decrease in motivation to play the game for users who do not want their avatar to be linked to themselves in the real world.

[0121] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. [Change Example 1] In the third embodiment, an object other than the avatar 91a may be displayed instead of the avatar 91a of another user. As an example, the other object may be a predetermined character. As an example, the other object may be selected by lottery from among a plurality of characters. In this case, the selection ratio of the lottery may or may not change depending on the setting of the avatar 91a. As an example, the other object may be selectable by the other user from a plurality of characters, or may be set by the other user. As an example, the other object may be an object with a non-descript color painted in a specific color like a shadow puppet, or a generic human-shaped object with a non-descript shape.

[0122] [Change Example 2] The predetermined conditions may be changed as desired. As an example, the predetermined conditions may be set for each object. A predetermined period may not be set for some or all of any target object. A predetermined position may not be set for some or all of any target object. A predetermined condition may not be set for some or all of any target object. As an example, the predetermined conditions may include a first predetermined condition that is met when the image is captured during a predetermined period, and a second predetermined condition that is met when the image is captured at a predetermined position, in addition to or instead of these, a third predetermined condition that is met in a different case. The predetermined condition may be one or more of a plurality of predetermined conditions, including the first predetermined condition, the second predetermined condition, and one or more third predetermined conditions.

[0123] [Change Example 3] The target object identified from the image may be an object related to the image. For example, a target object identified from an image including a wand may be a magic skill. In other words, associating a target object identified from an image with the avatar 91 may include enabling the avatar 91 to use a skill identified from an image including the target object. This can increase the motivation of the user 11, who wants to use the skill, to take photos. Note that the skill is not limited to skills usable in the event part. For example, the skill may include skills usable in the main part. For example, a skill usable in the main part may include a skill that makes it easier to place event objects 92 in the virtual space. For example, an image including glasses can be associated with making it easier to find more or more distant event objects. For example, a skill usable in the main part can be associated with a skill that expands a predetermined real-world range in which an event start operation can be accepted. For example, an image including shoes can be associated with making it easier to participate in a wider range of events.

[0124] As another example, a target object identified from an image may be a property that can be assigned to avatar 91. In other words, associating a target object identified from an image with avatar 91 may include assigning the property identified from the image including the target object to avatar 91. As an example, a target object identified from an image including an elastic body may be a property such as resistance to physical attacks.

[0125] [Change Example 4] The target object may be a natural object. The natural object may include landforms such as the sea and mountains. As an example, from an image including a natural object, a target object related to the natural object is identified. Specifically, from an image including the sea, equipment, items, characteristics, or skills related to the sea or water may be identified. As an example, being related to the sea or water may include the target object being an object with a sea or water motif. As an example, being related to the sea or water may include the target object having a sea attribute or a water attribute. In other words, the characteristic related to the sea or water may be a characteristic related to the sea attribute or the water attribute. For example, associating a target object identified from an image including the sea with the avatar 91 may mean adding a sea attribute or a water attribute to an attack attribute, or may mean providing resistance to the sea attribute or the water attribute, or may mean strengthening these characteristics.

[0126] [Change Example 5] The target object may be an object that generates a predetermined phenomenon. Examples of objects that generate a predetermined phenomenon include light-emitting objects and burning objects. As an example, a target object related to the predetermined phenomenon is identified from the object that generates the predetermined phenomenon. Specifically, an image including a light-emitting object may identify equipment, items, characteristics, or skills related to light or lightning. For example, being related to light or lightning may include the target object being an object with a light or lightning motif. For example, being related to light or lightning may include the target object having a light attribute or a lightning attribute. In other words, the characteristics related to light or lightning may be characteristics related to the light attribute or the lightning attribute. For example, associating a target object identified from an image including a light-emitting object with avatar 91 may include adding a light attribute or a lightning attribute to an attack attribute, or may include providing resistance to the light attribute or the lightning attribute, or may enhance these characteristics. Furthermore, an image including a burning object may identify equipment, items, characteristics, or skills related to fire or flame. For example, being related to fire or flame may include the target object being an object with a fire or flame motif. Being associated with fire or flames may include the target object having a fire attribute or a fire attribute. In other words, a property associated with fire or flames may be a property related to the fire attribute or the fire attribute. For example, associating a target object identified from an image including a burning object with avatar 91 may mean adding a fire attribute or a fire attribute to the attack attribute, or may mean providing resistance to the fire attribute or the fire attribute, or may mean strengthening these properties.

[0127] [Change Example 6] The avatar 91 does not have to be displayed in the photographing window 402. For example, when the object is not an accessory of the avatar 91 or when the object cannot be photographed in a direction in which the avatar 91 would wear it, the avatar 91 may not be displayed superimposed on the object in some cases, or the avatar 91 may not be displayed in all cases.

[0128] [Change Example 7] The processor 110 may use multiple images to identify the target object. For example, the processor 110 may be able to identify the target object from multiple consecutive images. This may improve the accuracy of identifying the target object.

[0129] [Change Example 8] In the above embodiment, the processor 110 of the terminal 100 identifies a target object from an image and associates the identified target object with the avatar 91 when a predetermined condition is met, but this is not limited to this. As an example, the processor 110 of the terminal 100 may transmit a captured image to the server 200. As an example, the processor 110 may transmit the image to the server 200 when a target object is identified from the image, or may transmit the image to the server 200 at a predetermined interval. In this case, the processor 210 of the server 200 may identify a target object from the received image and determine whether a predetermined condition is met. The processor 210 may associate the target object with the avatar 91 of the user 11 when the predetermined condition is met.

[0130] [Change Example 9] The target object that can be identified from the image may be set arbitrarily. For example, the target object may be an object related to the UI of the game screen played by the user 11. For example, the target object may be an object related to at least a part of the background of the game screen played by the user 11.

[0131] [Change Example 10] The object to which the target object is associated may be any object associated with the user 11, and is not limited to the avatar 91. For example, the object to which the target object is associated may be an assistant character that assists the user 11 in playing a game. For example, the object to which the target object is associated may be an object that the user 11 electronically owns.

[0132] [Change Example 11] Associating a first object with a second object is not limited to associating an object that constitutes a screen with an object that the user electronically owns. For example, associating a first object with a second object may include changing parameters of an avatar 91 as electronic data. For example, associating a first object with a second object may include associating predetermined information as electronic data with a user ID as electronic data.

[0133] [Change Example 12] In the above embodiment, a game using location information is exemplified, but the present invention is not limited to this. For example, the present invention may be applied to a game that does not use location information, or may be applied to a service other than a game.

[0134] [Change Example 13] The above-described processes and the order of steps are merely examples and are not intended to be limiting. The order of steps and processes can be arbitrarily changed without departing from the scope of the embodiments and modifications.

[0135] [Change Example 14] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0136] [Change Example 15] One or more modules or functions of the terminal 100 and the server 200 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.

[0137] [Change Example 16] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves).

[0138] [Change Example 17] The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0139] [Change Example 18] The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or they can be understood as separate programs. The server 200 may perform all processing, and the processing results may be displayed as images on the monitor 181 of the terminal 100.

[0140] [Change Example 19] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In other words, all of the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.

[0141] [Change Example 20] Any specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, a computer may be configured with one or more terminals 100 and one or more servers 200. As an example, all of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 110 of the terminal 100. As an example, any part of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 210 of the server 200, and the remaining parts may be implemented by the processor 110 of the terminal 100.

[0142] [Change Example 21] The various functions that can be realized by the game control unit 201 are not limited to being configured by a single processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. The various functions that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by a single processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, the various functions may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, a computer may be configured by one or more terminals 100, one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.

[0143] [Change Example 22] When the terminal 100 executes all of the processes and steps described in the embodiment and modified examples, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may also be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.

[0144] [Note] The present disclosure includes the following examples, in which reference numbers are provided to elements of the embodiments to aid understanding and not by way of limitation.

[0145] (Objective) For example, the objective is to improve interest. (Appendix 1) A program that causes a computer (100, 200) to identify a corresponding first object from an image of an object captured in real space (S400), and to associate the first object identified from the image with a second object (S403).

[0146] For example, it is possible to increase the motivation of a user who wants to associate a first object with a second object to take an image including an object corresponding to the first object, thereby increasing interest.

[0147] (Appendix 2) The program according to Appendix 1, which causes a computer (100, 200) to associate the first object identified from the image with the second object when a predetermined condition is met (S402, S403).

[0148] For example, it is possible to prevent a first object from being associated with a second object by an image that is not intended by the program provider. (Supplementary Note 3) The program according to Supplementary Note 2, wherein the predetermined condition can be satisfied if the image was taken during a predetermined period (S402).

[0149] For example, if the period during which an object can be photographed is limited, images taken outside the specified period are likely to be images not intended by the program provider, and such images can prevent the first object from being associated with the second object.

[0150] (Supplementary Note 4) The program according to Supplementary Note 2 or Supplementary Note 3, wherein the predetermined condition can be satisfied when the image is captured at a predetermined position (S402). For example, if the installation location of an object is limited, an image taken at a location other than the installation location is likely to be an image not intended by the program provider, and such an image can prevent the first object from being associated with the second object.

[0151] (Appendix 5) The program according to appendix 4, which causes a computer (100, 200) to execute notification regarding the predetermined position when the predetermined condition is not satisfied. For example, it is easy for the user to recognize the correct position for photographing an object.

[0152] (Appendix 6) A program described in any of Appendices 1 to 5, wherein when the first object identified from the image is associated with the second object, at least one of the period during which the first object can be associated with the second object, the number of first objects that can be associated with the second object, and the types of first objects that can be associated with the second object is limited.

[0153] For example, if the period during which a first object can be associated with a second object is limited, it is possible to increase the willingness of the user 11 to associate the first object or an object that replaces the first object after the period during which the first object can be associated has expired. Also, for example, if the number of first objects that can be associated with second objects is limited, it is possible to increase the willingness of the user 11 who wants to associate more objects with second objects to associate the objects by another method. Also, for example, if the types of first objects that can be associated with second objects are limited, it is possible to increase the willingness of the user 11 to associate objects that cannot be associated by photographing the object with the second object by another method.

[0154] (Supplementary Note 7) The program according to any one of Supplementary Note 1 to Supplementary Note 6, wherein a parameter of the second object changes as a result of the first object being associated with the second object.

[0155] For example, this can increase the motivation of users who want to change the parameters of the second object to take photos. (Appendix 8) The program described in Appendix 4, wherein the first object identified from the image can be associated with the second object during the period when the user is located at the predetermined position.

[0156] For example, it is possible to encourage the user to stay at a predetermined location, and also to impress upon the user that the predetermined location is a special location. (Appendix 9) A program that causes a computer (100, 200) to display a predetermined object corresponding to a second user located at a predetermined real-world position based on the real-world position of a first user in real space, superimposed on an image captured of the real space.

[0157] For example, by superimposing a specific object corresponding to a second user on a surrounding image captured by a first user, the sense of immersion in the game can be enhanced, giving the impression that the user is playing the game in real space.

[0158] (Supplementary Note 10) The program according to Supplementary Note 8, wherein the predetermined object is displayed in a different manner depending on the game settings of the second user. For example, if a specified object is displayed regardless of the second user's game settings, there is a risk that a user who does not want the specified object to be linked to themselves in real space will lose motivation to play the game, but this can be prevented.

[0159] (Appendix 11) A program described in Appendix 9 or Appendix 10, which causes a computer to have the first user and the second user participate in the same event. For example, it is possible to increase the willingness of a user who wants to participate in an event with other users to visit a place where many users gather.

[0160] The configurations described in Supplementary Notes 1 to 11 may be appropriately applied to the fields of devices, systems, methods, and media. It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]

[0161] 10...information processing system 11...user 20...network 40...main screen (first main screen) 41...second main screen 50...event screen 60...preparation screen 80, 81...field object 85...preparation icon 86...main icon 87...setting icon 88...lottery icon 89...photography icon 90...cancel icon 91, 91a...avatar 92...event object 93...enemy object 94...HP bar 95...command icon 95a...attack icon 95b...skill icon 95c...item icon 95d...withdraw icon 100...terminal 101...game control unit 102...image identification unit 103...position acquisition unit 104...display control unit 105...storage unit 106...communication unit 107...input / output unit 110...processor 120...memory 130...storage 140...communication interface 150...input / output interface 160...microphone 165...speaker 170...camera 175...GNSS receiver 180...touch screen 181...monitor 182...touch sensor 190...communication bus 200...server 201...game control unit 205...storage unit 206...communication unit 207...input / output unit 210...processor 220...memory 230...storage 240...communication interface 250...input / output interface 290...communication bus 300...input device 401...avatar window 402...photography window 403...object window 850...transition start icon 890...information transmission icon 891...end icon

Claims

1. A program that causes a computer to identify a corresponding first object from an image of an object captured in real space, and to associate the first object identified from the image with a second object.

2. The program of claim 1 , further comprising causing a computer to associate the first object identified from the image with the second object when a predetermined condition is met.

3. The program of claim 2 , wherein the predetermined condition can be met if the image was taken during a predetermined period of time.

4. 4. The program according to claim 2, wherein the predetermined condition can be satisfied when the image is captured at a predetermined position.

5. The program according to claim 4 , further comprising causing a computer to execute a notification regarding the predetermined position when the predetermined condition is not satisfied.

6. 2. The program of claim 1, wherein when the first object identified from the image is associated with the second object, at least one of the period during which the first object can be associated with the second object, the number of first objects that can be associated with the second object, and the types of first objects that can be associated with the second object is limited.

7. The program according to claim 1 , wherein associating the first object with the second object changes a parameter of the second object.

8. An information processing system that identifies a corresponding first object from an image of an object captured in real space, and makes it possible to associate the first object identified from the image with a second object.

Citation Information

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